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The single most significant module on any dreadnought is the Siege Module. The siege module exists in a T1 and T2 variant and has the following effects when activated: | The single most significant module on any dreadnought is the Siege Module. The siege module exists in a T1 and T2 variant and has the following effects when activated: | ||
* +700% turret damage ( | * +700% turret damage (Tech II: +840%) | ||
* +165% missile damage ( | * +165% missile damage (Tech II: +200%) | ||
* -80% cycle time to XL Cruise and Torpedo Launchers | * -80% cycle time to XL Cruise and Torpedo Launchers | ||
* +150% Torpedo velocity bonus | * +150% Torpedo velocity bonus | ||
* 60% Remote Sensor Dampener resistance ( | * 60% Remote Sensor Dampener resistance (Tech II: 70%) | ||
* 80% remote assistance impedance (remote Sensor and Tracking boosters) | * 80% remote assistance impedance (remote Sensor and Tracking boosters) | ||
* 60% Weapon Disruption resistance ( | * 60% Weapon Disruption resistance (Tech II: 70%) | ||
* Immunity to ECM | * Immunity to ECM | ||
* +100% shield booster/armor repairer amount | * +100% shield booster/armor repairer amount | ||
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{{expansion past| | {{expansion past| | ||
In the April 2019 patch the base damage of High-Angle Weapon turrets was reduced, and the Siege Module was given a bonus specifically to them. See https://www.eveonline.com/news/view/patch-notes-for-april-2019-release and https://www.eveonline.com/news/view/spring-balance-update-incoming. The intent was to maintain the same overall DPS for dreadnoughts while reducing the damage of high-angle Titans. | In the April 2019 patch the base damage of High-Angle Weapon turrets was reduced, and the Siege Module was given a bonus specifically to them. See [https://www.eveonline.com/news/view/patch-notes-for-april-2019-release Patch Notes For April 2019 Release] and [https://www.eveonline.com/news/view/spring-balance-update-incoming Spring Balance Update Incoming!]. The intent was to maintain the same overall DPS for dreadnoughts while reducing the damage of high-angle Titans. | ||
On 27 February 2020, the damage changes to High-Angle Weapons and the Siege Module were reverted, and high-angle weapons were instead restricted to only being usable by dreadnoughts. There was no dev blog article associated with this change. | On 27 February 2020, the damage changes to High-Angle Weapons and the Siege Module were reverted, and high-angle weapons were instead restricted to only being usable by dreadnoughts. There was no dev blog article associated with this change. | ||
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== Lancer Dreadnoughts == | == Lancer Dreadnoughts == | ||
Lancer Dreadnoughts are Tech 2 dreadnoughts with the added ability to fit a Disruptive Lance. These mini-doomsdays deal a third the damage of titan lances and disable docking, jumping, tethering, stargate use, and warping within their area of effect. They also reduce incoming remote repairs by 50% for all affected ships. The Disruptive Lance can only be activated when the Lancer's siege module is active. Similar to Titan lances, the disruptive lance deals 10,000 energy neutralization to all nearby ships when activated. Activating the lance will make the dreadnought unable to jump, dock, tether, or cloak for 5 minutes. Unlike Titan lances, disruptive lances can be used in low-sec. Lancer Dreadnoughts with a Disruptive Lance fitted cannot activate cloaking devices. The skill {{sk|Disruptive Lance Operation}} is needed to operate disruptive lances and reduces capacitor usage by 5% per level. Every lancer has a 10% bonus to lance damage and 20% bonus to lance range tied to the {{sk|Lancer Dreadnoughts | Lancer Dreadnoughts are Tech 2 dreadnoughts with the added ability to fit a Disruptive Lance. These mini-doomsdays deal a third the damage of titan lances and disable docking, jumping, tethering, stargate use, and warping within their area of effect. They also reduce incoming remote repairs by 50% for all affected ships. The Disruptive Lance can only be activated when the Lancer's siege module is active. Similar to Titan lances, the disruptive lance deals 10,000 energy neutralization to all nearby ships when activated. Activating the lance will make the dreadnought unable to jump, dock, tether, or cloak for 5 minutes. Unlike Titan lances, disruptive lances can be used in low-sec. Lancer Dreadnoughts with a Disruptive Lance fitted cannot activate cloaking devices. The skill {{sk|Disruptive Lance Operation}} is needed to operate disruptive lances and reduces capacitor usage by 5% per level. Every lancer has a 10% bonus to lance damage and 20% bonus to lance range tied to the {{sk|Lancer Dreadnoughts}} skill. | ||
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Anti-capital dreads can be used in various contexts. From a drop on a single carrier with only a single or few dreads to a drop on a FAX supporting a subcap fleet to a big dread bomb to kill supercarriers or titans. | Anti-capital dreads can be used in various contexts. From a drop on a single carrier with only a single or few dreads to a drop on a FAX supporting a subcap fleet to a big dread bomb to kill supercarriers or titans. | ||
Dreadbombs historically have not traded favorably against supercapital fleets with the critical mass to be effective.<ref> | Dreadbombs historically have not traded favorably against supercapital fleets with the critical mass to be effective.<ref>Video: [https://youtu.be/LpGDcFZMu1Y Jin'talks - Why Dreadbombs Don't Work (against Superfleets)].</ref> This means that dreadbombs are deployed either against a single vulnerable target in the hope to extract before help arrives (or dropping enough dreads to kill the target before rescue but not enough to exceed the target's value) or when a super fight is already in progress. This probably also triggered the changes to remote reps<ref>Devblog: [https://www.eveonline.com/article/pobbb9/spring-balance-update-incoming Spring Balance Update Incoming!]</ref> and the limitation to FAX cap boosters which reduced the overall repair amount especially for FAXs in big fleets. In the super fights since then, such as M2-XFE, dreadnoughts have not traded well with critical mass titan fleets. In the M2-XFE armor timer, a TEST dreadbomb got destroyed by lance doomsdays from some of the Imperium's titans. In the rescue/extraction fight, a large PAPI dreadbomb was enough to distract the Imperium's titans and cover the extraction of most of the PAPI titans. However, this dreadbomb did not trade effectively against the Imperium. While it accomplished the objective and brought a win for the PAPI side, the cost was several hundred dreadnoughts against six Imperium titans. | ||
However, in recent times, with the industry changes to Titans and Supers making them significantly less viable to use as a counter-dreadbomb tool due to their high cost, dreadbombs have become the standard response to structure fights or large enemy battleship fleets (See battle of Ahbazon). The advent of faction dreadnoughts and the | However, in recent times, with the industry changes to Titans and Supers making them significantly less viable to use as a counter-dreadbomb tool due to their high cost, dreadbombs have become the standard response to structure fights or large enemy battleship fleets (See battle of Ahbazon). The advent of faction dreadnoughts and the DPS king [[Zirnitra]] have made dreadbombs much more tanky and damaging than in the past. This new dominance of faction dreads was one of the stated reasons for doubling Titan Doomsday damage in the Equinox expansion. <ref>Expansion notes: [https://www.eveonline.com/news/view/equinox-expansion-notes Equinox]</ref> | ||
=== Structure bashing === | === Structure bashing === | ||