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public:dojo:wiki:capital-introduction [2022/03/27 07:01] Aernir Ridley Update |
public:dojo:wiki:capital-introduction [2024/03/10 11:23] (current) Arian Felou |
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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. | ||
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==== The Jump Drive ==== | ==== The Jump Drive ==== | ||
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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. | ||
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- | === Cynosural Fields and Beacons === | ||
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- | Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on and jump to. <text type=" | ||
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- | == Lighting Cynosural Fields == | ||
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- | **Ship Mounted** Cynosural Fields are restricted to only a few classes of ships (See the [[# | ||
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- | **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' | ||
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- | **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. | ||
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- | == Classes of Cynosural Field == | ||
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- | 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: | ||
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- | **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. | ||
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- | **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. | ||
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=== Range === | === Range === | ||
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^ 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 | | ||
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=== Fuel === | === Fuel === | ||
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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=" | ||
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^ 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 | | ||
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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" | ||
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=== Timers === | === Timers === | ||
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- | {{https:// | + | {{ https:// |
- | {{https:// | + | {{ https:// |
</ | </ | ||
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+ | ==== Cynosural Fields and Beacons ==== | ||
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+ | Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on and jump to. <text type=" | ||
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+ | === Lighting Cynosural Fields === | ||
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+ | **Ship Mounted** Cynosural Fields are restricted to only a few classes of ships (See the [[# | ||
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+ | **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' | ||
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+ | **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. | ||
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+ | === Classes of Cynosural Field === | ||
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+ | 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: | ||
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+ | <text type=" | ||
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+ | **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. | ||
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+ | **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. | ||
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==== Docking ==== | ==== Docking ==== | ||
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- | ^ 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. |
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==== Specialized Modules ==== | ==== Specialized Modules ==== | ||
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=== Siege Modules === | === Siege Modules === | ||
- | Dreadnoughts, | + | Dreadnoughts, |
=== Carrier/ | === Carrier/ | ||
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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, | ||
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+ | === Lancer Modules === | ||
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+ | 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=" | ||
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+ | 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 === | ||
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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' | ||
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==== Staying Alive ==== | ==== Staying Alive ==== | ||
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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=" | 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=" | ||
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===== Classes of Capital Ships ===== | ===== Classes of Capital Ships ===== | ||
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==== Carriers ==== | ==== Carriers ==== | ||
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* **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. | ||
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==== Dreadnoughts ==== | ==== Dreadnoughts ==== | ||
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* **Anti-Capital DPS** - Because they' | * **Anti-Capital DPS** - Because they' | ||
* **Anti-POS DPS** - While they' | * **Anti-POS DPS** - While they' | ||
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==== Force Auxiliaries ==== | ==== Force Auxiliaries ==== | ||
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* **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. | ||
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==== 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 [[: | ||
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+ | ==== Lancer Dreadnoughts ==== | ||
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+ | 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, | ||
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+ | Lancers are very niche ships since they have similar disadvantages to T1 Dreadnoughts, | ||
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===== Advanced Mechanics ===== | ===== Advanced Mechanics ===== | ||
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==== How to Control Fighters ==== | ==== How to Control Fighters ==== | ||
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Fighter control gives ships that can field them unprecedented versatility, | Fighter control gives ships that can field them unprecedented versatility, | ||
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{{https:// | {{https:// | ||
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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: | ||
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^ 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, | ||
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=== Your Connection to Your Fighters === | === Your Connection to Your Fighters === | ||
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<text type=" | <text type=" | ||
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+ | ==== Using Your Ship Maintenance Bay ==== | ||
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+ | All capital ships have a Ship Maintenance Bay, or " | ||
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+ | Aside from merely carrying ships from one place to another as a " | ||
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+ | 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' | ||
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+ | 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. | ||
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===== GTFO Package ===== | ===== GTFO Package ===== | ||
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500MN Microwarpdrive II x1 | 500MN Microwarpdrive II x1 | ||
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{{tag> | {{tag> | ||