Difference between revisions of "Harbinger Navy Issue"
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− | * SHIP ATTRIBUTES SECTION (last update : | + | * SHIP ATTRIBUTES SECTION (last update : 2024-11-12) |
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* on editing the attributes, please make sure that you don't | * on editing the attributes, please make sure that you don't | ||
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| faction=Amarr Empire | | faction=Amarr Empire | ||
| variations={{Ship|Absolution}},{{Ship|Harbinger}} | | variations={{Ship|Absolution}},{{Ship|Harbinger}} | ||
− | | tech=F | + | | tech=F |
− | | powergrid=1, | + | |
+ | | powergrid= 1,550 MW | ||
| cpu=410 tf | | cpu=410 tf | ||
| capacitor=3,500 GJ | | capacitor=3,500 GJ | ||
+ | |||
| highs=7 | | highs=7 | ||
| turrets=6 | | turrets=6 | ||
Line 24: | Line 26: | ||
| mediums=5 | | mediums=5 | ||
| lows=6 | | lows=6 | ||
+ | |||
| mass=15,500,000 kg | | mass=15,500,000 kg | ||
| volume=234,000 m³ | | volume=234,000 m³ | ||
− | | cargohold=375 | + | |
+ | | cargohold=375{{m3}} | ||
+ | |||
| dronebay=75 m³ | | dronebay=75 m³ | ||
| bandwidth=50 Mbit/sec | | bandwidth=50 Mbit/sec | ||
− | | info=While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements. | + | |
− | | bonuses=<b>Amarr Battlecruiser bonuses (per skill level):</b><br>7.5% bonus to Medium Energy Turret tracking speed<br>10% bonus to Medium Energy Turret damage<br><b>Role Bonus:</b><br>• Can fit Warfare Link modules<br>25% bonus to Medium Energy Turret optimal range and falloff | + | | info= <span style="font-size: large;">God is the only true judge, we just expedite court dates.</span> |
+ | : - Unknown Amarr Soldier | ||
+ | |||
+ | While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements. | ||
+ | | bonuses= <b>Amarr Battlecruiser bonuses (per skill level):</b><br> | ||
+ | 7.5% bonus to Medium Energy Turret tracking speed<br> | ||
+ | 10% bonus to Medium Energy Turret damage<br> | ||
+ | <b>Role Bonus:</b><br> | ||
+ | • Can fit Warfare Link modules<br> | ||
+ | 25% bonus to Medium Energy Turret optimal range and falloff | ||
+ | |||
| structurehp=6,750 HP | | structurehp=6,750 HP | ||
+ | |||
+ | | armorhp=7,875 HP | ||
+ | | armorem=50 | ||
+ | | armortherm=35 | ||
+ | | armorkin=25 | ||
+ | | armorexp=20 | ||
+ | |||
| shieldhp=4,500 HP | | shieldhp=4,500 HP | ||
| shieldem=0 | | shieldem=0 | ||
+ | | shieldtherm=20 | ||
+ | | shieldkin=40 | ||
| shieldexp=50 | | shieldexp=50 | ||
− | + | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| maxvelocity=175 m/sec | | maxvelocity=175 m/sec | ||
| inertia=0.52 | | inertia=0.52 | ||
| warpspeed=3.5 AU/s | | warpspeed=3.5 AU/s | ||
| warptime=11.17 s | | warptime=11.17 s | ||
− | | targetrange=70 | + | |
+ | | targetrange=70 km | ||
+ | | maxlockedtargets=7 | ||
| sigradius=270 m | | sigradius=270 m | ||
− | | | + | | scanres=210 mm |
| sensortype=RADAR | | sensortype=RADAR | ||
| sensorvalue=21 points | | sensorvalue=21 points | ||
− | + | ||
| reqskills=*{{RequiredSkill|Amarr Battlecruiser|II}} | | reqskills=*{{RequiredSkill|Amarr Battlecruiser|II}} | ||
** {{RequiredSkill|Spaceship Command|III}} | ** {{RequiredSkill|Spaceship Command|III}} | ||
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== Patch History == | == Patch History == | ||
{{Expansion past| | {{Expansion past| | ||
+ | '''Revenant expansion - 2024-11-12''' ([https://www.eveonline.com/news/view/revenant-expansion-notes Expansion Notes]) | ||
+ | * Balance Changes | ||
+ | ** Powergrid increased from 1,495 MW to 1,550 MW | ||
+ | |||
'''October 2019 Release - 2019-10-15.1''' | '''October 2019 Release - 2019-10-15.1''' | ||
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | ''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | ||
− | |||
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s) | * Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s) | ||
}} | }} | ||
− | {{ShipsMatrix|expgroup=battlecruisers}} | + | {{ShipsMatrix|expgroup= battlecruisers}} |
+ | |||
[[Category:Ship Database]] | [[Category:Ship Database]] | ||
[[Category:Faction Battlecruisers]] | [[Category:Faction Battlecruisers]] |
Revision as of 16:50, 12 November 2024
RELATED UNI-WIKI REFERENCES
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God is the only true judge, we just expedite court dates.
While the Harbinger is a formidable vessel on its own, recent reports have raised its lack of flexibility as a noteworthy concern in the ever-shifting fleet tactic doctrines. Working hard to correct this problem, Imperial engineers came up with the improved Navy Issue variant. Boasting upgraded tracking systems, enhanced resilience and an advanced medium slot configuration layout, the Harbinger Navy Issue is a radical change over its predecessor, capable of astounding performance in a much wider spectrum of engagements. SHIP BONUSES
Amarr Battlecruiser bonuses (per skill level):
Ship Attributes
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Summary
Released with the Odyssey expansion, the Harbinger Navy Issue is almost a straight upgrade to the Harbinger, with more fitting space, base HP and even an extra medium power slot. While the tracking bonus allows the Harbinger Navy Issue to track smaller ships with greater ease, the loss of the capacitor bonus from the Harbinger makes the already cap hungry Battlecruiser tougher to keep stable.
Skills
- Amarr Battlecruiser to at least IV to get more DPS out of the Harbinger Navy Issue's lasers and help it track smaller ships.
- Gunnery V, Medium Energy Turret V and Medium Pulse Laser Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, and give the pilot the ability to use Scorch ammo.
- While Medium Beam Laser Specialization is not as common, there are a number of circumstances where the range of the Beam lasers is appreciated. As for the Pulse, the cost of the Tech II Beam Lasers is much lower than the Tech I meta 4.
- Controlled Bursts IV, Capacitor Management IV and Capacitor Systems Operation IV are all important for cap management.
- Rapid Firing IV, Surgical Strike IV are skills that increase DPS and are thus vital to all turret-based damage dealing ships.
- Along with the obvious Power Grid Management V and CPU Management V fitting skills required for fitting most ships, Weapon Upgrades V should be trained to help with fitting. Advanced Weapon Upgrades is also an important skill for pilots wishing to armor tank.
- Sharpshooter IV increases the already impressive optimal range associated with lasers and should be trained as such.
- Drones V, Light Drone Operation IV, Medium Drone Operation IV, Drone Interfacing IV and Gallente Drone Specialization II/Minmatar Drone Specialization II are all are important for getting as much DPS out of the 50 m3 dronebay as possible.
- Drone Navigation III, Drone Durability III and Drone Sharpshooting III are also useful support skills.
- The appropriate skills required for fitting a Full T2 Armour or Shield Tank.
Tactics
No sub-article about Harbinger Navy Issue roles or piloting tactics. You can write them here.
Notes
No notes for Harbinger Navy Issue.
Patch History
A long, long time ago... |
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Revenant expansion - 2024-11-12 (Expansion Notes)
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
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