Difference between revisions of "Nightmare"

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(→‎Fitting: Fixed the low slots and implant recommendations.)
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**Spaceship Command IV<small>1d 1h 8m</small>
 
**Spaceship Command IV<small>1d 1h 8m</small>
 
**Caldari Cruiser IV<small>5d 5h 42m</small>
 
**Caldari Cruiser IV<small>5d 5h 42m</small>
|totaltraintime=12d 15h 55m
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|totaltraintime=11d 14h 47m
 
 
 
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Revision as of 17:39, 19 March 2014

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.

Special Ability: 100% bonus to Large Energy Turret damage

SHIP BONUSES

Amarr Battleship Skill Bonus:
7.5% bonus to Large Energy Turret tracking per level
Caldari Battleship Skill Bonus:
5% bonus to Large Energy Turret damage per level

Required Skills
  • Amarr Battleship I1h 6m
    • Spaceship Command IV1d 1h 8m
    • Amarr Cruiser IV5d 5h 42m
  • Caldari Battleship I1h 6m
    • Spaceship Command IV1d 1h 8m
    • Caldari Cruiser IV5d 5h 42m
Training Time what's this?
11d 14h 47m
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
5
Rig
rigs
3
 
large
Calibration
calibration
350
Navigation
Max Velocity
max. velocity
94 m/s
Inertia Modifier
inertia modifier (agility)
0.136
Warp Speed
inertia modifier (agility)
2 AU/s
Base Time to Warp
base time to warp
18.72 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 km
Max Locked Targets
max. locked targets
7
RADAR Sensor
RADAR sensor strength
28 points
Sig. Radius
signature radius
400 m
Scan Res.
scan resolution
100 mm
Structure
Structure Hitpoints
structure hitpoints
8,260 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
8,695 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
9,735 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 faction laser boat. It is designed to be shield tanked. While the nightmare only has 4 turret slots, its 100% damage bonus effectively gives is 8 regular turrets but at half the capacitor cost. The Nightmare is designed to be shield tanked, and has a respectable 7 mid slots to accomodate 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.

The Nightmare has a hefty price tag that makes it unpopular in pvp, but it a solid choice for pve. The high firepower and tracking bonus makes it a decent choice for incursions.

Skills

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

Fitting

Vanguard Incursion
Nightmare: Vanguard Incursion
EFT
[Nightmare, Vanguard Incursion]
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Large Remote Shield Booster II
Large 'Regard' Remote Capacitor Transmitter

Sensor Booster II
Republic Fleet Target Painter
Pithum C-Type Adaptive Invulnerability Field
Federation Navy Stasis Webifier
Tracking Computer II
Tracking Computer II
Adaptive Invulnerability Field II

Heat Sink II
Heat Sink II
Heat Sink II
Heat Sink II
Tracking Enhancer II

Large Core Defense Field Extender II
Large Energy Locus Coordinator II
Large Anti-EM Screen Reinforcer II


Warrior II x5
Medium Shield Maintenance Bot I x5
Conflagration L x10
Scorch L x10
Imperial Navy Multifrequency L x10
Scan Resolution Script x1
Optimal Range Script x1
Tracking Speed Script x1

Scan Resolution Script x1
Tracking Speed Script x1
Optimal Range Script x1

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Fitting template subsystem slots label.png
Fitting template drone slots label.png
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Fitting template drone slots label.png
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Fitting template charge slots label.png
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FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
  • Controlled Bursts V
  • Capacitor Management V
  • Capacitor Systems Operation V
  • Amarr Battleship IV
  • Caldari Battleship IV
NOTES
  • You should also get the "Inherent Implants 'Squire' Energy Systems Operation EO-606" and "Inherent Implants 'Squire' Energy Management EM-806" Implants.


Tactics

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

Notes

You can write additional notes for Nightmare here.