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| ==Fitting== | | ==Fitting== |
− | | + | {{:Nightmare/Fittings/Incursion/Shield}} |
− | {{Fittings | |
− | |name=Nightmare, Shield Incursion
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− | |high=Mega Pulse Laser II<br>
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− | Mega Pulse Laser II<br>
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− | Mega Pulse Laser II<br>
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− | Mega Pulse Laser II<br>
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− | Heavy Nosferatu I<br>
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− | Heavy Nosferatu I
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− | |mid=Invulnerability Field II<br>
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− | Invulnerability Field II<br>
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− | Photon Scattering Field II<br>
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− | Sensor Booster II<br>
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− | Tracking Computer II<br>
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− | Tracking Computer II<br>
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− | Federation Navy Stasis Webifier
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− | |low=Damage Control II<br>
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− | Tracking Enhancer II<br>
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− | Heat Sink II<br>
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− | Heat Sink II<br>
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− | Heat Sink II
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− | |charges=Tracking Speed<br>
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− | Multifrequency L
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− | |drones=Hobgoblin I
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− | |rigs=Large Core Defence Field Extender I<br>
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− | Large Core Defence Field Extender I<br>
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− | Large Anti-Thermal Screen Reinforcer I
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− | |recommended1=Amarr Battleship IV<br>
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− | Caldari Battleship IV
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− | |recommended2=
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− | |recommended3=
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− | |notes=
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− | *This setup is the foundation of a Nightmare fit, you may swap out some modules for their Meta 4 or Faction counterparts as your wallet and skills allow you.
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− | *Hobgoblin I's are recommended for Vanguard fleets as they are faster than medium sized drones and tend to be shot down less often.
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− | }} | |
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| ==Tactics== | | ==Tactics== |
High Amount of Medium Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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When this terror was first seen haunting the spacelanes, rumors abounded about its design, which bore the indelible stamp of Sansha Kuvakei’s unique madness. Who else, the conspiracy theorists argued, could come up with such marvelously twisted designs?
These and other theories were all but confirmed during the Sansha invasions of YC 111-112, as endless swarms of Nightmare fleets descended upon planet dweller and capsuleer alike, eager to serve their returned master Sansha Kuvakei once again.
Special Ability: 100% bonus to Large Energy Turret damage
SHIP BONUSES
Amarr Battleship Skill Bonus: 7.5% bonus to Large Energy Turret tracking per level Caldari Battleship Skill Bonus: 5% bonus to Large Energy Turret damage per level
Required Skills
- Amarr Battleship I1h 6m
- Spaceship Command IV1d 1h 8m
- Amarr Cruiser IV5d 5h 42m
- Caldari Battleship I1h 6m
- Spaceship Command IV1d 1h 8m
- Caldari Cruiser IV5d 5h 42m
Training Time what's this?12d 15h 55m
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Grouping
▪ Variations none
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Ship Attributes
Fittings |
High 6
Launchers 0
Turrets 4
Rig
3
large
Calibration 350
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Navigation |
Base Time to Warp 18.72 s what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
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Drones |
Drone Bandwidth 75 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 8,260 HP
Frigate Escape Bay 1 Frigate
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Armor |
Armor Hitpoints 8,695 HP
Armor Resistances
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Shields |
Shield Capacity 9,735 HP
Shield Resistances
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Summary
The Nightmare is a pirate faction laser boat. It is designed to be shield tanked. While the nightmare only has 4 turret slots, its 100% damage bonus effectively gives is 8 regular turrets but at half the capacitor cost. The Nightmare is designed to be shield tanked, and has a respectable 7 mid slots to accomodate its tank. Unfortunately, as a shield tanker and a laser boat, the nightmare's capacitor requirements are very high and its base capacitor has trouble fulfilling the demand, so mid slots often have to be used for capacitor upgrades as well as tank.
The Nightmare has a hefty price tag that makes it unpopular in pvp, but it a solid choice for pve. The high firepower and tracking bonus makes it a decent choice for incursions.
Skills
Further information about additional or recommended skills to pilot Nightmare for a specific or it's common role(s) can be written here.
Fitting
Nightmare/Fittings/Incursion/Shield
Tactics
No sub-article about Nightmare roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Nightmare here.
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