Difference between revisions of "Megathron"
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==Summary== | ==Summary== | ||
− | The Megathron is | + | The Megathron is is a gun boat, specialising in large hybrid turrets. With its 4 mid slots and 8 lows the megathron is almost exclusively armor tanked. The Megathron is somewhat of a spiritual successor to the [[Brutix]] and [[Thorax]], favoring guns over drones. However, the Mega can fit a very thick tank and has the bandwidth and drone bay to field either a flight of 3 heavy drones or full flights of both light and medium drones to back up its destructive force, making it a powerful option for many different kinds of PvP and PvE action. |
==Skills== | ==Skills== |
Revision as of 14:30, 20 January 2015
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Gallente Battleship bonuses (per skill level):
Ship Attributes
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Summary
The Megathron is is a gun boat, specialising in large hybrid turrets. With its 4 mid slots and 8 lows the megathron is almost exclusively armor tanked. The Megathron is somewhat of a spiritual successor to the Brutix and Thorax, favoring guns over drones. However, the Mega can fit a very thick tank and has the bandwidth and drone bay to field either a flight of 3 heavy drones or full flights of both light and medium drones to back up its destructive force, making it a powerful option for many different kinds of PvP and PvE action.
Skills
Gallente Battleship III/IV: Get this before taking it into PVE, and at least IV before going into PVP.
Large Hybrid Turret IV/V: The primary training for a heavy Gallente DD. T2 Blaster Guns allow you to fire Null ammo, which will greatly increase damage projection whilst still keeping your dps high.
Sharpshooter IV/V and Motion Prediction IV/V: The two most important gunnery support skills, increasing optimal range and tracking speed. Both need to be maxed for T2 Rails and Blasters respectively.
Surgical Strike IV: Increasing DPS across the spectrum of all turreted weapons, whats not to like about this?
Fitting
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
Prototype 100MN Microwarpdrive I
F-90 Positional Sensor Subroutines
F-90 Positional Sensor Subroutines
Tracking Computer II
Damage Control II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Warrior II x5
Garde II x2
Scan Resolution Script x2
Optimal Range Script x1
Federation Navy Antimatter Charge L x1680
Federation Navy Thorium Charge L x1680
Javelin L x1680
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
Small Tractor Beam I
Cap Recharger II
Cap Recharger II
Sensor Booster II
100MN Afterburner II
Large Armor Repairer II
Reactive Armor Hardener
Armor Thermic Hardener II
Armor Kinetic Hardener II
1600mm Reinforced Steel Plates II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit II
Hobgoblin II x15
Targeting Range Script x1
Antimatter Charge L x1
- Recommended Ammo: Faction Antimatter, Javelin, Spike
- Swap the Reinforced Steel Plates II for an additional Mag Field Stabilizer for more DPS and less tank as needed.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Prototype 100MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Damage Control II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Warrior II x5
Hammerhead II x5
Federation Navy Antimatter Charge L x1
Null L x1680
Void L x1680
- Does over 1000 DPS with antimatter without head, pushes nearly 1400 with void and heat.
- Tank is 144k EHP with nearly 70% resists across the board.
- If in a large fleet with plenty of tackle and webs, consider swapping one of the webs for a tracking computer with an optimal script to better apply your damage over range,
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
425mm Railgun II
Prototype 100MN Microwarpdrive I
Medium Electrochemical Capacitor Booster I
F-90 Positional Sensor Subroutines
Optical Tracking Computer I
Damage Control II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Adaptive Nano Plating II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Magnetic Field Stabilizer II
Large Anti-EM Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Warrior II x5
Garde II x2
Navy Cap Booster 400 x48
Scan Resolution Script x1
Tracking Speed Script x1
Federation Navy Antimatter Charge L x1680
Federation Navy Thorium Charge L x1680
- CFC Rail megathron used during the fountain war.
- Requires a 2% CPU implant to fit.
- Tank to gang ratio is heavily skewed towards tank in order to survive the high alpha of null blob warfare.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Prototype 100MN MicroWarpdrive I
Heavy Electrochemical Capacitor Booster I
Conjunctive Magnetometric ECCM Scanning Array I
Faint Epsilon Warp Scrambler I
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
Ogre II x5
- Acceleration Control IV
- Advanced Weapon Upgrades IV
- Afterburner III
- Armor Rigging III
- Combat Drone Operation IV
- Controlled Bursts IV
- Drone Durability III
- Drone Interfacing IV
- Drone Navigation IV
- Drone Sharpshooting IV
- Drones V
- Electronic Warfare IV
- Electronic Warfare Drone Interfacing III
- Electronics V
- EM Armor Compensation IV
- Energy Management IV
- Energy Systems Operation IV
- Engineering V
- Evasive Maneuvering IV
- Explosive Armor Compensation IV
- Gallente Battleship IV
- Gunnery V
- Heavy Drone Operation V
- High Speed Maneuvering IV
- Hull Upgrades V
- Jury Rigging III
- Kinetic Armor Compensation IV
- Large Blaster Specialization IV
- Large Hybrid Turret V
- Long Range Targeting IV
- Mechanic V
- Gallente Drone Specialization IV
- Motion Prediction V
- Nanite Interfacing III
- Nanite Operation III
- Navigation IV
- Propulsion Jamming IV
- Rapid Firing IV
- Remote Armor Repair Systems IV
- Repair Systems II
- Science IV
- Scout Drone Operation V
- Sharpshooter IV
- Shield Management IV
- Signature Analysis IV
- Spaceship Command IV
- Surgical Strike IV
- Targeting IV
- Thermic Armor Compensation IV
- Thermodynamics IV
- Trajectory Analysis IV
- Warp Drive Operation III
- Weapon Upgrades V
- Requires a 3% powergrid implant (slot 6) and a 3% turret cpu implant (slot 10). Without PG4 and KZA1000 implants or with insufficient powergrid skills, one or two of the blasters can be switched to ion. With Advanced Weapon Upgrades V, this fit requires a PG2 1% powergrid implant.
- With recommended skills, this fitting has 113k EHP and 1007 DPS.
Tactics
Bringing the Megathron or any Battleship into PVP is something that has to be worked towards with both a large amount of Skill Points and actual long term game experience to bring the most out of the hull. Once you land into the battlespace, you must be sure of how you're going to move, (unless you have Basi Logi with cap transfer help or an ancilliary cap recharger), whether it be to anchor or move into range of the primary. Given how slow a BS moves and how long a typical engagement lasts, you will either be a useful contributor to the death of the primaries, or have been completely useless having been out of range for most of the time, or currently sitting in your POD lamenting the relatively expensive lossmail.
Listen very carefully to the FC during travel or combat, a warp to the wrong gate/destination, due to a misheard command means lots of time wasted due to the slow warp speed of the Battleship. In hostile territory, doing this can be a death sentence.
If you're MWD equipped, right click on the module, and turn auto-repeat off. This will force you to pay attention and manage your MWD to use it, potentially saving you vital cap energy. Do the same for any ancilliary rep/boost module. Actively and effectively managing the internal resources of your ship during combat is a skill that will also mean the difference between losing your ship and taking it through a battle successfully.
In addition, the battleship is also the ship where, more so than any other ship you will fly in EVE, your battles are won and lost at the fitting screen before you even undock. Never undock the battleship without a plan and without knowing WHO you're going to fight/hunt. Fit and equip accordingly, preferably in a fleet with a specific doctrine.
Notes
This vessel qualifies for the University PYOS and BYOM programs.