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public:dojo:wiki:capital-introduction [2018/11/05 21:59] Aernir Ridley Transfer from Playground |
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======= An Introduction to Capital Ships ======= | ======= An Introduction to Capital Ships ======= | ||
- | Welcome! If you're reading this article, it probably means you have an interest in flying some of the largest ships in Eve Online; Capital Ships. These vessels | + | |
+ | Welcome! If you're reading this article, it probably means you have an interest in flying some of the largest ships in Eve Online; Capital Ships. These vessels | ||
//NOTE: Due to some conflicting in-game mechanics, there' | //NOTE: Due to some conflicting in-game mechanics, there' | ||
- | <text type="primary"> **Important topics will be bolded and colored | + | <text type="success"> **Important topics will be bolded and colored |
- | {{INLINETOC: | + | < |
+ | {{INLINETOC 2-3}} | ||
+ | </ | ||
===== What Makes Capital Ships Unique? ===== | ===== What Makes Capital Ships Unique? ===== | ||
+ | |||
Capitals differ greatly from subcapitals due to a few unique mechanics which requires an inherent change in the approach to piloting them. | Capitals differ greatly from subcapitals due to a few unique mechanics which requires an inherent change in the approach to piloting them. | ||
+ | |||
+ | < | ||
==== The Jump Drive ==== | ==== The Jump Drive ==== | ||
- | All capital ship hulls have a built in navigation tool called a Jump Drive. This allows the ships to instantly jump to any Cynosural Fields and Field Generators within a certain range which is unique to each class of ship. The jump uses up the majority of your ship's capacitor, along with an amount of fuel isotopes that is unique to each ship. You also accrue a Jump Fatigue Timer and Jump Reactivation Timer which changes based on the class of ship and distance jumped. | ||
- | <text type=" | + | All capital ship hulls have a built in navigation tool called a Jump Drive. This allows them to instantly |
- | <text type="primary"> **Your Jump Drive is your primary method | + | <text type="success"> **To activate |
- | === Cynosural Fields and Generator Arrays === | + | <text type="success"> **Your Jump Drive is your primary method of navigation. Warping in a capital |
- | < | + | |
- | <col md=" | + | |
- | Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on to. They can be lit by almost any ship, cost between 250 and 450 liquid ozone, and last for 10 minutes per cycle. Anyone in the same fleet as the pilot who lit the cyno can jump to it, provided they are in range and have the required fuel. <text type="primary"> **You CANNOT jump to a cyno that is in the same system as you.** </ | + | |
- | Cynosural Generator Arrays are modules mounted on POSes that act as a permanent cyno that anyone in the alliance which owns the POS can jump to. In Brave we advise against using these, as they aren't in a secure location and can be camped. | ||
- | |||
- | <text type=" | ||
- | </ | ||
- | <col md=" | ||
- | {{https:// | ||
- | </ | ||
=== Range === | === Range === | ||
+ | |||
Every capital ship has a base jump range, which can be extended by training the "Jump Drive Calibration" | Every capital ship has a base jump range, which can be extended by training the "Jump Drive Calibration" | ||
- | < | + | |
- | ^ Ship Class ^ Base Range (JDC 0) ^ Max Range (JDC 5) ^ | + | < |
- | | Jump Freighters | + | < |
- | | Blackops | + | |
- | | Carriers, Force Auxiliaries, | + | <panel no-body=" |
- | | Supercarriers and Titans | 3.00 LY | 6.00 LY | | + | ^ Ship Class ^ Cyno Type ^ Base Range (JDC 0) ^ Max Range (JDC 5) ^ |
- | | Jump Bridges | + | | Jump Freighters |
+ | | Rorquals | ||
+ | | BlackOps | ||
+ | | Lancer Dreadnoughts | Standard | ||
+ | | Carriers, Force Auxiliaries, | ||
+ | | Supercarriers and Titans | ||
+ | | Ansiblex | ||
+ | </ | ||
</ | </ | ||
- | <col md=" | + | </ |
- | There is no in-game mechanic for calculating the most efficient possible jump routes. Because of this, third party tools such DOTLAN' | + | |
- | <text type="primary"> **In all major alliances, you are required to train the "Jump Drive Calibration" | + | There is no in-game mechanic for calculating the most efficient possible jump routes. Because of this, third party tools such DOTLAN' |
+ | |||
+ | <text type=" | ||
=== Fuel === | === Fuel === | ||
- | Each capital ship belongs to a specific faction, and each faction is keyed to a specific kind of fuel. <text type=" | ||
- | < | + | < |
+ | |||
+ | Each capital ship belongs to a specific faction, and each faction is keyed to a specific kind of fuel. <text type=" | ||
+ | |||
+ | < | ||
+ | <col lg=" | ||
+ | |||
+ | <panel no-body=" | ||
^ Factions ^ Fuel Type ^ | ^ Factions ^ Fuel Type ^ | ||
| Caldari / Guristas | Nitrogen Isotopes | | | Caldari / Guristas | Nitrogen Isotopes | | ||
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| Amarr / Blood Raider / Sansha' | | Amarr / Blood Raider / Sansha' | ||
| Gallente / Serpentis / ORE | Oxygen Isotopes | | | Gallente / Serpentis / ORE | Oxygen Isotopes | | ||
+ | </ | ||
</ | </ | ||
- | <col md=" | + | </ |
Fuel usage is unique to each ship, but scales with how many Lightyears your jump is. It can also be reduced by training the "Jump Fuel Conservation" | Fuel usage is unique to each ship, but scales with how many Lightyears your jump is. It can also be reduced by training the "Jump Fuel Conservation" | ||
=== Timers === | === Timers === | ||
- | < | ||
- | Activating a Jump Drive on any ship creates two timers, a Jump Fatigue Timer, and a Jump Reactivation Timer. These timers influence eachother, and will both increase exponentially if not waited out. <text type=" | ||
- | <text type="primary"> **The Jump Fatigue Timer is blue, and serves only to determine how long your next Jump Reactivation Timer will be. It has a maximum time of 5:00:00 hours, and can be ignored when at less than 10:00 minutes.** </ | + | Activating a Jump Drive on any ship creates two timers, a Jump Fatigue Timer, and a Jump Reactivation Timer. These timers influence each other, and will both increase exponentially if not waited out. <text type="success"> |
+ | |||
+ | <text type=" | ||
+ | |||
+ | <text type=" | ||
- | <text type=" | ||
</ | </ | ||
- | < | + | < |
- | {{https:// | + | |
- | {{https:// | + | {{ https:// |
+ | {{ https:// | ||
</ | </ | ||
+ | |||
+ | </ | ||
+ | < | ||
+ | |||
+ | ==== Cynosural Fields and Beacons ==== | ||
+ | |||
+ | Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on and jump to. <text type=" | ||
+ | |||
+ | <text type=" | ||
+ | |||
+ | < | ||
+ | <col lg=" | ||
+ | |||
+ | === Lighting Cynosural Fields === | ||
+ | |||
+ | **Ship Mounted** Cynosural Fields are restricted to only a few classes of ships (See the [[# | ||
+ | |||
+ | **Mobile Cynosural Beacons** are personal deployables that anyone can drop into space. They were added in the Fleet Formations Update and give some new versatility to cynos, though due to their low health are unsuitable for deployment in combat. They are 400 m3 in volume, have a 2 minute activation period, and last for a maximum of 1 hour or until they' | ||
+ | |||
+ | **Cynosural Beacons** are anchored in space, usually off of a citadel. These were added in the Onslaught Update and replace the old POS Mounted Cynosural Generator Arrays. Access to them is controlled by citadel ACLs, and not linked to a fleet. These structures can be anchored within visual range but not tether range of a citadel, so make sure to be cautious when jumping to them. | ||
+ | |||
+ | </ | ||
+ | <col lg=" | ||
+ | |||
+ | <image shape=" | ||
+ | |||
+ | <image shape=" | ||
+ | |||
+ | <image shape=" | ||
+ | |||
+ | </ | ||
+ | |||
+ | < | ||
+ | <col lg=" | ||
+ | |||
+ | === Classes of Cynosural Field === | ||
+ | |||
+ | There are 3 classes of cynosural fields, each of which can be jumped to by a subset of ships and come with different requirements for lighting: | ||
+ | |||
+ | <text type=" | ||
+ | |||
+ | **Covert Cynosural Fields** can be jumped and bridged to by BlackOps Battleships. Their ship mounted generators can be lit by //most// ships capable of using a Covert Ops Cloak, last between 30 and 60 seconds, and cost between 10 and 50 Liquid Ozone to light. | ||
+ | |||
+ | **Industrial Cynosural Fields** can be jumped to by Jump Freighters and BlackOps Battleships. Their ship mounted generators can be lit by Ventures as well as all T1 and T2 Industrial Ships, last 10 minutes, and cost between 400 and 800 Liquid Ozone to light. | ||
+ | |||
+ | </ | ||
+ | <col lg=" | ||
+ | {{ https:// | ||
+ | </ | ||
+ | |||
+ | </ | ||
+ | < | ||
==== Docking ==== | ==== Docking ==== | ||
- | <text type=" | ||
- | < | + | <text type=" |
- | ^ Ship Class ^ Astrahus/ | + | |
- | | Freighters/ | + | < |
- | | Rorquals | TETHER | UNDOCK | + | < |
- | | Dreadnoughts/ | + | |
- | | Supercarriers/ | + | <panel no-body="true"> |
+ | ^ Ship Class ^ Astrahus/ | ||
+ | | Freighters/ | ||
+ | | Rorquals | TETHER | UNDOCK | ||
+ | | Dreadnoughts/ | ||
+ | | Supercarriers/ | ||
+ | </ | ||
</ | </ | ||
- | <col md="6"> </col> </grid> | + | </grid> |
+ | |||
+ | <text type="success"> | ||
+ | |||
+ | For example, a dreadnought produced in an Azbel will be able to undock once, and be denied docking access if it attempts to dock again. A titan in an asset-safety NPC Station can undock once, but will denied docking access if it attempts to dock again. | ||
+ | |||
+ | </well> | ||
+ | <well> | ||
==== Specialized Modules ==== | ==== Specialized Modules ==== | ||
=== Siege Modules === | === Siege Modules === | ||
- | Dreadnoughts, | + | |
+ | Dreadnoughts, | ||
=== Carrier/ | === Carrier/ | ||
- | <text type="primary"> **Carriers and supercarriers as a standard always run a module called the Networked Sensor Array (NSA). This module massively increases the ship's and its fighters' | + | |
+ | <text type="success"> **Carriers and supercarriers as a standard always run a module called the Networked Sensor Array (NSA). This module massively increases the ship's and its fighters' | ||
Supercarriers also have a unique module type to them, called Burst Projectors. These can be thought of as EWAR Superweapons, | Supercarriers also have a unique module type to them, called Burst Projectors. These can be thought of as EWAR Superweapons, | ||
+ | |||
+ | === Lancer Modules === | ||
+ | |||
+ | Lancer dreadnoughts can fit a Disruptive Lance, in addition to the normal dreadnought modules. This is a highslot module, and each race's Lancer dreadnought has a racially-specific Lance. A Lancer must be sieged in order to fire the Lance, which consumes a lot of capacitor as well as racial isotopes, and also emits a 10km pulse of energy neutralization from the Lancer dreadnought itself. The Lance takes 15 seconds to spool up, and then hits everything in a straight line that is up to 100km long and 5km wide, dealing up to a total of 382,500 single-type damage over 15 seconds in 1-second intervals. <text type=" | ||
+ | |||
+ | After firing a Disruptive Lance, a Lancer will also not be able to tether, dock, jump, or cloak for 5 minutes. A ship fitted with a Lance cannot activate cloaking devices even if the Lance is offline, though it is possible to refit. Unlike a Titan lance, Disruptive Lances can be fired in lowsec. | ||
=== Titan Modules === | === Titan Modules === | ||
+ | |||
Titans receive a number of unique modules, giving them tons of potential utility depending on the situation. | Titans receive a number of unique modules, giving them tons of potential utility depending on the situation. | ||
Doomsdays are usually what are thought of when looking at titan combat. They come in 5 variations; a targeted one dealing 1,500,000 single-type damage instantly, a lance which hits everything in a straight line for a total of 1,125,000 single-type damage over 15 seconds, a reaper which swipes in an arc and is absolutely useless, the Bosonic Field Generator which deals 1,200,000 omni-damage in a cone over 20 seconds, and the Gravitational Transpiration Field Oscillator which scatters anything caught in its bubble across the entire system. | Doomsdays are usually what are thought of when looking at titan combat. They come in 5 variations; a targeted one dealing 1,500,000 single-type damage instantly, a lance which hits everything in a straight line for a total of 1,125,000 single-type damage over 15 seconds, a reaper which swipes in an arc and is absolutely useless, the Bosonic Field Generator which deals 1,200,000 omni-damage in a cone over 20 seconds, and the Gravitational Transpiration Field Oscillator which scatters anything caught in its bubble across the entire system. | ||
- | The Jump Portal Generator effectively lends the titan' | + | The Jump Portal Generator effectively lends the titan' |
Phenomena Generators are newer modules which can be thought of as battlefield-wide boosts. They affect an entire grid regardless of what fleet the pilot' | Phenomena Generators are newer modules which can be thought of as battlefield-wide boosts. They affect an entire grid regardless of what fleet the pilot' | ||
+ | |||
+ | </ | ||
+ | < | ||
==== Staying Alive ==== | ==== Staying Alive ==== | ||
=== Tanking === | === Tanking === | ||
+ | |||
Subcapitals have a variety of options for determining how to stay alive in a fight, but capitals don't have that luxury. You either tank with a buffer tank or active tank. Your signature radius is the size of a small city, and even going at 600 m/s with a 50,000 MN is barely doing anything to mitigate damage. | Subcapitals have a variety of options for determining how to stay alive in a fight, but capitals don't have that luxury. You either tank with a buffer tank or active tank. Your signature radius is the size of a small city, and even going at 600 m/s with a 50,000 MN is barely doing anything to mitigate damage. | ||
- | <text type="primary"> **Buffer tanks take advantage of capital modules to give you an absolutely obscene amount of EHP, usually at least 2,000,000 - 3,000,000 for non-supercapitals.** </ | + | <text type="success"> **Buffer tanks take advantage of capital modules to give you an absolutely obscene amount of EHP, usually at least 2,000,000 - 3,000,000 for non-supercapitals.** </ |
- | <text type="primary"> **Active tanks also take advantage of capital modules, but this time the variant of shield boosters or armor repairers. The power of this tank varies from around 10,000 EHP/s to over 50,000 EHP/s depending on the ship, and can be used to effectively tank entire subcapital fleets.** </ | + | <text type="success"> **Active tanks also take advantage of capital modules, but this time the variant of shield boosters or armor repairers. The power of this tank varies from around 10,000 EHP/s to over 50,000 EHP/s depending on the ship, and can be used to effectively tank entire subcapital fleets.** </ |
=== Evaccing === | === Evaccing === | ||
- | When in a capital engagement, the difference between the entire fleet surviving and dying can be made in just a few seconds. <text type="primary"> **One of the most important things you can do is ensuring you stay at Jump Cap (71.25% capacitor, or the minimum capacitor level to activate your jump drive).** </ | + | |
+ | When in a capital engagement, the difference between the entire fleet surviving and dying can be made in just a few seconds. <text type="success"> **One of the most important things you can do is ensuring you stay at Jump Cap (71.25% capacitor, or the minimum capacitor level to activate your jump drive).** </ | ||
=== Refitting === | === Refitting === | ||
- | Besides with T3Cs, up until the capital level keeping refits in your ship isn't a very common thing to do. That all changes with capital ships. <text type="primary"> **Since they need to be used in a variety of situations, all doctrine capitals have a mandatory set of refits which allows them to perform different sets of roles. These usually include a GTFO pack, along with things like max tank, max application, | + | |
+ | Besides with T3Cs, up until the capital level keeping refits in your ship isn't a very common thing to do. That all changes with capital ships. <text type="success"> **Since they need to be used in a variety of situations, all doctrine capitals have a mandatory set of refits which allows them to perform different sets of roles. These usually include a GTFO package, along with module groups designed for max tank, max application, | ||
+ | |||
+ | </well> | ||
===== Classes of Capital Ships ===== | ===== Classes of Capital Ships ===== | ||
+ | |||
+ | < | ||
==== Carriers ==== | ==== Carriers ==== | ||
+ | |||
Carriers are the most common class of capital ship that players will first be introduced to. They are relatively cheap, extremely hard to kill in a fleet environment since they can receive reps during combat, and can project a significant amount of damage to any potential target over thousands of kilometers. They can also be used for a significant amount of utility. | Carriers are the most common class of capital ship that players will first be introduced to. They are relatively cheap, extremely hard to kill in a fleet environment since they can receive reps during combat, and can project a significant amount of damage to any potential target over thousands of kilometers. They can also be used for a significant amount of utility. | ||
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=== Roles === | === Roles === | ||
+ | |||
* **Anti-Subcapital DPS** - A carrier can deal as much as 3,000 DPS, with high application to ship sizes of cruiser and up. | * **Anti-Subcapital DPS** - A carrier can deal as much as 3,000 DPS, with high application to ship sizes of cruiser and up. | ||
* **Space Superiority** - Carriers have a dedicated type of fighters by the same name which are extremely effective against drones, other fighters, and even frigates. | * **Space Superiority** - Carriers have a dedicated type of fighters by the same name which are extremely effective against drones, other fighters, and even frigates. | ||
* **Anti-Structure DPS** - Because of their high range, carriers can safely engage citadels from well outside of their powerful weapon systems' | * **Anti-Structure DPS** - Because of their high range, carriers can safely engage citadels from well outside of their powerful weapon systems' | ||
- | * **Anti-Capital Utility** - While not possessing enough damage to easily threaten other capital ships, carriers do have a significant amount of utility high slots, allowing them to fit anti-capital neuts when required to. Carriers also make some of the best Hard Cynos in Eve. | + | * **Anti-Capital Utility** - While not possessing enough damage to easily threaten other capital ships, carriers do have a significant amount of utility high slots, allowing them to fit anti-capital neuts when required to. |
+ | |||
+ | </ | ||
+ | < | ||
==== Dreadnoughts ==== | ==== Dreadnoughts ==== | ||
- | Dreadnoughts up until very recently used to make up the damage backbone of most major capital fleets. These ships can deal a high amount of damage to both capitals and subcapitals (though each requires their own dedicated weapon system), and at the same posses extremely powerful active or buffer tanks themselves. They also insure quite nicely, meaning that with platinum insurance and SRP, a dreadnought pilot may only require a couple hundred million isk to fully fit up a replacement. | ||
- | Dreadnoughts have two major disadvantages in that they can not receive any kind of assistance while in Siege (See //Specialized Modules// above), and that extracting them can be extremely difficult. Because | + | Dreadnoughts make up the damage backbone of most major capital fleets. These ships can deal a high amount of damage to both capitals and subcapitals (though each requires their own dedicated weapon system), and at the same time possess extremely powerful active or buffer tanks themselves. |
+ | |||
+ | Dreadnoughts have two major disadvantages in that they can not receive any kind of assistance while in Siege (See [[# | ||
=== Roles === | === Roles === | ||
- | | + | |
- | * **Anti-Capital DPS** - Because | + | |
- | * **Anti-POS DPS** - While ineffective | + | * **Anti-Capital DPS** - Because |
+ | * **Anti-POS DPS** - While they' | ||
+ | |||
+ | </ | ||
+ | < | ||
==== Force Auxiliaries ==== | ==== Force Auxiliaries ==== | ||
- | Force Auxiliaries (Also known as FAXes or Fax Machines) are logistics on steroids; a single one of these ships can keep both itself and a medium sized subcapital fleet alive, and in large groups make up the logistics backbone of all capital and supercapital forces. This versatility makes them the most commonly used fleet capital ship available. Like dreadnoughts they can field either a buffer or active tank depending on the situation, and through insurance/ | ||
- | While less disposable than dreadnoughts, FAXes suffer the same disadvantages, | + | Force Auxiliaries (Also known as FAXes or Fax Machines) are logistics on steroids; a single one of these ships can keep both itself and a medium sized subcapital fleet alive, and in large groups make up the logistics backbone of all capital and supercapital forces. This versatility makes them the most commonly used fleet capital ship available. Like dreadnoughts they can field either a buffer or active tank depending on the situation. |
+ | |||
+ | FAXes suffer | ||
=== Roles === | === Roles === | ||
+ | |||
* **Sub-Capital Logistics** - Though they' | * **Sub-Capital Logistics** - Though they' | ||
- | * **Capital | + | * **Capital |
* **POS Repair** - Because POS Mods sometimes have several million EHP, a small group of Armor FAXes is the best option for repping them up if they' | * **POS Repair** - Because POS Mods sometimes have several million EHP, a small group of Armor FAXes is the best option for repping them up if they' | ||
- | * **Other Utility** - Because of their impressive tank and bonuses, FAXes are commonly used as both hard cynos and command burst platforms. | + | * **Other Utility** - Because of their impressive tank and bonuses, FAXes are commonly used as command burst platforms. |
- | ==== Capital Industrial Ships ==== | + | </ |
- | Rorqual mining is its own beast, and participating in it in Brave requires admission to the Rorqual Group. If you're interested in this ship, please head over to the [[: | + | < |
+ | |||
+ | ==== Rorqual | ||
+ | |||
+ | Rorqual mining is its own beast, and participating in it in Brave requires admission to the Rorqual Group. If you're interested in this ship, please head over to the [[: | ||
+ | |||
+ | </ | ||
+ | |||
+ | < | ||
+ | |||
+ | ==== Lancer Dreadnoughts ==== | ||
+ | |||
+ | Lancer Dreadnoughts are T2 dreadnoughts introduced in 2023. These dreadnoughts have a slightly longer maximum jump range and can fit most of the same specialized modules as their T1 counterparts, | ||
+ | |||
+ | Lancers are very niche ships since they have similar disadvantages to T1 Dreadnoughts, | ||
+ | |||
+ | </ | ||
===== Advanced Mechanics ===== | ===== Advanced Mechanics ===== | ||
+ | |||
+ | < | ||
==== How to Control Fighters ==== | ==== How to Control Fighters ==== | ||
+ | |||
< | < | ||
- | < | + | < |
- | Fighter control gives ships that can field them unprecedented versatility, | + | |
+ | Fighter control gives ships that can field them unprecedented versatility, | ||
[[https:// | [[https:// | ||
=== The Fighter Control Panel === | === The Fighter Control Panel === | ||
+ | |||
First we're going to get your fighter control panel on screen, to do this click the right facing double chevron button as shown in the top picture to the right. | First we're going to get your fighter control panel on screen, to do this click the right facing double chevron button as shown in the top picture to the right. | ||
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* The fighters' | * The fighters' | ||
- | Bear in mind depending on what ship you're in you may be able to control between 1 and 5 fighters. | + | Bear in mind depending on what ship you're in you may be able to control between 1 and 5 squadrons of fighters. |
=== Fighter Movement === | === Fighter Movement === | ||
- | <text type=" | ||
- | <text type="primary"> **Within | + | <text type="success"> **ALWAYS make sure you are using the tactical overlay and tactical camera when controlling |
- | <text type="primary"> **Please also note that while one or more fighters are selected the F1, F2, and F3 keys (or whatever you rebound them to) will control your selected fighters' | + | <text type="success"> |
+ | |||
+ | <text type=" | ||
</ | </ | ||
- | < | + | < |
{{https:// | {{https:// | ||
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=== Fighter Combat === | === Fighter Combat === | ||
+ | |||
Fighters have a very unique combat system that takes aspects of all the major weapon systems and combines them into one. | Fighters have a very unique combat system that takes aspects of all the major weapon systems and combines them into one. | ||
- | <text type="primary"> **When a primary weapon is activated on a valid target, the selected squadrons will immediately cancel any current order, begin firing as long as they' | + | <text type="success"> **When a primary weapon is activated on a valid target, the selected squadrons will immediately cancel any current order, begin firing as long as they' |
- | Fighter primary weapons (despite being called ' | + | Fighter primary weapons (despite being called ' |
- | <text type="primary"> **Make sure your fighters are always moving while in combat, especially when dealing with NPCs. A delay of only a couple of seconds can mean the loss of tens of millions of isk in fighters. **</ | + | <text type="success"> **Make sure your fighters are always moving while in combat, especially when dealing with NPCs. A delay of only a couple of seconds can mean the loss of tens of millions of isk in fighters. **</ |
When using damage fighters, you'll usually want to work with the following engagement profiles: | When using damage fighters, you'll usually want to work with the following engagement profiles: | ||
+ | < | ||
+ | |||
+ | <panel no-body=" | ||
^ Fighters ^ Targets ^ | ^ Fighters ^ Targets ^ | ||
| Space Superiority | Other Fighters, Drones (Especially useful when they' | | Space Superiority | Other Fighters, Drones (Especially useful when they' | ||
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| Heavy Long Range | Cruisers, Battlecruisers, | | Heavy Long Range | Cruisers, Battlecruisers, | ||
| Heavy Short Range | Capitals, Supercapitals, | | Heavy Short Range | Capitals, Supercapitals, | ||
+ | </ | ||
+ | |||
+ | </ | ||
=== Your Connection to Your Fighters === | === Your Connection to Your Fighters === | ||
- | <text type="primary"> **Fighters will stay connected to your ship as long as you remain in system and do not dock. You can warp, and even leave grid and they will retain their most recent command.**</ | + | <text type="success"> **Fighters will stay connected to your ship as long as you remain in system and do not dock. You can warp, and even leave grid and they will retain their most recent command.**</ |
+ | |||
+ | <text type=" | ||
+ | |||
+ | <text type=" | ||
+ | |||
+ | <text type=" | ||
+ | |||
+ | </ | ||
+ | |||
+ | < | ||
+ | |||
+ | ==== Using Your Ship Maintenance Bay ==== | ||
+ | |||
+ | All capital ships have a Ship Maintenance Bay, or " | ||
+ | |||
+ | Aside from merely carrying ships from one place to another as a " | ||
+ | |||
+ | It is common for the most expensive capitals (including supercapitals) to store a Nestor in their SMB. Since the Nestor has a small SMB of its own, you can eject an unpiloted Nestor and use it as an instant mobile depot to refit from, and then (ideally) scoop it back into your capital' | ||
+ | |||
+ | Finally, while capital ships lack the true Frigate Escape Bay of battleship-class ships, the SMB can function similarly after losing a capital (such as in a dreadnought brawl). If more than 27,000 m3 of stored ships would drop in your wreck as loot, they will instead spawn in a sphere outside of the wreck. Therefore, storing at least 12 shuttles (ideally more) in your SMB should jettison those shuttles around your wreck, giving you a decent chance of escaping with your pod as long as you aren't smartbombed first. | ||
+ | |||
+ | </ | ||
+ | |||
+ | < | ||
+ | |||
+ | ===== GTFO Package ===== | ||
- | <text type=" | + | For each cap a standard set of GTFO refits are needed for escaping and traveling. Each capital has a specific slot layout. Rather than creating GTFO packages for each one, there is one standard package available for pilots. Please purchase |
- | <text type=" | + | <code> |
+ | ' | ||
+ | Mobile Cynosural Beacon x1 | ||
+ | Large ' | ||
+ | Improved Cloaking Device II x1 | ||
+ | Inertial Stabilizers II x2 | ||
+ | Warp Core Stabilizer II x1 | ||
+ | Cap Recharger II x3 | ||
+ | Capacitor Power Relay II x3 | ||
+ | Capacitor Flux Coil II x3 | ||
+ | 500MN Microwarpdrive II x1 | ||
+ | </code> | ||
- | <text type=" | + | </well> |
{{tag> | {{tag> | ||