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A '''Supercarrier''' is a super-[[Capital Ship|capital ship]] that technically falls into the Carrier grouping for skill purposes, though due to its immense size and scope is considered by most pilots to be in a class of its own. Supercarriers are the second-largest class of ship within EVE, only outclassed by Titans. | A '''Supercarrier''' is a super-[[Capital Ship|capital ship]] that technically falls into the Carrier grouping for skill purposes, though due to its immense size and scope is considered by most pilots to be in a class of its own. Supercarriers are the second-largest class of ship within EVE, only outclassed by Titans. Supercarriers can conduct a [[conduit jump]], where a jumping carrier can take up to 5 subcapital ships through the jump with it, increasable to 30 with skills. | ||
Like Titans, Supercarriers are not able to dock in stations or outposts, and can only dock in Extra Large citadels, Keepstars. | Like Titans, Supercarriers are not able to dock in stations or outposts, and can only dock in Extra Large citadels, Keepstars. | ||
==Bonuses== | == Bonuses == | ||
===General=== | === General === | ||
All supercarriers have definitive bonuses that allow them to fulfill their designated roles: | All supercarriers have definitive bonuses that allow them to fulfill their designated roles: | ||
* Can deploy 5 flights of fighters (2 more than regular carriers), and are the only class of ship that can launch Heavy Fighters. | * Can deploy 5 flights of fighters (2 more than regular carriers), and are the only class of ship that can launch Heavy Fighters. | ||
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* 50% bonus to Remote Sensor Dampener resistance | * 50% bonus to Remote Sensor Dampener resistance | ||
* 50% bonus to Stasis effect resistance | * 50% bonus to Stasis effect resistance | ||
* Conduit Jump capable | |||
* 50% increase to Remote Electronic Assistance impedance | * 50% increase to Remote Electronic Assistance impedance | ||
===Race-Specific=== | === Race-Specific === | ||
In addition, supercarriers are role-specific by the race in which they belong. The following benefits are listed by race, based on the pilot's racial Carrier skill: | In addition, supercarriers are role-specific by the race in which they belong. The following benefits are listed by race, based on the pilot's racial Carrier skill: | ||
====Amarr ([[Aeon]])==== | ==== Amarr ([[Aeon]]) ==== | ||
* 7.5% bonus to Fighter damage | * 7.5% bonus to Fighter damage | ||
* 4% bonus to all armor resistances | * 4% bonus to all armor resistances | ||
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* 2% bonus to Armored Command and Information Command burst strength and duration | * 2% bonus to Armored Command and Information Command burst strength and duration | ||
====Caldari ([[Wyvern]])==== | ==== Caldari ([[Wyvern]]) ==== | ||
* 7.5% bonus to Fighter damage | * 7.5% bonus to Fighter damage | ||
* 4% bonus to all shield resistances | * 4% bonus to all shield resistances | ||
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* 2% bonus to Shield Command and Information Command burst strength and duration | * 2% bonus to Shield Command and Information Command burst strength and duration | ||
====Gallente ([[Nyx]])==== | ==== Gallente ([[Nyx]]) ==== | ||
* 10% bonus to Fighter damage | * 10% bonus to Fighter damage | ||
* 5% bonus to Fighter hitpoints | * 5% bonus to Fighter hitpoints | ||
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* 2% bonus to Armored Command and Skirmish Command burst strength and duration | * 2% bonus to Armored Command and Skirmish Command burst strength and duration | ||
====Minmatar ([[Hel]])==== | ==== Minmatar ([[Hel]]) ==== | ||
* 10% bonus to Fighter damage | * 10% bonus to Fighter damage | ||
* 5% bonus to Fighter velocity | * 5% bonus to Fighter velocity | ||
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* 2% bonus to Shield Command and Skirmish Command burst strength and duration | * 2% bonus to Shield Command and Skirmish Command burst strength and duration | ||
====Sansha's Nation ([[Revenant]])==== | ==== Sansha's Nation ([[Revenant]]) ==== | ||
Amarr Carrier bonuses (per skill level): | Amarr Carrier bonuses (per skill level): | ||
* 5% bonus to Fighter damage | * 5% bonus to Fighter damage | ||
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* 3+ bonus to ship warp core strength | * 3+ bonus to ship warp core strength | ||
====Serpentis ([[Vendetta]])==== | ==== Serpentis ([[Vendetta]]) ==== | ||
Gallente Carrier bonuses (per skill level): | Gallente Carrier bonuses (per skill level): | ||
* 10% bonus to Fighter damage | * 10% bonus to Fighter damage | ||
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* 3+ bonus to ship warp core strength | * 3+ bonus to ship warp core strength | ||
==Use== | == Use == | ||
Offensively, supercarriers are a powerful anti-capital ship asset. With a large number of Heavy Fighter flights deployed, capital ships take a brutal assault when swarmed by them. Carriers and dreadnaughts fall quickly to a supercarrier, while a similar supercarrier or titan may take longer. | Offensively, supercarriers are a powerful anti-capital ship asset. With a large number of Heavy Fighter flights deployed, capital ships take a brutal assault when swarmed by them. Carriers and dreadnaughts fall quickly to a supercarrier, while a similar supercarrier or titan may take longer. | ||
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When it is possible to effectively defend them (which typically requires a supercapital fleet available as backup and bringing in that fleet more difficult after the September 2019 cyno changes due to the necessity of an alt on standby with a Tech II ship for the purpose rather than having the module fit to the supercarrier), supercarriers can provide some of the highest income possible in NullSec by running combat anomalies for NPC kill bounties. | When it is possible to effectively defend them (which typically requires a supercapital fleet available as backup and bringing in that fleet more difficult after the September 2019 cyno changes due to the necessity of an alt on standby with a Tech II ship for the purpose rather than having the module fit to the supercarrier), supercarriers can provide some of the highest income possible in NullSec by running combat anomalies for NPC kill bounties. | ||
==Weaknesses== | == Weaknesses == | ||
Supercarriers' defining offensive weapons are Heavy Fighters, which are very effective against structures, other capitals and large subcapitals like battleships, but they will have a hard time applying damage to anything smaller. | Supercarriers' defining offensive weapons are Heavy Fighters, which are very effective against structures, other capitals and large subcapitals like battleships, but they will have a hard time applying damage to anything smaller. | ||
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Previously, a supercarrier was at its most vulnerable while under construction. To construct a supercarrier, a capital ship assembly array would have to have been anchored and deployed within a POS shield, inside a system where the owner holds sovereignty. The construction time on supercapitals is very long and an occupied CSAA would have made a tempting strategic target for enemy alliances. However, citadels are much easier to defend than starbases, especially XL ones such as the Sotiyo, the only one that is capable of constructing supercapital ships. It is no longer practical to cripple an alliance's supercapital fleet by shutting down production because this would require bringing capital fleets into hostile space for multiple timers, which the defenders would consider to be of the utmost priority. | Previously, a supercarrier was at its most vulnerable while under construction. To construct a supercarrier, a capital ship assembly array would have to have been anchored and deployed within a POS shield, inside a system where the owner holds sovereignty. The construction time on supercapitals is very long and an occupied CSAA would have made a tempting strategic target for enemy alliances. However, citadels are much easier to defend than starbases, especially XL ones such as the Sotiyo, the only one that is capable of constructing supercapital ships. It is no longer practical to cripple an alliance's supercapital fleet by shutting down production because this would require bringing capital fleets into hostile space for multiple timers, which the defenders would consider to be of the utmost priority. | ||
[[Category:Ships]] | [[Category:Ships]] | ||