Hyperion

From EVE University Wiki
Revision as of 06:15, 25 March 2018 by Antei thantonne (talk | contribs) (March 2018 balance updates)
Jump to: navigation, search
EVE University Database
 
Ship Database
Hyperion
Hyperion
Gallente Federation
Gallente Federation
Standard Battleships
Hyperion Class
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.

SHIP BONUSES

Gallente Battleship bonuses (per skill level):
10% bonus to Large Hybrid Turret damage
7.5% bonus to Armor Repairer amount

Required Skills
Training Time what's this?
3d 20h 55m 10s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
16,000 MW
CPU
cpu output
600 tf
Capacitor
capacitor
7,200 GJ
High
high slots
7
Launchers
launcher slots
1
Turrets
turret slots
6
Medium
medium slots
5
Low
low slots
7
Rig
rigs
3
 
large
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
115 m/sec
Inertia Modifier
inertia modifier (agility)
0.118
Warp Speed
inertia modifier (agility)
2 AU/s
Base Time to Warp
base time to warp
16.39 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
175 m³
Drone Bandwidth
drone bandwidth
125 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
85.40 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
23 points
Sig. Radius
signature radius
485 m
Scan Res.
scan resolution
110 mm
Structure
Structure Hitpoints
structure hitpoints
8,500 HP
Mass
ship mass
100,200,000 kg
Volume
ship volume
495,000 m³
Cargo Capacity
cargo capacity
845 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
8,000 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
7,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Hyperion is the Gallente combat battleship. It is bonused for hybrids, but has no preference between railguns or blasters. The Hyperion is typically not a popular ship; the Megathron has similar firepower and fleet PvP performance, while the Dominix's selectable damage types make it superior for most PvE activities. However, it's one of the only Gallente ships that can fit an acceptable sniper fit for incursions, and the Hyperion excels in small gang and solo PvP situations where logistics isn't available.

The Hyperion's 125 Mbit/sec drone bandwidth allows the ship to fly a full flight of Heavy or Sentry drones. Combined with its blaster bonuses, a fully skilled Hyperion firing Void L ammo has the highest paper DPS of any T1 battleship in the game, provided it can get within range of the enemy.

Skills

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

Fitting

For more info on fittings, please go here

Tactics

The Hyperion is a popular ship for those starting to fly incursions whilst they are upskilling for Pirate Battleships. The posted fit for Vanguard Fleets lists the ammo to use as Caldari Navy Antimatter. Recently I've been using Null L ammo and I've been having a lot of success with it.

It has less DPS per shot than the antimatter rounds however due to the much greater range I find that I'm landing many more hits, consequently my DPS is higher. That being said I always fly with both ammo types in my hold as at very close ranges the antimatter ammo is the better.

Important Note: To use Null L ammo your guns must be Tech 2.

Notes

Template:Incursion fitting