Your IP address will be publicly visible if you make any edits.
Sleipnir
From EVE University Wiki
More actions
Revision as of 23:56, 17 November 2024 by Drebin 679(talk | contribs)(Added quote introduced in the Revenant expansion (2024-11-12). Removed manufacturer portion of info blurb that was taken out in the same expansion.)
Each tribe is the limb of a single beast, and no enemy can escape its reach.
– CEO Egbendik Skegnagenvallur
Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.
SHIP BONUSES
Command Ships bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
4% bonus to Shield Command and Skirmish Command burst strength and duration Minmatar Battlecruiser bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
7.5% bonus to Shield Booster amount Role Bonus:
• Can use 2 Command Burst modules
50% bonus to Command Burst area of effect range
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.
Drones
Drone Capacity
25 m³
Drone Bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
70.00 km
Max Locked Targets
7
LADAR Sensor
20 points
Sig. Radius
240 m
Scan Res.
264 mm
Structure
Structure Hitpoints
3,700 HP
Mass
12,800,000 kg
Volume
216,000 m³
Cargo Capacity
475 m³
Armor
Armor Hitpoints
3,600 HP
Armor Resistances
EM
90
THR
67.5
KIN
25
EXP
10
Shields
Shield Capacity
4,500 HP
Shield Resistances
EM
75
THR
60
KIN
40
EXP
50
Summary
The Sleipnir is the Minmatar attack command ship, bonused for projectiles and shield boosting.
At face value, the Sleipnir looks and acts like a Tech II Hurricane with two short-range but high-strength Shield or Skirmish Command Bursts; if fit for artillery, that's exactly how a Sleipnir works, aided by its twin attack damage bonuses which combine to give it the highest damage-per-shot of any medium turret ship.
However, the Sleipnir's bonuses to falloff range and shield boosters, and its superior Tech 2 Minmatar shield resists open an alternate fitting concept: an unbelievably durable autocannon brawler, running an X-Large Shield Booster to shrug off thousands of damage per second.
Skills
As a relatively large Tech 2 ship requiring a long skill train, the Sleipnir is a demanding hull that deserves excellent support skills and fitting skills. Pilots will want to be able to use Tech 2 modules throughout the fit, across the guns, tank, and utility slots (and in practice in some slots even higher meta level modules might be worth the investment).
Pilots should also be familiar and practised with the mechanics of Command Bursts.
Tactics
No sub-article about Sleipnir roles or piloting tactics. You can write them here.
Notes
The Sleipnir is named after the eight-legged horse ridden by Odin, chief of the gods, in Norse mythology. In some accounts, Sleipnir was one of the children of Loki.
Acting as the start of another series of the popular regular cadence updates, the Combat Command update brings changes to command burst bonuses on attack command ships that will further differentiate them from fleet command ships.
Fleet command ship changes will focus on command burst range, with attack command ship changes focusing on command burst strength.