Difference between revisions of "Aeon"

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| notes=A 10000MN Afterburner (usually Enduring or Tech II) is also an option. Either a Warp Disruption Burst Projector, Stasis Webification Burst Projector or a Energy Neutralization Burst Projector are options.</li><li>Use High Grade Slave implant set with the Slot 10 Hull Upgrades implant to match.</li><li>38.4M EHP with implants and no links. Can go higher with active armor hardeners but those are generally not used. 54M EHP with maximum strength Command Ship links.
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| notes=A 10000MN Afterburner (usually Enduring or Tech II) is also an option. Either a Warp Disruption Burst Projector, Stasis Webification Burst Projector or a Energy Neutralization Burst Projector are options.</li><li>Use High Grade Slave implant set with the Slot 10 Hull Upgrades implant to match.</li><li>38.4M EHP with implants and no links. Can go higher with active armor hardeners but those are generally not used. 54M EHP with maximum strength Command Ship links.</li><li>Always jump in full tank fit and refit after situation develops favorably to fit more Drone Damage Amplifiers.
 
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Revision as of 15:34, 16 April 2018

EVE University Database
 
Ship Database
Aeon
Aeon
Amarr Empire
Amarr Empire
Supercarriers
Aeon Class
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Ships like the Aeon have been with the Empire for a long time. They have remained a mainstay of Amarr expansion as, hopeful for a new beginning beyond the blasted horizon, whole cities of settlers sojourn from their time-worn homesteads to try their luck on infant worlds. The Aeon represents the largest ship of its kind in the history of the Empire, capable of functioning as a mobile citadel in addition to fielding powerful wings of fighter bombers.

SHIP BONUSES

Amarr Carrier bonuses (per skill level):
5% bonus to Fighter damage
4% bonus to all armor resistances
5+ bonus to ship warp core strength
5% reduction in Weapon Disruption Burst Projector cycle time
2% bonus to Armored Command and Information Command burst strength and duration
Role Bonus:
• Can fit Networked Sensor Array
• Can fit Burst Projectors
• Can use two Command Burst modules
200% bonus to Command Burst area of effect range
• Can launch Light, Support and Heavy Fighters
• Can lock at extended ranges
400% bonus to Armor Plates and Shield Extenders
50% bonus to Remote Sensor Dampener resistance
50% bonus to Stasis effect resistance
50% increase to Remote Electronic Assistance impedance
5x penalty to Entosis Link duration

Required Skills
Training Time what's this?
147d 13h 43m 40s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
925,000 MW
CPU
cpu output
725 tf
Capacitor
capacitor
90,000 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
0
Medium
medium slots
4
Low
low slots
8
Rig
rigs
3
 
capital
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
80 m/sec
Inertia Modifier
inertia modifier (agility)
0.035
Warp Speed
inertia modifier (agility)
1.5 AU/s
Base Time to Warp
base time to warp
86.366 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.
Fighters
Fighter Bay Capacity
fighter bay capacity
90,000 m³
Fighter Squad Tubes
fighter squad tubes
5
Light Fighter Squad Limit
light fighter squad limit
3
Heavy Fighter Squad Limit
heavy fighter squad limit
3
Support Fighter Squad Limit
support fighter squad limit
2
Targeting
Max Tgt. Range
max. targeting range
5,000.00 km
Max Locked Targets
max. locked targets
14
RADAR Sensor
RADAR sensor strength
154 points
Sig. Radius
signature radius
18,870 m
Scan Res.
scan resolution
65 mm
Structure
Structure Hitpoints
structure hitpoints
270,000 HP
Mass
ship mass
1,780,000,000 kg
Volume
ship volume
62,000,000 m³
Cargo Capacity
cargo capacity
1,650 m³
Fuel Capacity
capacity
5,000 m³
Ship Maintenance Bay Capacity
capacity
2,500,000 m³
Fleet Hangar Capacity
capacity
50,000 m³
Armor
Armor Hitpoints
armor hitpoints
490,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
230,000 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Aeon is the Amarr supercarrier. With a 4% bonus to armor resistances per level allowing the Aeon to mount a tank upwards of 40 million EHP, the Aeon is immensly popular among null-sec and low-sec alliances. This, combined with its supportive capabilities make it a common sight in null-sec strike fleets. In huge capital brawls its immense tank makes it relatively unfavorable to engage versus other ships which do more damage or are more expensive vessels. Like the Archon it is decisively inferior for a ratting carrier.

Skills

Further information about additional or recommended skills to pilot Aeon for a specific or it's common role(s) can be written here.

Fitting

Aeon - Armor No Prop 3x FSUs Passive Basic
Aeon: Aeon - Armor No Prop 3x FSUs Passive Basic
EFT
[Aeon, Aeon - Armor No Prop 3x FSUs Passive Basic]
Cynosural Field Generator I
Warp Disruption Burst Projector
Fighter Support Unit II
Fighter Support Unit II
Fighter Support Unit II
Networked Sensor Array

Federation Navy Drone Navigation Computer
Federation Navy Omnidirectional Tracking Link
Federation Navy Omnidirectional Tracking Link
Capital F-RX Compact Capacitor Booster, Navy Cap Booster 3200

CONCORD 25000mm Steel Plates
CONCORD 25000mm Steel Plates
CONCORD 25000mm Steel Plates
Corelum A-Type Energized Kinetic Membrane
Corelum A-Type Energized Thermal Membrane
Corelum A-Type Energized Explosive Membrane
Corpum A-Type Energized Adaptive Nano Membrane
Syndicate Damage Control

Capital Trimark Armor Pump II
Capital Trimark Armor Pump II
Capital Trimark Armor Pump II


Ametat II x18
Cyclops II x18
Siren II x3
Dromi II x3
Templar II x18
Gram II x12

Navy Cap Booster 3200 x1

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • A 10000MN Afterburner (usually Enduring or Tech II) is also an option. Either a Warp Disruption Burst Projector, Stasis Webification Burst Projector or a Energy Neutralization Burst Projector are options.
  • Use High Grade Slave implant set with the Slot 10 Hull Upgrades implant to match.
  • 38.4M EHP with implants and no links. Can go higher with active armor hardeners but those are generally not used. 54M EHP with maximum strength Command Ship links.
  • Always jump in full tank fit and refit after situation develops favorably to fit more Drone Damage Amplifiers.


Tactics

No sub-article about Aeon roles or piloting tactics. You can write them here.

Notes

You can write additional notes for Aeon here.