Difference between revisions of "Dreadnoughts"

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==The Siege Module==
 
==The Siege Module==
The siege module exists is a T1 and T2 variant and has the following effects when activated:
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The siege module exists in a T1 and T2 variant and has the following effects when activated:
  
 
* 150% Torpedo velocity bonus
 
* 150% Torpedo velocity bonus

Revision as of 12:19, 12 June 2019

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See also: Capital Ships

Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. Only dreads can fit a siege module. Currently following dreads exist in the game:

The Siege Module

The siege module exists in a T1 and T2 variant and has the following effects when activated:

  • 150% Torpedo velocity bonus
  • 80% bonus to XL Launcher rate of fire
  • 165% missile damage bonus (Tech II: 200%)
  • 700% turret damage bonus (Tech II: 840%)
  • -100% maximum velocity
  • 100% shield booster/armor repairer amount bonus
  • -50% shield booster/armor repairer duration
  • 60% sensor dampener resistance bonus (Tech II: 70%)
  • 80% remote assistance impedance
  • 60% weapon disruption resistance bonus (Tech II: 70%)
  • 100% remote repair impedance

The siege module's cycle time is 5 minutes, and it requires 250 - (level of Icon skillbook2.png Tactical Weapon Reconfiguration * 25) Strontium Clathrates ("stront"). While it's active the dread can't warp, jump, move in any way. With the siege module a dreadnought can reach almost five thousand DPS even in a long range fit.