Difference between revisions of "Nightmare"

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==Summary==
 
==Summary==
The '''Nightmare''' is a pirate faction laser boat. It is designed to be shield tanked. While the nightmare only has 4 turret slots, the Nightmare's 150% damage bonus makes them deal as much damage as 10 unbonused turrets, without any skill training and at less than half the capacitor cost. The Nightmare has a respectable 7 mid slots to accommodate its tank. Unfortunately, as a shield tanker and a laser boat, the Nightmare's capacitor requirements are very high and its base capacitor has trouble fulfilling the demand, so mid slots often have to be used for capacitor upgrades as well as tank.
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The '''Nightmare''' is a pirate laser battleship created by the Sansha's Nation. Like other Sansha ships, the Nightmare requires Caldari and Amarr ship command skills, has bonuses for afterburner speed and energy turrets, and is designed to be shield [[Tanking|tanked]].
  
The Nightmare's price and the drawbacks common to all battleships mean that it does not see much use in standard fleet doctrines compared to battlecruisers and HACs. However, like other pirate battleships, it is a fairly common fleet ship when it is necessary to escalate to a heftier subcapital fleet, such as smaller Null alliances which lack the numbers for a 250-man HAC fleet. It is additionally a very common ship used in Incursions, effective enough for that purpose that even though it is ordinarily shield-tanked, armor Incursion fleets still bring Nightmares.
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While the Nightmare only has 4 turret slots, its flat 150% damage bonus makes its lasers deal as much damage as 10 unbonused turrets, without any skill training and at less than half the capacitor cost.
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The Nightmare's main drawbacks are its sheer cost in ISK, and its demanding SP requirements. It is commonly used in PvE combat in [[Incursions]], and in PvP combat by wealthy soloists and when well-resourced but outnumbered groups need to escalate to a powerful sub-capital fleet and cannot resort to the "n+1" tactic of a larger [[HAC]] gang.
  
 
==Skills==
 
==Skills==
The Nightmare is capable of a multitude of roles. No matter what role it is in, Capacitor Systems Operation, Capacitor Management, and Controlled Bursts skills are extremely important to train because energy turrets consume a large amount of capacitor.
 
  
Worth noting is that it is only necessary to train {{sk|Caldari Battleship|I}} for certain purposes, since the Caldari skill only increases the afterburner efficiency. While PVP and most other purposes' Nightmares are almost universally AB-fit, an Incursion Nightmare is typically MWD-fit, so its pilot only needs the first rank of the skill.
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A Nightmare is an expensive investment for many pilots, and deserves excellent general [[support skills]]. Capacitor skills such as {{sk|Capacitor Systems Operation}}, {{sk|Capacitor Management}}, and {{sk|Controlled Bursts}} will be especially important, as will navigation and afterburner skills for PvP Nightmares.
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While in most contexts Nightmares almost universally fit afterburners, an Incursion Nightmare is typically MWD-fit, so its pilot only needs the first rank of {{sk|Caldari Battleship}}.
  
 
==Tactics==
 
==Tactics==
''No sub-article about Nightmare roles or piloting tactics. You can write them here.''
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As a shield tanker and a laser boat, the Nightmare's capacitor requirements tend to be very high. Although its 7 mid slots look generous, they often have to be used for capacitor upgrades or a capacitor booster as well as the shield tank.
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Since the afterburner speed bonus (150% with Caldari Battleship V trained) makes a Nightmare able to treat an afterburner much like a MWD on any other ship, it has a particular niche as one of the most powerful and tactically-flexible ships which can enter an [[Encounter Surveillance System|ESS]] grid, where MWDs do not work and capital ships cannot go.
  
 
==Notes==
 
==Notes==

Revision as of 12:07, 17 December 2021

EVE University Database
 
Ship Database
Nightmare
CornerTFh.png
Nightmare
Sansha's Nation
Sansha's Nation
Pirate Faction Ships
Nightmare Class
Highlight
High Amount of Medium Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

When this terror was first seen haunting the spacelanes, rumors abounded about its design, which bore the indelible stamp of Sansha Kuvakei's unique madness. Who else, the conspiracy theorists argued, could come up with such marvelously twisted designs?

These and other theories were all but confirmed during the Sansha invasions of YC 111-112, as endless swarms of Nightmare fleets descended upon planet dweller and capsuleer alike, eager to serve their returned master Sansha Kuvakei once again.

SHIP BONUSES

Caldari Battleship bonuses (per skill level):
30% bonus to Afterburner velocity bonus
Amarr Battleship bonuses (per skill level):
7.5% bonus to Large Energy Turret tracking speed
Role Bonus:
150% bonus to Large Energy Turret damage

Required Skills
Training Time what's this?
6d 16h 41m 50s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none

Ship Attributes

Fittings
Powergrid
powergrid
14,500 MW
CPU
cpu output
710 tf
Capacitor
capacitor
6,950 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
4
Medium
medium slots
7
Low
low slots
6
Rig
rigs
3
 
large
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
114 m/sec
Inertia Modifier
inertia modifier (agility)
0.122
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
16.79 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
75 m³
Drone Bandwidth
drone bandwidth
75 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
80.00 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
28 points
Sig. Radius
signature radius
370 m
Scan Res.
scan resolution
143 mm
Structure
Structure Hitpoints
structure hitpoints
9,020 HP
Mass
ship mass
99,300,000 kg
Volume
ship volume
486,000 m³
Cargo Capacity
cargo capacity
665 m³
Frigate Escape Bay
Frigate Capacity
1 Frigate
Armor
Armor Hitpoints
armor hitpoints
9,515 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
11,605 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Nightmare is a pirate laser battleship created by the Sansha's Nation. Like other Sansha ships, the Nightmare requires Caldari and Amarr ship command skills, has bonuses for afterburner speed and energy turrets, and is designed to be shield tanked.

While the Nightmare only has 4 turret slots, its flat 150% damage bonus makes its lasers deal as much damage as 10 unbonused turrets, without any skill training and at less than half the capacitor cost.

The Nightmare's main drawbacks are its sheer cost in ISK, and its demanding SP requirements. It is commonly used in PvE combat in Incursions, and in PvP combat by wealthy soloists and when well-resourced but outnumbered groups need to escalate to a powerful sub-capital fleet and cannot resort to the "n+1" tactic of a larger HAC gang.

Skills

A Nightmare is an expensive investment for many pilots, and deserves excellent general support skills. Capacitor skills such as Capacitor Systems Operation, Capacitor Management, and Controlled Bursts will be especially important, as will navigation and afterburner skills for PvP Nightmares.

While in most contexts Nightmares almost universally fit afterburners, an Incursion Nightmare is typically MWD-fit, so its pilot only needs the first rank of Caldari Battleship.

Tactics

As a shield tanker and a laser boat, the Nightmare's capacitor requirements tend to be very high. Although its 7 mid slots look generous, they often have to be used for capacitor upgrades or a capacitor booster as well as the shield tank.

Since the afterburner speed bonus (150% with Caldari Battleship V trained) makes a Nightmare able to treat an afterburner much like a MWD on any other ship, it has a particular niche as one of the most powerful and tactically-flexible ships which can enter an ESS grid, where MWDs do not work and capital ships cannot go.

Notes

You can add notes here.

Patch History