Difference between revisions of "Muninn"

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==Fitting==
 
==Fitting==
 
{{Fittings
 
{{Fittings
|name=Muninn, SHield Incursion
+
|name=Muninn, Shield Incursion
 
|high=
 
|high=
 
720mm Howitzer Artillery II<br>
 
720mm Howitzer Artillery II<br>
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|notes=
 
|notes=
 
*Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a decent choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships.
 
*Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a decent choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships.
 +
*The auto targeting system remedies the problem with Muninn base maximum target count.
 +
*This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.
 +
}}{{Fittings
 +
|name=Muninn, Armor Incursion
 +
|high=
 +
720mm Howitzer Artillery II<br>
 +
720mm Howitzer Artillery II<br>
 +
720mm Howitzer Artillery II<br>
 +
720mm Howitzer Artillery II<br>
 +
720mm Howitzer Artillery II<br>
 +
Auto Targeting System II<br>
 +
[empty high slot]
 +
|mid=
 +
Tracking Computer II<br>
 +
Tracking Computer II<br>
 +
Target Painter II
 +
|low=
 +
800mm Reinforced Rolled Tungsten Plates I<br>
 +
Armor Explosive Hardener II<br>
 +
Armor Kinetic Hardener II<br>
 +
Gyrostabilizer II<br>
 +
Gyrostabilizer II
 +
|charges=
 +
Republic Fleet EMP M<br>
 +
Republic Fleet Phased Plasma M<br>
 +
Republic Fleet Fusion M<br>
 +
Optimal Range Script<br>
 +
Tracking Speed Script
 +
|drones=
 +
Hobgoblin II x5
 +
|rigs=
 +
Medium Trimark Armor Pump I<br>
 +
Medium Trimark Armor Pump I
 +
|recommended1=
 +
|recommended2=
 +
|recommended3=
 +
|notes=
 +
*Being one of the few minmatar ships that have projectile weapon optimal range bonus instead of falloff bonus, Muninn is a natural sniper. Its decent range with medium artillery makes it a decent choice in [[Nation Mining Colony]], [[Override Transfer Array]] and Assault sites against enemy cruisers and short range battleships.
 +
*Target painter in the med slot helps with hitting small targets and fast moving targets.
 
*The auto targeting system remedies the problem with Muninn base maximum target count.
 
*The auto targeting system remedies the problem with Muninn base maximum target count.
 
*This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.
 
*This fit has one empty high slot, which can be filled by utility modules like salvagers or energy transfer arrays.

Revision as of 12:04, 15 July 2012

EVE University Database
 
Ship Database
Muninn
Muninn
Minmatar Republic
Minmatar Republic
Heavy Assault Ships
Rupture Class
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Commissioned by the Republic Fleet to create a powerful assault vessel for the strengthening of the Matari tribes as well as a commercial platform for the Howitzers and other guns produced by the Fleet, Boundless Creation came up with the Muninn. Heavily armored, laden with turret hardpoints and sporting the latest in projectile optimization technology, this is the very definition of a gunboat.

Developer: Boundless Creation

Boundless Creation's ships are based on the Brutor tribe's philosophy of warfare: simply fit as much firepower onto your ship as is humanly possible. The Muninn is far from being an exception.

SHIP BONUSES

Minmatar Cruiser Skill Bonus: 5% bonus to Medium Projectile Turret rate of fire and 5% bonus to Medium Projectile Turret damage per level
Heavy Assault Ship Skill Bonus: 10% bonus to Medium Projectile Turret optimal range and 7.5% bonus to Medium Projectile Turret tracking speed per level

Required Skills
  • Minmatar Cruiser V29d 15h 6m
    • Spaceship Command III4h 26m
    • Minmatar Frigate IV2d 2h 17m
  • Heavy Assault Ships I50m
    • Weapon Upgrades V11d 20h 26m
    • Spaceship Command V5d 22h 13m
    • Assault Ships IV4d 4h 34m
Training Time what's this?
53d 21h 54m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Rupture
Rupture.jpg
Rupture
Standard Cruisers Rupture Class
Icon hi slot.png5 (1/4) Icon mid slot.png4 Icon low slot.png5
Icon powergrid.png860 MW Icon cpu.png350 tf
Icon velocity.png210 m/sec
Icon capacity.png450 m³
, Broadsword
Broadsword.jpg
CornerT2s.png
Broadsword
Heavy Interdiction Cruisers Rupture Class
Icon hi slot.png6 (3/5) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,010 MW Icon cpu.png392 tf
Icon velocity.png220 m/sec
Icon capacity.png452 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,160 MW
CPU
cpu output
355 tf
Capacitor
capacitor
1,250 GJ
High
high slots
7
Launchers
launcher slots
3
Turrets
turret slots
5
Medium
medium slots
3
Low
low slots
5
Rig
rigs
3
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
196 m/s
Inertia Modifier
inertia modifier (agility)
0.572
Warp Speed
inertia modifier (agility)
3.8 AU/s
Base Time to Warp
base time to warp
9.31 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
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
55 km
Max Locked Targets
max. locked targets
5
LADAR Sensor
LADAR sensor strength
13 points
Sig. Radius
signature radius
130 m
Scan Res.
scan resolution
294 mm
Structure
Structure Hitpoints
structure hitpoints
1,406 HP
Mass
ship mass
11,750,000 kg
Volume
ship volume
96,000 m³
Cargo Capacity
cargo capacity
415 m³
Armor
Armor Hitpoints
armor hitpoints
2,004 HP
Armor Resistances
EM
electromagnetic resistance
90
THR
thermal resistance
68
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,582 HP
Shield Resistances
EM
electromagnetic resistance
75
THR
thermal resistance
60
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

You can write a summary for Muninn here.

Skills

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

Fitting

Template:FittingsTemplate:Fittings

Tactics

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

Notes

You can write additional notes for Muninn here.