Drake Navy Issue

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Revision as of 23:59, 25 April 2022 by Uryence (talk | contribs) (→‎Skills: Reworked the skills section, outsourcing topics not specifically relevant to this hull to other pages which do those jobs.)
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This page should be updated due to game changes.
Reason: #Skills needs looking into by a subject matter expert :).


EVE University Database
 
Ship Database
Drake Navy Issue
CornerTFh.png
Drake Navy Issue
Caldari State
Caldari State
Faction Battlecruisers
Drake Class
Highlight
Command Bursts
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

After the resounding success tied to the launch of the Drake-class Battlecruiser, the Caldari Navy signed up a massive order to acquire a specific version for its own arsenals. The outcome, the Drake Navy Issue, while sharing a similar look with its step-father, serves a completely different purpose on the battlefield. Being more mobile, able to project missiles more effectively at range, against smaller targets and on a wider selection of damage types, this ship is ideal to support small scale conflicts and raids.

SHIP BONUSES

Caldari Battlecruiser skill bonus per level:
10% bonus to Heavy Missile and Heavy Assault Missile damage
5% bonus to Heavy Missile and Heavy Assault Missile explosion radius
Role Bonus:
• Can use one Command Burst module
50% bonus to Command Burst area of effect range
25% bonus to Missile velocity

Required Skills
Training Time what's this?
1d 21h 14m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Drake
Drake.jpg
Drake
Standard Battlecruisers Drake Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (6/0) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png830 MW Icon cpu.png500 tf
Icon velocity.png150 m/sec
Icon capacity.png450 m³
, Nighthawk
Nighthawk.jpg
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Nighthawk
Command Ships Drake Class
Icon highlights.pngCan Use Command Burst modules
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (5/2) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,000 MW Icon cpu.png560 tf
Icon velocity.png150 m/sec
Icon capacity.png700 m³

Ship Attributes

Fittings
Powergrid
powergrid
950 MW
CPU
cpu output
550 tf
Capacitor
capacitor
2,500 GJ
High
high slots
8
Launchers
launcher slots
7
Turrets
turret slots
0
Medium
medium slots
6
Low
low slots
4
Rig
rigs
3
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
180 m/s
Inertia Modifier
inertia modifier (agility)
0.53
Warp Speed
inertia modifier (agility)
3.5 AU/s
Base Time to Warp
base time to warp
9.92 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.
Drones
Drone Capacity
drone capacity
75 m³
Drone Bandwidth
drone bandwidth
50 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
70 km
Max Locked Targets
max. locked targets
8
Gravimetric Sensor
Gravimetric sensor strength
23 points
Sig. Radius
signature radius
295 m
Scan Res.
scan resolution
195 mm
Structure
Structure Hitpoints
structure hitpoints
5,625 HP
Mass
ship mass
13,500,000 kg
Volume
ship volume
252,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
4,875 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
8,250 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Introduced with the Odyssey expansion, the Drake Navy Issue (aka the DNI) is the faction version of the hugely popular Drake battlecruiser. It loses the Drake's resistance and kinetic damage bonuses in favor of more shield, two more launcher slots, and bonuses to missile velocity and explosion radius. The resistance swap for shield size slightly favors the DNI and improves with skills, but what really changes is the way the DNI engages targets. It gains a huge range boost, targeting and hitting targets past 70km with lvl IV skills and heavy missiles. It does approximately the same amount of damage as the vanilla Drake, but now uses a variety of mission-specific missiles (which gives it equivalent DPS to all rats, not just kinetic-vulnerable ones) and deals much better with frigates. It's also faster and more agile due to weight loss.

However, you lose the high utility slot and your wrecks are going to be more spread out (because you engaged them further away), so a new DNI owner will probably stop self-looting their L3 missions in favor of completing them faster.

You can also equip your DNI with HAMs for a 100+ DPS increase at the expense of half your range, half your tank, and 10,000 EHP.

HAM-fit DNI is one of the most popular wormhole fleet compositions. Because the mechanics of wormholes favor heavy brawls more than the long-ranged compositions which excel in large Null-Sec engagements and mass limits make battleships impractical for many offensive operations, faction battlecruisers are common as the heaviest practical class of ship, with more efficiency relative to tonnage than their Tech I counterparts and much lower skill requirements than command ships. The DNI's seven launcher slots, combined with the application and range bonuses compensating for both of the primary drawbacks of heavy assault missiles, give it tremendous offensive power, while its large buffer tank is difficult to break without a similar composition or capital ships, particularly when backed by Tech II logi ships, of which the

Basilisk
Basilisk.jpg
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Basilisk
Logistics Cruisers Osprey Class
Icon hi slot.png6 (2/1) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png1,050 MW Icon cpu.png460 tf
Icon velocity.png192 m/sec
Icon capacity.png485 m³

would be the one most useful with a DNI fleet.

Skills

As with any larger and more expensive ship, DNI pilots will want to have the relevant ship command skill at at least IV, together with strong general support skills and fitting skills.

Pilots should aim to have Tech 2 shield tank modules and should ensure they have respectable shield skills.

For PvE, typical Level 3 mission fits use Heavy Missiles; if you don't already have Tech 2 HMs, at least train Heavy Missiles to IV and use Arbalest (meta 4) launchers. If you plan on lots of L3s, and/or if you plan to step up to other ships which can use Heavy Missiles in PvE such as the Tengu, it is well worth the further training for Tech 2 launchers. Support skills from the missiles category have a big impact on the ship's performance and the DNI deserves to have them all trained to at least IV.

For PvP, typical brawling fits use Heavy Assault Missiles. Having access to Tech 2 HAM launchers will be an immediate priority for PvP, as the extra edge provided by the specialization skill and (in some situations) Tech 2 ammunition can make a crucial difference.

Tactics

No sub-article about Drake Navy Issue roles or piloting tactics. You can write them here.

Notes

No notes for Drake Navy Issue.

Patch History