Nightmare

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Ship Database
Nightmare
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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)
2 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
110 mm
Structure
Structure Hitpoints
structure hitpoints
8,200 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
8,650 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
10,550 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, 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 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

The Nightmare is capable of a multitude of roles. No matter what role it is in, due to the nature of laser boats Capacitor Systems Operation and Capacitor Management are very important to get to V. Controlled Bursts is another very important skill.

Worth noting is that you only need to train Caldari Battleship I to make nigh full use of this ship, since the Caldari skill only increases the afterburner efficiency (which is only useful if you actually fit an afterburner).

Fitting

PvE L4s
Nightmare: PvE L4s
EFT
[Nightmare, PvE L4s]
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Auto Targeting System II
Drone Link Augmentor II

Large Micro Jump Drive
Large Shield Booster II
EM Ward Field II
Thermic Dissipation Field II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Tracking Speed Script
Heavy Capacitor Booster II, Cap Booster 800

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

Large Anti-EM Screen Reinforcer I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hobgoblin II x5
Hammerhead II x5

Optimal Range Script x1
Tracking Speed Script x1
Cap Booster 800 x1
Imperial Navy Multifrequency L x1

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FITTING DIFFICULTY
EVE VERSION
PHOEBE 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Replace modules for faction ones as you see fit and your wallet allows.
  • Shields (EM/Therm - medium slots) are situational. Change them accordingly to target and resistance needs.
  • In need of more tank. Tracking Computer (Optimal Range) can be switched with an Amplifier of the main damage to resist. For example: In this case (EM/Thermal) and against Blood Raiders would be an EM Ward Amplifier II.


Tactics

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

Notes

You can write additional notes for Nightmare here.