Difference between revisions of "Sleipnir"

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== Skills  ==
 
== Skills  ==
  
=== ''Recommended Certificates''  ===
+
As a relatively large Tech 2 ship requiring a long skill train, the Sleipnir is a demanding hull that deserves excellent [[support skills]] and [[fitting skills]]. Pilots will want to be able to use Tech 2 modules throughout the fit, across the guns, tank, and utility slots (and in practice in some slots even higher meta level modules might be worth the investment).
  
*Core Competency Elite
+
Pilots should also be familiar and practised with the mechanics of [[Command Bursts]].
*Active Shield Tanking Improved
 
*Cruiser Advanced Autocannon Standard
 
*Skirmish Warfare Chief Improved
 
  
 
==Tactics==
 
==Tactics==

Revision as of 13:27, 15 December 2021

EVE University Database
 
Ship Database
Sleipnir
CornerT2h.png
Sleipnir
Minmatar Republic
Minmatar Republic
Command Ships
Hurricane Class
Highlight
Can Use Command Burst modules
HIGHLIGHTS
Highlight
High Amount of High Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

Command ships are engineered specifically to wreak havoc on a battlefield of many. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. Command ships represent the ultimate in warfare link efficiency; the boosts they give their comrades in combat make them indispensable assets to any well-rounded fleet.

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 possible. Defense systems and electronics arrays therefore tend to take a back seat to sheer annihilative potential.

SHIP BONUSES

Command Ships bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
10% bonus to Medium Projectile Turret falloff
4% bonus to Shield Command and Skirmish Command burst strength and duration
Minmatar Battlecruiser bonuses (per skill level):
10% bonus to Medium Projectile Turret damage
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use 2 Command Burst modules

Required Skills
Training Time what's this?
104d 20h 51m 23s ?
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Hurricane Fleet Issue
Hurricane Fleet Issue.jpg
CornerTFs.png
Hurricane Fleet Issue
Faction Battlecruisers Hurricane Class
Icon highlights.pngCan use Command Burst module
Icon hi slot.png8 (3/6) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,380 MW Icon cpu.png420 tf
Icon velocity.png185 m/sec
Icon capacity.png425 m³
,Hurricane
Hurricane.jpg
Hurricane
Standard Battlecruisers Hurricane Class
Icon highlights.pngCan use Command Burst module
Icon highlights.pngHigh Amount of High Slots
Icon hi slot.png7 (3/6) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,140 MW Icon cpu.png400 tf
Icon velocity.png180 m/sec
Icon capacity.png425 m³

Ship Attributes

Fittings
Powergrid
powergrid
1,300 MW
CPU
cpu output
475 tf
Capacitor
capacitor
2,625 GJ
High
high slots
7
Launchers
launcher slots
2
Turrets
turret slots
5
Medium
medium slots
5
Low
low slots
5
Rig
rigs
2
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
165 m/sec
Inertia Modifier
inertia modifier (agility)
0.704
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
12.49 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
70.00 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
20 points
Sig. Radius
signature radius
240 m
Scan Res.
scan resolution
264 mm
Structure
Structure Hitpoints
structure hitpoints
3,700 HP
Mass
ship mass
12,800,000 kg
Volume
ship volume
216,000 m³
Cargo Capacity
cargo capacity
475 m³
Armor
Armor Hitpoints
armor hitpoints
3,600 HP
Armor Resistances
EM
electromagnetic resistance
90
THR
thermal resistance
67.5
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
4,500 HP
Shield Resistances
EM
electromagnetic resistance
75
THR
thermal resistance
60
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Sleipnir is the Minmatar attack command ship, bonused for projectiles and shield boosting.

At face value, the Sleipnir looks and acts like a Tech II Hurricane with two short-range but high-strength Shield or Skirmish Command Bursts; if fit for artillery, that's exactly how a Sleipnir works, aided by its twin attack damage bonuses which combine to give it the highest damage-per-shot of any medium turret ship.

However, the Sleipnir's bonuses to falloff range and shield boosters, and its superior Tech 2 Minmatar shield resists open an alternate fitting concept: an unbelievably durable autocannon brawler, running an X-Large Shield Booster to shrug off thousands of damage per second.

Skills

As a relatively large Tech 2 ship requiring a long skill train, the Sleipnir is a demanding hull that deserves excellent support skills and fitting skills. Pilots will want to be able to use Tech 2 modules throughout the fit, across the guns, tank, and utility slots (and in practice in some slots even higher meta level modules might be worth the investment).

Pilots should also be familiar and practised with the mechanics of Command Bursts.

Tactics

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

Notes

The Sleipnir is named after the eight-legged horse ridden by Odin, chief of the gods, in Norse mythology. In some accounts, Sleipnir was one of the children of Loki.

Patch History