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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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 <text type="success"> **Important topics will be bolded and colored green as such.** </text> <text type="success"> **Important topics will be bolded and colored green as such.** </text>
  
-<grid><col md="3">+<grid><col lg="3">
 {{INLINETOC 2-3}} {{INLINETOC 2-3}}
 </col></grid> </col></grid>
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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. 
 +
 +<well>
  
 ==== 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. 
  
-<text type="success"> **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.** </text> 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="success"> **To activate your jump drive, you can right click your ship's capacitor, hover over the "Jump To" option, and select a cynosural field to jump to, or (recommended) right click the name of the cyno pilot.** </text> 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="success"> **Whenever possible, avoid using your capacitor menu to jump to a cyno, and use the name of the cyno pilot on your watchlist instead.** </text> This will avoid several types of tragic accidents.
  
 <text type="success"> **Your Jump Drive is your primary method of navigation. Warping in a capital is relatively uncommon, and using normal gates is extremely rare.** </text> <text type="success"> **Your Jump Drive is your primary method of navigation. Warping in a capital is relatively uncommon, and using normal gates is extremely rare.** </text>
- 
-=== Cynosural Fields and Beacons === 
- 
-Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on and jump to. <text type="success"> **You CANNOT jump to a cyno that is in the same system as you.** </text> 
- 
-<text type="success"> **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.** </text> 
- 
-<grid> 
-<col md="10"> 
- 
-== Lighting Cynosural Fields == 
- 
-**Ship Mounted** Cynosural Fields are restricted to only a few classes of ships (See the [[#classes_of_cynosural_field|section below]]), and last between 30 seconds and 10 minutes depending on their class. 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. If the owner of a ship mounted cyno leaves fleet, their cyno will be completely unusable for the remainder of its cycle. 
- 
-**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've been destroyed. These beacons are bound to the fleet the owner was in when they were launched, and will remain accessible even if the owner drops fleet or logs off.  
- 
-**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="2"> 
- 
-<image shape="rounded">{{ https://images.evetech.net/types/21096/icon?size=64&.png? | Cynosural Field Generator I}}</image> 
- 
-<image shape="rounded">{{ https://images.evetech.net/types/57319/icon?size=64&.png? | Mobile Cynosural Beacon}}</image> 
- 
-<image shape="rounded">{{ https://images.evetech.net/types/35840/icon?size=64&.png? | Pharolux Cynosural Beacon}}</image> 
- 
-</col></grid> 
- 
-<grid> 
-<col md="10"> 
- 
-== 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="success"> **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.** </text> Their ship mounted generators can only be lit by Force Recons and BlackOps Battleships, last 5 minutes, and cost between 50 and 500 Liquid Ozone to light. 
- 
-**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> 
-<col md="2"> 
-{{https://webimg.ccpgamescdn.com/kvd74o0q2fjg/5Zi1J3h9zGgYssmiIiGSkG/704de0261949ea7832440eb35fb5548d/CYNOREV2.jpg?200|The Normal (left) and Covert (right) Cynosural Field Beacons.}} 
-</col></grid> 
  
 === Range === === Range ===
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 <grid> <grid>
-<col md="6">+<col lg="6">
  
 +<panel no-body="true">
 ^ 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, and Dreadnoughts | Standard | 3.50 LY | 7.00 LY |  | Carriers, Force Auxiliaries, and Dreadnoughts | Standard | 3.50 LY | 7.00 LY | 
 | 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 | 
 +</panel>
  
 </col> </col>
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 === Fuel === === Fuel ===
 +
 +<grid><col lg="7">
  
 Each capital ship belongs to a specific faction, and each faction is keyed to a specific kind of fuel. <text type="success"> **WHATEVER YOU DO, DO NOT mix up the different fuel types, or you will find yourself unable to use your jump drive.** </text> Each capital ship belongs to a specific faction, and each faction is keyed to a specific kind of fuel. <text type="success"> **WHATEVER YOU DO, DO NOT mix up the different fuel types, or you will find yourself unable to use your jump drive.** </text>
  
 <grid> <grid>
-<col md="4">+<col lg="7">
  
 +<panel no-body="true">
 ^ Factions ^ Fuel Type ^ ^ Factions ^ Fuel Type ^
 | Caldari / Guristas | Nitrogen Isotopes | | Caldari / Guristas | Nitrogen Isotopes |
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 | Amarr / Blood Raider / Sansha's Nation | Helium Isotopes | | Amarr / Blood Raider / Sansha's Nation | Helium Isotopes |
 | Gallente / Serpentis / ORE | Oxygen Isotopes | | Gallente / Serpentis / ORE | Oxygen Isotopes |
 +</panel>
  
 </col> </col>
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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" (JFC) skill.  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" (JFC) skill. 
- 
-<grid><col md="7"> 
  
 === Timers === === Timers ===
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 </col> </col>
-<col md="5">+<col lg="5">
  
-{{https://content.eveonline.com/www/newssystem/media/66636/1/CooldownTimer1.png?250}} +{{  https://content.eveonline.com/www/newssystem/media/66636/1/CooldownTimer1.png?250  }} 
-{{https://content.eveonline.com/www/newssystem/media/66636/1/CooldownTimer2.png?300}}+{{  https://content.eveonline.com/www/newssystem/media/66636/1/CooldownTimer2.png?300  }}
  
 </col></grid> </col></grid>
 +
 +</well>
 +<well>
 +
 +==== Cynosural Fields and Beacons ====
 +
 +Cynosural Fields (Also called Cynos) are specially created beacons which capital ships can lock on and jump to. <text type="success"> **You CANNOT jump to a cyno that is in the same system as you.** </text>
 +
 +<text type="success"> **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.** </text>
 +
 +<grid>
 +<col lg="10">
 +
 +=== Lighting Cynosural Fields ===
 +
 +**Ship Mounted** Cynosural Fields are restricted to only a few classes of ships (See the [[#classes_of_cynosural_field|section below]]), and last between 30 seconds and 10 minutes depending on their class. 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. If the owner of a ship mounted cyno leaves fleet, their cyno will be completely unusable for the remainder of its cycle.
 +
 +**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've been destroyed. These beacons are bound to the fleet the owner was in when they were launched, and will remain accessible even if the owner drops fleet or logs off. 
 +
 +**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 lg="2">
 +
 +<image shape="rounded">{{ https://images.evetech.net/types/21096/icon?size=64&.png? | Cynosural Field Generator I  }}</image>
 +
 +<image shape="rounded">{{ https://images.evetech.net/types/57319/icon?size=64&.png? | Mobile Cynosural Beacon  }}</image>
 +
 +<image shape="rounded">{{ https://images.evetech.net/types/35840/icon?size=64&.png? | Pharolux Cynosural Beacon  }}</image>
 +
 +</col></grid>
 +
 +<grid>
 +<col lg="10">
 +
 +=== 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="success"> **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.** </text> Their ship mounted generators can only be lit by Force Recons and BlackOps Battleships, last 5 minutes, and cost between 50 and 500 Liquid Ozone to light.
 +
 +**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>
 +<col lg="2">
 +{{  https://webimg.ccpgamescdn.com/kvd74o0q2fjg/5Zi1J3h9zGgYssmiIiGSkG/704de0261949ea7832440eb35fb5548d/CYNOREV2.jpg?200|The Normal (left) and Covert (right) Cynosural Field Beacons.  }}
 +</col></grid>
 +
 +</well>
 +<well>
  
 ==== Docking ==== ==== Docking ====
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 <grid> <grid>
-<col md="6">+<col lg="8">
  
-^ Ship Class ^ Astrahus/Raitaru/Athanor ^ Azbel ^ Tatara ^ Fortizar/Station ^ Sotiyo ^ Keepstar ^  +<panel no-body="true"> 
-| Freighters/Jump Freighters | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK | +^ Ship Class ^ Astrahus/Raitaru/Athanor ^ Azbel ^ Tatara ^ Fortizar Station ^ Sotiyo ^ Keepstar ^  
-| Rorquals | TETHER | UNDOCK ONLY + TETHER | DOCK | DOCK | DOCK | DOCK | +| Freighters/Jump Freighters | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK | 
-| Dreadnoughts/Carriers/Force Auxiliaries | TETHER | UNDOCK ONLY + TETHER| TETHER | DOCK | DOCK | DOCK | +| Rorquals | TETHER | UNDOCK | DOCK | DOCK | DOCK | DOCK | DOCK | 
-| Supercarriers/Titans | TETHER | TETHER  | TETHER | TETHER | UNDOCK ONLY + TETHER | DOCK |+| Dreadnoughts/Carriers/Force Auxiliaries/Lancers | TETHER | UNDOCK | TETHER | DOCK | DOCK | DOCK | DOCK | 
 +| Supercarriers/Titans | TETHER | TETHER  | TETHER | TETHER | UNDOCK | UNDOCK | DOCK | 
 +</panel>
  
 </col> </col>
 </grid> </grid>
  
-Note: Ships noted as "UNDOCK ONLY + TETHER" are produced in said structure, and can undock once after production. After which, they cannot dock again there.+<text type="success"> **Note: Ships noted as "UNDOCK" are produced in said structure or are retrieved from asset safety, and can undock once. After which, they cannot dock again there.** </text>
  
-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. 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 ====
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 === Siege Modules === === Siege Modules ===
  
-Dreadnoughts, Force Auxiliaries, and Rorquals all share a special type of module which is technically different for each ship, but serves the same general purpose. <text type="success"> **These modules while activated consume fuel to grant the ships in question extraordinarily powerful tanking abilities, an immunity to most EWAR, and a massive bonus to the ship's main role.** </text> For dreadnoughts (Siege) that's weapon damage, range, and tracking; Force Auxiliaries (Triage) remote repair along with drone repair strength; and Rorquals (Industrial Core) mining drone yield along with the ability to compress ore. <text type="success"> **The downside to this module is that the ship is stuck in place for its full 5 minute cycle, cannot receive remote assistance of any kind, and cannot jump, dock, or warp until the module is finished its cycle.** </text>+Dreadnoughts, Force Auxiliaries, Lancers, and Rorquals all share a special type of module which is technically different for each ship, but serves the same general purpose. <text type="success"> **These modules while activated consume fuel to grant the ships in question extraordinarily powerful tanking abilities, an immunity to most EWAR, and a massive bonus to the ship's main role.** </text> For dreadnoughts and Lancers (Siege) that's weapon damage, range, and tracking; Force Auxiliaries (Triage) remote repair along with drone repair strength; and Rorquals (Industrial Core) mining drone yield along with the ability to compress ore. <text type="success"> **The downside to this module is that the ship is stuck in place for its full 5 minute cycle, cannot receive remote assistance of any kind, and cannot jump, dock, or warp until the module is finished its cycle.** </text>
  
 === Carrier/Supercarrier Modules === === Carrier/Supercarrier Modules ===
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 Supercarriers also have a unique module type to them, called Burst Projectors. These can be thought of as EWAR Superweapons, projecting a number of possible effects in a small localized area out to up to 500km. Supercarriers also have a unique module type to them, called Burst Projectors. These can be thought of as EWAR Superweapons, projecting a number of possible effects in a small localized area out to up to 500km.
 +
 +=== 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="success"> **The Lance applies several debuffs to any ship that takes damage from it, including a 50% debuff to incoming remote repair, and also acts as a super-HIC-scram that prevents the afflicted ship from tethering, docking, warping, jumping, and using a stargate** </text> - except that unlike a HIC scram, //all// of these also apply to subcapitals. These debuffs last for 1 minute after application.
 +
 +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's in, and give a set of significant buffs and debuffs which can strengthen or completely invalidate certain fleet strategies.  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's in, and give a set of significant buffs and debuffs which can strengthen or completely invalidate certain fleet strategies. 
 +
 +</well>
 +<well>
  
 ==== 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="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, max damage, and certain utilities. These refits are essential to being able to properly utilize your capitals, so don't forget to pick them up.** </text>  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, max damage, and certain utilities. These refits are essential to being able to properly utilize your capitals, so don't forget to pick them up.** </text> 
 +
 +</well>
  
 ===== Classes of Capital Ships ===== ===== Classes of Capital Ships =====
 +
 +<well>
  
 ==== 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' ranges.    * **Anti-Structure DPS** - Because of their high range, carriers can safely engage citadels from well outside of their powerful weapon systems' ranges. 
   * **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.
 +
 +</well>
 +<well>
  
 ==== Dreadnoughts ==== ==== Dreadnoughts ====
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   * **Anti-Capital DPS** - Because they're less expensive, dreadnoughts make great rapid-response anti-capital ships where titans and supercarriers aren't viable, or where time is of the essence.   * **Anti-Capital DPS** - Because they're less expensive, dreadnoughts make great rapid-response anti-capital ships where titans and supercarriers aren't viable, or where time is of the essence.
   * **Anti-POS DPS** - While they're not viable against citadels in most situations, dreadnoughts are still very powerful when used against POSes.    * **Anti-POS DPS** - While they're not viable against citadels in most situations, dreadnoughts are still very powerful when used against POSes. 
 +
 +</well>
 +<well>
  
 ==== 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've been incapacitated.    * **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've been incapacitated. 
   * **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. 
 +
 +</well>
 +<well>
  
 ==== 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 [[:member:alliance:industry:rorquals:start]] page.  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 [[:member:alliance:industry:rorquals:start]] page. 
 +
 +</well>
 +
 +<well>
 +
 +==== 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, except that the Amarr Lancer (the Bane) is bonused for missiles instead of lasers. Lancers do less damage than T1 dreadnoughts but with greater tank, which is pushed to an extreme since Lancers are most commonly fit for maximum tank. The real utility of a Lancer lies in its Disruptive Lance, which acts as an AOE super-HIC-scram that works against subcapitals as well as applying a 50% debuff to incoming remote repair (see [[#specialized_modules|Specialized Modules]] above).
 +
 +Lancers are very niche ships since they have similar disadvantages to T1 Dreadnoughts, while also being considerably more expensive. In general, Lancer Dreadnoughts in fleet engagements are what is referred to as **"win-more"**: they are almost exclusively used by the side of an engagement that is already winning in order to win //more//. Their other typical use is for ganking, especially against Jump Freighters gating into highsec from lowsec since they can prevent ships from taking gates with a well-timed Lance.
 +
 +</well>
  
 ===== Advanced Mechanics ===== ===== Advanced Mechanics =====
  
-<grid> +<well>
-<col md="10">+
  
 ==== How to Control Fighters ==== ==== How to Control Fighters ====
 +
 +<grid>
 +<col lg="10">
  
 Fighter control gives ships that can field them unprecedented versatility, but at the cost of being nigh impossible to multi-box. Here we will go into how to efficiently control your fighters.  Fighter control gives ships that can field them unprecedented versatility, but at the cost of being nigh impossible to multi-box. Here we will go into how to efficiently control your fighters. 
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 </col> </col>
-<col md="2">+<col lg="2">
  
 {{https://support.eveonline.com/hc/en-us/article_attachments/204245535/Fighter_Toggle.PNG?150}} {{https://support.eveonline.com/hc/en-us/article_attachments/204245535/Fighter_Toggle.PNG?150}}
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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:
  
 +<grid><col lg="7">
 +
 +<panel no-body="true">
 ^ Fighters ^ Targets ^ ^ Fighters ^ Targets ^
 | Space Superiority | Other Fighters, Drones (Especially useful when they're fielded by Guristas Ships), and Frigates | | Space Superiority | Other Fighters, Drones (Especially useful when they're fielded by Guristas Ships), and Frigates |
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 | Heavy Long Range | Cruisers, Battlecruisers, and Battleships | | Heavy Long Range | Cruisers, Battlecruisers, and Battleships |
 | Heavy Short Range | Capitals, Supercapitals, and Structures | | Heavy Short Range | Capitals, Supercapitals, and Structures |
 +</panel>
 +
 +</col></grid>
  
 === Your Connection to Your Fighters === === Your Connection to Your Fighters ===
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 <text type="success"> **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> <text type="success"> **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>
 +
 +</well>
 +
 +<well>
 +
 +==== Using Your Ship Maintenance Bay ====
 +
 +All capital ships have a Ship Maintenance Bay, or "SMB", where subcapital ships can be stored. The SMBs of Dreadnoughts, FAXes, and Carriers have a 1,000,000 m3 capacity in which any subcapital that fits can be stored. Rorquals have the same capacity, but can only store industrial ships. Supercarriers and Titans expand this capacity up to 5,000,000 m3. Access to your ship's SMB can be opened to your corp members and/or fleet members, but by default is closed. In addition, any member of your fleet that is within 2,500 meters of your ship can use your SMB's fitting service to refit their ship for free as long as they don't have an active weapon timer, including other capital ships.
 +
 +Aside from merely carrying ships from one place to another as a "suitcase" or providing access to re-ships for fleet members (such as dictors or links ships), capital ships can also use ships in their SMBs in some clever ways. <text type="success"> **Industrial ships in the SMB can be used to store extra charges for capacitor boosters**</text>, extra strontium for siege and triage modules, and even (although rarely) extra ammo. Often, they are launched and then killed so that charges can be looted from the wreck, in which case it is best to store charges in many small stacks to maximize the amount that drops as loot. If money is no concern, a Deep Space Transport ship's fleet hanger can be accessed without destroying the ship, and then re-scooped into the SMB. <text type="success"> **Note that the fit of an unpiloted ship does not affect its tank.** </text>
 +
 +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's SMB.
 +
 +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>
 +
 +<well>
  
 ===== GTFO Package ===== ===== GTFO Package =====
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 500MN Microwarpdrive II x1 500MN Microwarpdrive II x1
 </code> </code>
 +
 +</well>
  
 {{tag>guide general expert english}} {{tag>guide general expert english}}
  
  • public/dojo/wiki/capital-introduction.1648364492.txt.gz
  • Last modified: 2022/03/27 07:01
  • by Aernir Ridley