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==== Heavy Interdictors (HIC) ==== | ==== Heavy Interdictors (HIC) ==== | ||
With the exception of some T3 cruiser setups, | With the exception of some T3 cruiser setups, these will have better tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. | ||
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. | In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. In return, their mass gets heavily reduced, so they can get up to speed and change direction etc extremely fast. | ||
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. | They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. | ||
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The bubble can not be used in low or high sec, however, the bubble mod comes with a script. | The bubble can not be used in low or high sec, however, the bubble mod comes with a script. | ||
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs | The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs can counter it. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. | ||
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. | If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. These are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik). This bug has supposedly been fixed now, but I haven't confirmed it, and you may still see it in some old videos. | ||
==== Logistics ==== | ==== Logistics ==== | ||
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Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisks (Caldari) usually use either one (Logistics V) or two (Logistics IV, don't fly a logi ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots, which means they have to operate in groups of at least two ships, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer receiving the cap it needs to keep operating from its buddy. | Amarr and Caldari gain 2 high slots compared to Minmatar & Gallente, but lose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that Gallente and Minmatar have. What this means is that Guardian (Amarr) and Basilisks (Caldari) usually use either one (Logistics V) or two (Logistics IV, don't fly a logi ship with less than that) large energy transfers in their extra highs to create cap from nowhere and some ECCM, tank and speed in the low/mid slots, which means they have to operate in groups of at least two ships, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer receiving the cap it needs to keep operating from its buddy. | ||
Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that internal cap is not enough to run as many reppers as the cap transferring logistics ships. Scimitars / Oneiros can usually run three reppers with logi 4, and four reppers with logi 5, while Basilisks / Guardians can run 4 reppers with logistics | Scimitar (Minmatar) and Oneiros (Gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that internal cap is not enough to run as many reppers as the cap transferring logistics ships can. Scimitars / Oneiros can usually run three reppers with logi 4, and four reppers with logi 5, while Basilisks / Guardians can run 4 reppers with logistics 4 and 5 reppers with logistics 5, while also keeping a stronger tank. | ||
=== T3 Cruisers: Strategic Cruisers === | === T3 Cruisers: Strategic Cruisers === | ||
You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles | You can't get more versatile then this. Depending on what subsystems you put on it, it can basically do anything except for bubbling. With the right sub system, you can even become immune to bubbles, which is a unique ability that no other ship has, but you can still be tackled by hics with the script in and normal disruptors/scrams. They can be fitted to use their racial warfare links with an even stronger bonus then fleet command ships (described below), but it can only fit 1 link by default. However, by fitting 2 command processors, that can be increased to 3. | ||
== Battlecruiser Class Ships == | == Battlecruiser Class Ships == | ||
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Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. | Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. | ||
HACs are way better for that role though, with better dps and range, so | HACs are way better for that role though, with better dps and range, so experienced pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. This will be described more closely in the next section. | ||
=== T2 Battlecruisers === | === T2 Battlecruisers === | ||
==== Command Ships (CS) ==== | ==== Command Ships (CS) ==== | ||
These come in two classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: | These come in two classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armor for Amarr, Shield for Caldari, Skirmish for Minmatar and Information for Gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied). | ||
Armour/Shield links: | Armour/Shield links: | ||
# Armour/shield resist bonus (stacking penalized with resist mods on the ship) | # Armour/shield resist bonus (stacking penalized with resist mods on the ship) | ||
# Armour/shield repper (both local and remote) cycle time reduction | # Armour/shield repper (both local and remote) cycle time reduction | ||
# Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use as before) | # Armour/shield repper (both local and remote) cap use reduction (combine 2 and 3 to get RRs with lower cycle time, but same cap use/second as before) | ||
Skirmish: | Skirmish: | ||
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Information: | Information: | ||
# Boost the strength EW mods, like ecm and damps | # Boost the strength of EW mods, like ecm and damps | ||
# Increase range of EW mods | # Increase range of EW mods | ||
# Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM) | # Increase sensor strength (make it harder to jam them, I think it's stacking penalized with ECCM) | ||
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=== T1 Battleship (BS) === | === T1 Battleship (BS) === | ||
You can't get heavier then this and still stay in sub capital ships, although there are of course variations. Great buffer tanks, very high dps when close range fitted | You can't get heavier then this and still stay in sub capital ships, although there are of course variations. Great buffer tanks, very high dps when close range fitted, long range fits have the best range in the game, while still maintaining good dps (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better then/as well as the other BS of their race). One notable exception here: The Caldari scorpion, which is the only T1 EW BS, and use ecm. | ||
The battleships weakness is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing allot if you do get a fight. | |||
=== T2 Battleships === | === T2 Battleships === | ||
==== Marauders ==== | ==== Marauders ==== | ||
These are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable, since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case. | |||
They're even less useful now that Blood Raider and Serpentis ships get a 10% bonus/level of minmatarr frigate/cruiser/battleship depending on which class it is, which also adds up to a total of 50% bonus at level 5. | |||
==== Black Ops (BO) ==== | ==== Black Ops (BO) ==== | ||
These are the big brothers of the recon ships, however, while they do get bonus to how fast they move while cloaked (which actually means that they'll move faster when cloaked than when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, | These are the big brothers of the recon ships, however, while they do get bonus to how fast they move while cloaked (which actually means that they'll move faster when cloaked than when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, including T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically becomes a 1 way stargate. | ||
== Capital Ships == | == Capital Ships == | ||
Capital ships, aka dreads, carriers, motherships, titans and rorquals (although the last one isn't a combat ship) can't use gates, and the | Capital ships, aka dreads, carriers, supercarriers ("motherships"), titans and rorquals (although the last one isn't a combat ship) can't use gates, and the supercarriers+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have the relevant upgrades installed to the hub in the system before it can be used, and it's impossible to have both that and a cyno jammer online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them. | ||
=== Dreadnoughts (Dread) === | === Dreadnoughts (Dread) === | ||
If you want pure dps, this | If you want pure dps, this used to be as good as it gets, but they have now been surpassed by supercarriers doing 8k dps (10k for the nyx) with max skills and a full flight of fighter bombers, and Titans which can reach similar dps numbers as dreads, but also gets a 1 shot/10 mins 3m damage super gun. Dreads do amazing damage, and can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which gets an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. | ||
The effects of the siege mod, which only dreads can fit, when activated, are: | The effects of the siege mod, which only dreads can fit, when activated, are: | ||
* -75% scan res | * -75% scan res | ||
* +625% damage mod | * +625% damage mod | ||
* - | * -50% tracking | ||
* -60% explosion velocity | * -60% explosion velocity | ||
* -100% speed | * -100% speed | ||
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=== Carriers === | === Carriers === | ||
These are giant logistics platforms. They have the ability to store 1.000.000 m3 of '''assembled''' ships in their ship maintenance bay so that people that lose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter | These are giant logistics platforms. They have the ability to store 1.000.000 m3 of '''assembled''' ships in their ship maintenance bay so that people that lose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter and capital remote armour repairers. The amarr archon get cap transfer and armour rep, the gallente thanathos and minmatar nidhoggur get shield and armour and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armour for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanatos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters (but not fighter bombers). They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps. | ||
However, just like dreads, carriers also get a special module that only they | However, just like dreads, carriers also get a special module that only they can fit (5 minute cycle): the triage module. | ||
The effects of it are: | The effects of it are: | ||
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* Can't jump out or warp away | * Can't jump out or warp away | ||
The triage mod also use stront, just like the siege mod | The triage mod also use stront, just like the siege mod. The amount used per cycle is 250 - 25 * (level of tactical logistics reconfiguration). | ||
Carriers and | Carriers and supercarriers can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength. | ||
=== Motherships | === Supercarriers ("Motherships", MS) === | ||
Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate. | Basically just a larger carrier with more slots and cap etc. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range. However, it's always immune to EW even when not in triage. It can also use a clone vat bay which can hold jump clones, but I'm not sure how that actually work, and it is very rarely used. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate. | ||