Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
public:dojo:wiki:capital-introduction [2021/09/02 00:15] Aernir Ridley |
public:dojo:wiki:capital-introduction [2024/03/10 11:23] (current) Arian Felou |
||
---|---|---|---|
Line 5: | Line 5: | ||
//NOTE: Due to some conflicting in-game mechanics, there' | //NOTE: Due to some conflicting in-game mechanics, there' | ||
- | <fc #6495ed> **Important topics will be bolded and colored | + | <text type=" |
- | < | + | < |
{{INLINETOC 2-3}} | {{INLINETOC 2-3}} | ||
</ | </ | ||
Line 14: | Line 14: | ||
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 ==== | ||
Line 19: | Line 21: | ||
All capital ship hulls have a built in navigation tool called a Jump Drive. This allows them to instantly jump to any Cynosural Fields and Beacons 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. | All capital ship hulls have a built in navigation tool called a Jump Drive. This allows them to instantly jump to any Cynosural Fields and Beacons 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. | ||
- | <fc #6495ed> **To activate your jump drive, right click your ship's capacitor, hover over the "Jump To" option, and select a cynosural field to jump to.** </fc> The "Jump To" dropdown menu includes all ship mounted cynosural fields and Mobile Cynosural Beacons in your fleet, as well as all Cynosural Beacons in range that you have access to. Bear in mind that while this menu does list the target system, it does **NOT** list the location of the cyno within the system. | + | <text type=" |
- | + | ||
- | <fc #6495ed> **Your Jump Drive is your primary method of navigation. Warping in a capital is relatively uncommon, and using normal gates is extremely rare.** </ | + | |
- | + | ||
- | === Cynosural Fields and Beacons === | + | |
- | + | ||
- | Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on and jump to. <fc #6495ed> **You CANNOT | + | |
- | + | ||
- | <fc #6495ed> **Because of the importance of Jump Drives, most capital pilots have a second account with at least one dedicated character to lighting cynos for moving their capitals.** </ | + | |
- | + | ||
- | < | + | |
- | <col md=" | + | |
- | + | ||
- | == 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> | + | |
- | <col md=" | + | |
- | + | ||
- | <image shape=" | + | |
- | + | ||
- | <image shape=" | + | |
- | + | ||
- | <image shape=" | + | |
- | + | ||
- | </ | + | |
- | + | ||
- | < | + | |
- | <col md=" | + | |
- | + | ||
- | == 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: | + | |
- | <fc #6495ed> **Standard Cynosural Fields can be jumped to by any ship with a jump drive, and are the only type of cyno that Capitals and Supercapitals can jump to.** </fc> Their ship mounted generators can only be lit by Force Recons and BlackOps Battleships, | + | <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 md=" | + | |
- | {{https:// | + | |
- | </ | + | |
=== Range === | === Range === | ||
Line 74: | Line 30: | ||
< | < | ||
- | < | + | < |
+ | <panel no-body=" | ||
^ Ship Class ^ Cyno Type ^ Base Range (JDC 0) ^ Max Range (JDC 5) ^ | ^ Ship Class ^ Cyno Type ^ Base Range (JDC 0) ^ Max Range (JDC 5) ^ | ||
| Jump Freighters | Standard \\ Industrial | 5.00 LY | 10.00 LY | | | Jump Freighters | Standard \\ Industrial | 5.00 LY | 10.00 LY | | ||
| Rorquals | Standard | 5.00 LY | 10.00 LY | | | Rorquals | Standard | 5.00 LY | 10.00 LY | | ||
| BlackOps Battleships | Standard \\ Covert \\ Industrial | 4.00 LY | 8.00 LY | | | BlackOps Battleships | Standard \\ Covert \\ Industrial | 4.00 LY | 8.00 LY | | ||
+ | | Lancer Dreadnoughts | Standard | 4.00 LY | 8.00 LY | | ||
| Carriers, Force Auxiliaries, | | Carriers, Force Auxiliaries, | ||
| Supercarriers and Titans | Standard | 3.00 LY | 6.00 LY | | | Supercarriers and Titans | Standard | 3.00 LY | 6.00 LY | | ||
| Ansiblex Jump Gates | N/A | 5.00 LY | 5.00 LY | | | Ansiblex Jump Gates | N/A | 5.00 LY | 5.00 LY | | ||
+ | </ | ||
</ | </ | ||
</ | </ | ||
- | There is no in-game mechanic for calculating the most efficient possible jump routes. Because of this, third party tools such DOTLAN' | + | There is no in-game mechanic for calculating the most efficient possible jump routes. Because of this, third party tools such DOTLAN' |
- | <fc #6495ed> **In all major alliances, you are required to train the "Jump Drive Calibration" | + | <text type=" |
=== Fuel === | === Fuel === | ||
- | Each capital ship belongs to a specific faction, and each faction is keyed to a specific kind of fuel. <fc #6495ed> **WHATEVER YOU DO, DO NOT mix up the different fuel types, or you will find yourself unable to use your jump drive.** </fc> | + | < |
+ | |||
+ | Each capital ship belongs to a specific faction, and each faction is keyed to a specific kind of fuel. <text type=" | ||
< | < | ||
- | < | + | < |
+ | <panel no-body=" | ||
^ Factions ^ Fuel Type ^ | ^ Factions ^ Fuel Type ^ | ||
| Caldari / Guristas | Nitrogen Isotopes | | | Caldari / Guristas | Nitrogen Isotopes | | ||
Line 103: | Line 65: | ||
| Amarr / Blood Raider / Sansha' | | Amarr / Blood Raider / Sansha' | ||
| Gallente / Serpentis / ORE | Oxygen Isotopes | | | Gallente / Serpentis / ORE | Oxygen Isotopes | | ||
+ | </ | ||
</ | </ | ||
Line 108: | Line 71: | ||
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 each other, and will both increase exponentially if not waited out. <fc #6495ed> **Jump Drive related timers are linked to your character, not ship.** </fc> | + | 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=" |
- | <fc #6495ed> **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.** </fc> | + | <text type=" |
- | <fc #6495ed> **The Jump Reactivation Timer is orange, and will prevent you from using the jump drive of any ship while active. It has a maximum time of 30:00 minutes, and is calculated as 10% of your Jump Fatigue Timer //before// you jump.** </fc> | + | <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 ==== | ||
- | <fc #6495ed> **Due to their size, capital ships can only dock in certain structures, though even if unable to dock they can still tether to any Upwell structure the pilot would normally have docking access to.** </fc> | + | <text type=" |
< | < | ||
- | < | + | < |
- | ^ Ship Class ^ Astrahus/ | + | <panel no-body=" |
- | | Freighters/ | + | ^ Ship Class ^ Astrahus/ |
- | | Rorquals | TETHER | UNDOCK | + | | Freighters/ |
- | | Dreadnoughts/ | + | | Rorquals | TETHER | UNDOCK |
- | | Supercarriers/ | + | | Dreadnoughts/ |
+ | | Supercarriers/ | ||
+ | </ | ||
</ | </ | ||
</ | </ | ||
- | Note: Ships noted as " | + | <text type=" |
- | For example, a dreadnought produced in an Azbel will undock once, and be denied docking access if it attempts to dock again. | + | 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. |
+ | |||
+ | </ | ||
+ | < | ||
==== Specialized Modules ==== | ==== Specialized Modules ==== | ||
Line 151: | Line 169: | ||
=== Siege Modules === | === Siege Modules === | ||
- | Dreadnoughts, | + | Dreadnoughts, |
=== Carrier/ | === Carrier/ | ||
- | <fc #6495ed> **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=" |
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 === | ||
Line 168: | Line 192: | ||
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 ==== | ||
Line 175: | Line 202: | ||
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. | ||
- | <fc #6495ed> **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.** </fc> While standard for carriers and supercapitals, | + | <text type=" |
- | <fc #6495ed> **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.** </fc> This style of tanking is standard on Force Auxiliaries, | + | <text type=" |
=== Evaccing === | === Evaccing === | ||
- | When in a capital engagement, the difference between the entire fleet surviving and dying can be made in just a few seconds. <fc #6495ed> **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).** </fc> This allows you to jump out the second it's called for, so that you don't get caught by whatever threat prompted the call to jump. | + | When in a capital engagement, the difference between the entire fleet surviving and dying can be made in just a few seconds. <text type=" |
=== 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. <fc #6495ed> **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, | + | 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=" |
+ | |||
+ | </well> | ||
===== Classes of Capital Ships ===== | ===== Classes of Capital Ships ===== | ||
+ | |||
+ | < | ||
==== Carriers ==== | ==== Carriers ==== | ||
Line 201: | Line 232: | ||
* **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. | * **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 ==== | ||
Line 213: | Line 247: | ||
* **Anti-Capital DPS** - Because they' | * **Anti-Capital DPS** - Because they' | ||
* **Anti-POS DPS** - While they' | * **Anti-POS DPS** - While they' | ||
+ | |||
+ | </ | ||
+ | < | ||
==== Force Auxiliaries ==== | ==== Force Auxiliaries ==== | ||
Line 226: | Line 263: | ||
* **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 command burst platforms. | * **Other Utility** - Because of their impressive tank and bonuses, FAXes are commonly used as command burst platforms. | ||
+ | |||
+ | </ | ||
+ | < | ||
==== Rorqual ==== | ==== 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 [[: | 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 ===== | ||
- | <grid> | + | <well> |
- | <col md=" | + | |
==== How to Control Fighters ==== | ==== How to Control Fighters ==== | ||
+ | |||
+ | < | ||
+ | <col lg=" | ||
Fighter control gives ships that can field them unprecedented versatility, | Fighter control gives ships that can field them unprecedented versatility, | ||
Line 257: | Line 311: | ||
=== Fighter Movement === | === Fighter Movement === | ||
- | <fc #6495ed> **ALWAYS make sure you are using the tactical overlay and tactical camera when controlling fighters.**</ | + | <text type=" |
- | <fc #6495ed> **Within the fighter control panel, selecting any fighter or set of fighters will cause most commands which would normally go to your ship to be redirected to your fighters. This includes commands such as orbit, approach (along with approach to point), and keep at range. Excluded commands include warp, align, dock, and jump. **</fc> | + | <text type=" |
- | <fc #6495ed> **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=" |
</ | </ | ||
- | < | + | < |
{{https:// | {{https:// | ||
Line 276: | Line 330: | ||
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. | ||
- | <fc #6495ed> **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=" |
- | Fighter primary weapons (despite being called ' | + | Fighter primary weapons (despite being called ' |
- | <fc #6495ed> **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. **</fc> | + | <text type=" |
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' | ||
Line 289: | Line 346: | ||
| 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 === | ||
- | <fc #6495ed> **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=" |
- | <fc #6495ed> **If you do leave grid, the only order you will be able to issue is recall, which will cause your fighters to warp to your current position. DO NOT RECALL FIGHTERS WHILE IN WARP; doing so may cause them to land too far away to quickly recall. Be advised fighters can be pointed to prevent warping like normal ships.**</ | + | <text type=" |
- | <fc #6495ed> **If you disconnect in space while your fighters are deployed, they will automatically begin recalling to you, and you will not be able to issue any further orders until they have done so.**</fc> | + | <text type=" |
- | <fc #6495ed> **If you dock, leave system, or abandon a fighter squadron while your they are deployed, they will immediately lose connection, and the only way to get them back will be to scoop them. With each fighter squadron being up to 10,000 m^3, this can cause a host of issues in the middle of combat. The only time you want to abandon a fighter squadron is when you need to tether on a structure as quickly as possible to prevent being tackled.**</ | + | <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. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <well> | ||
===== GTFO Package ===== | ===== GTFO Package ===== | ||
Line 316: | Line 394: | ||
500MN Microwarpdrive II x1 | 500MN Microwarpdrive II x1 | ||
</ | </ | ||
+ | |||
+ | </ | ||
{{tag> | {{tag> | ||