Maelstrom
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Minmatar Battleship bonuses (per skill level):
Ship Attributes
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Summary
The Maelstrom is the usual choice for minmatar pilots running Level 4 missions, which it does quite well with its bonus to shield boosting. PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannons instead.
In PvP the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.
Skills
Further information about additional or recommended skills to pilot Maelstrom for a specific or it's common role(s) can be written here.
Fitting
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
1200mm Heavy 'Scout' Artillery I
X-Large Shield Booster II
Shield Boost Amplifier II
Cap Recharger II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 100MN Afterburner I
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Gyrostabilizer II
Gyrostabilizer II
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Warrior II x5
Valkyrie II x5
Hornet EC-300 x5
Phased Plasma L x1
Fusion L x1
EMP L x1
- Minmatar Frigate IV
- Minmatar Cruiser IV
- Spaceship Command IV
- Minmatar Battleship III
- Shield Operation V
- Shield Management V
- Tactical Shield Manipulation IV
- Energy Management IV
- Energy Systems Operation V
- Shield Compensation IV
- Rapid Firing III
- Trajectory Analysis III
- Surgical Strike III
- Large Projectile Turret IV
- Sharpshooter IV
- Motion Prediction IV
- Long Range Targeting IV
- Minmatar Battleship IV
- Drone Interfacing III
- Drone Durability III
- Energy Grid Upgrades III
- Gunnery V
- Small Projectile Turret III
- Medium Projectile Turret III
- Large Projectile Turret I
- Weapon Upgrades IV
- Hull Upgrades IV
- Drone Navigation IV
- Gallente Drone Specialization II
- Signature Analysis IV
- Target Management V
- Advanced Target Management I
- Electronic Warfare IV
- Electronic Warfare Drone Interfacing I
- Mechanic IV
- Engineering IV
- Navigation IV
- Evasive Maneuvering III
- Warp Drive Operation III
- Electronics V
- Afterburner I
- Mechanic III
- Jury Rigging I
- Drones V
- Scout Drone Operation V
- Minmatar Drone Specialization II
- Small Projectile Turret V
- Small Artillery Specialization IV
- Medium Projectile Turret V
- Medium Artillery Specialization IV
- Sharpshooter V
- Large Projectile Turret V
- Large Artillery Specialization II
- Weapon Upgrades V
- Advanced Weapon Upgrades I
- Small Autocannon Specialization IV
- Medium Autocannon Specialization IV
- Motion Prediction V
- Large Autocannon Specialization II
- Cap skills (the first 3 recommended skills) are effectively mandatory. Booster must be 'pulsed' (used briefly when needed).
- When fighting Angels it is highly recommended to swap the guns for 800mm ACs to better manage their close-range combat.
- T2 guns (Arties or ACs) will fit with a 1%-3% CPU implant or by using at least one Faction Gyro.
- Variants: Replace the Cap Recharger with a Cap Booster, a SeBo, or a 3rd Hardner. Drop the DC2 for another Gyro.
- Other rigs to consider are the Large Core Defence Capacitor Safeguard and the Large Semiconductor Memory Cell.
- As always, hardners, ammo and drones should be selected to match the rats' damage and weaknesses.
Tactics
No sub-article about Maelstrom roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University PYOS and BYOM programs.