public:dojo:wiki:capital-introduction

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public:dojo:wiki:capital-introduction [2022/05/06 17:24]
Zeno Grey [Docking] Clarified that Undock can also refer to retrieving supers from asset safety stations.
public:dojo:wiki:capital-introduction [2024/03/10 11:23] (current)
Arian Felou
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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>
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 | 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 | 
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 | Freighters/Jump Freighters | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK | | Freighters/Jump Freighters | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK | DOCK |
 | Rorquals | TETHER | UNDOCK | DOCK | DOCK | DOCK | DOCK | DOCK | | Rorquals | TETHER | UNDOCK | DOCK | DOCK | DOCK | DOCK | DOCK |
-| Dreadnoughts/Carriers/Force Auxiliaries | TETHER | UNDOCK | TETHER | DOCK | DOCK | DOCK | DOCK |+| Dreadnoughts/Carriers/Force Auxiliaries/Lancers | TETHER | UNDOCK | TETHER | DOCK | DOCK | DOCK | DOCK |
 | Supercarriers/Titans | TETHER | TETHER  | TETHER | TETHER | UNDOCK | UNDOCK | DOCK | | Supercarriers/Titans | TETHER | TETHER  | TETHER | TETHER | UNDOCK | UNDOCK | DOCK |
 </panel> </panel>
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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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 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> </well>
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 </well> </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> <well>
  
  • public/dojo/wiki/capital-introduction.1651857873.txt.gz
  • Last modified: 2022/05/06 17:24
  • by Zeno Grey