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Dmoney3788
Black Aces
Against ALL Authorities
Posted - 2010.11.11 19:56:00 - [61]
 

Originally by: goldengopher
Originally by: Weaselior
1)Jump range bonus is useless because you go in alone

Then just get like 4 of them. ugh

You mean 4 hels with nyx damage?

Kanatta Jing
Posted - 2010.11.11 19:57:00 - [62]
 

It looks like Heavy Support for your Chimera Fleet.

I know you don't have a Chimera Fleet.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2010.11.11 20:01:00 - [63]
 

Man, I was worried there for a second. I thought CCP was telling me that they think mothership pilots wanted to give up a tank slot for a DCU, but of course there's no way they could possibly be that bad at their own game, so I must have misread it.

Seriously guys. You have a chance to do something wacky here. +1 DCU isn't wacky, it's just pathetic. You'd do better giving it +1 projected ECM. Carrier jump range is borderline wacky, but not really very useful(sadly). If you really want a 7-high mom, you could give it a gang link bonus, -cap usage on RR(though that may be better on the Hel), or you could give it triage - you know, boosts to modules people might actually use in their high slots. Hell, go for something really out of left field and let it fit lasers like the Avatar's. But for the love of god don't give it a DCU. You should have learned from the reaction to Nozh posting the "But the Nyx deals 2500 DPS with 5x DCU!" nonsense what we think of DCUs.

Fulbert
Gallente
Posted - 2010.11.11 20:05:00 - [64]
 

Edited by: Fulbert on 11/11/2010 20:11:49
Originally by: Leilani Solaris
More importantly, what's it going to be called?!

Roflcarrier

edit : My Roflcarrier goes troll troll troll troll

Sako Yatori
Posted - 2010.11.11 20:10:00 - [65]
 

Edited by: Sako Yatori on 11/11/2010 20:10:36
Am I doing this wrong, or does this ship have a better passive shield recharge rate than any other ship in the game?

Shield hitpoints: 980,000
Shield recharge time: 39,200s

By contrast:
Wyvern
Shield hitpoints: 1,000,000
Shield recharge time: 40,000,000.5s

Drake
Shield hitpoints: 5469
Shield recharge time: 1,400,000s

So, this ship can recharge its shields 1000 times faster than the Wyvern? And no one thinks this is good? I admit I do not fly cap ships, but what exactly am I missing? Or is this a typo?

Pallidum Treponema
Body Count Inc.
Pandemic Legion
Posted - 2010.11.11 20:12:00 - [66]
 

To paraphrase the Swedish army: Do again, do right.

Why is the Sansha SC a flawed design?

  • 30% to maximum jump range


This bonus, while seemingly good, makes the Sansha SC unable to use this bonus while operating alongside other SCs. The bonus is only useful while operating *PURELY* with other Sansha SCs and/or standard carriers.

  • Can activate one extra Drone Control Unit


This bonus, while seemingly good, is a useless bonus that adds 4-5% more DPS to the ship, at the very best. That is, of course, assuming that DCUs are being fitted. Experience from flying SCs have shown that DCUs are NEVER fitted on an SC in PvP, and rarely fitted even in PvE.

DCUs are not inherently bad modules, as they do add to the damage output of the capital. The reason for why they aren't used is because there are so much better modules to put in the slots instead. The bonus form a DCU is heavily overshadowed by modules that will make the SC more survivable or dangerous, eg Neuts, Smartbombs, cloak etc.

  • Skill Bonuses


Normal SCs gain four "per level" bonuses. The Sansha SC would also gain four "per level" bonuses, but these would now be split across two separate racial carrier skills.

Compare this to a faction battleship that gains two "per level" bonuses, just like a T1 battleship, but also a "Special Ability" bonus equivalent to a fully level 5 skilled "per level" bonus. This effectively gives a faction battleship three bonuses, in addition to any boost in base stats they receive.

The special ability bonuses currently listed are essentially pointless bonuses, which effectively leaves this SC with the same amount of useful bonuses as a normal SC.

  • FITTING


One low/midslot is changed out for a highslot. This leaves this SC with a less powerful tank, or less powerful cap recharge than other SCs, in exchange for a highslot. Admittedly, highslots are highly useful on an SC, but this may or may not be better than retaining the low/midslot. My advice is to keep the low/midslot and give it one extra highslot, to be in-line with other faction ships.

It also gains less calibration points than other SCs. This is, however, in line with faction vessels so this is a good thing.


My suggestion for changes is as follows:

7/7/5 slot layout - it gains one extra highslot in comparison with equivalent SCs.

Special abilities:
  • 100% bonus to fighter and fighter bomber hitpoints and damage

  • Can fit 5 additional Warfare Link modules


Amarr Carrier Skill Bonuses:
  • Can deploy 1 additional Fighter or Fighter Bomber per level

  • 5% bonus to smartbomb damage per level


Caldari Carrier Skill Bonuses:
  • 50% bonus to Capital Energy and Shield transfer range per level

  • 5% bonus to shield resists per level


Give the ship a small hitpoint bonus over equivalent T1 SC hulls, 10-20% to be in-line with other faction variant ships as well.


Rationale:
It can, with base fittings, field 10 fighters or bombers, instead of the standard 20 of a T1 SC. However, the damage output is the same with the 100% damage bonus. The fighters/bombers gain additional hitpoints to compensate as well, which lets them take an equivalent amount of damage, BUT a hidden bonus is that they're more resilient to AoE damage, that is to say smartbombs and stealthbomber bombs.

The 100% damage bonus is in-line with other Sansha vessels (See Succubus, Phantasm and Nightmare). A "hidden" bonus to this is that DCUs will actually start to make sense on this setup, which - given its additional highslot compared to T1 SCs, might provide for some interesting setups.


The bottom line, my proposed setup will be in-line with both existing SCs AND Sansha faction ships as well as providing a ship that has a unique flavor without being excessively overpowered compared to current SCs.
Feel free to contact me over evemail if you wish my help to finetune this setup.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2010.11.11 20:12:00 - [67]
 

Originally by: Sako Yatori
Edited by: Sako Yatori on 11/11/2010 20:10:36
Am I doing this wrong, or does this ship have a better passive shield recharge rate than any other ship in the game?

Shield hitpoints: 980,000
Shield recharge time: 39,200s

By contrast:
Wyvern
Shield hitpoints: 1,000,000
Shield recharge time: 40,000,000.5s

Drake
Shield hitpoints: 5469
Shield recharge time: 1,400,000s

So, this ship can recharge its shields 1000 times faster than the Wyvern? And no one thinks this is good? I admit I do not fly cap ships, but what exactly am I missing? Or is this a typo?


The last two times are quoted in milliseconds. Drake recharges in a bit under half an hour, Roflcarrier takes just under 11 hours, Wyvern takes just over 11 hours.

Dmoney3788
Black Aces
Against ALL Authorities
Posted - 2010.11.11 20:17:00 - [68]
 

Well I think we can agree that the role bonuses listed won't be useful for pvp. Range is a good thought, but unless you're going solo its not gonna benefit you. DCU bonus is worthless. I mean, who even bothers to fit 4-5 of them now to their supercap?

If we look at the faction battleships, they follow a trend of being on par with most other battleships, but really outperform the standard BS in one particular area. The machariel has its speed advantage, the vindicator has its massive DPS advantage and the rattlesnake has an insane passive tank (Ironically cant think of anything for the nightmare).

As speed is a moot point on capital ships, we're basically looking at DPS and tank as the main areas to focus on. As sanshas shield tank, we'll be dealing with a shield tank. I know I already made some suggestions, but I'm thinking to give it a really good shield resist buff, as amarr and caldari carriers both have resist bonuses. So what if we give it a 7.5% shield resist bonus per caldari carrier level?

Now for the role bonus, I think a base damage boost would be appropriate here, and I have no idea what to put in for the DCU role bonus.

Pallidum Treponema
Body Count Inc.
Pandemic Legion
Posted - 2010.11.11 20:21:00 - [69]
 

Oh, and one additional (important) bonus to the design I proposed is as follows:

LESS DRONES = LESS LAG!

Thank you.

Sako Yatori
Posted - 2010.11.11 20:28:00 - [70]
 

Originally by: Herschel Yamamoto
The last two times are quoted in milliseconds. Drake recharges in a bit under half an hour, Roflcarrier takes just under 11 hours, Wyvern takes just over 11 hours.


Ah, that makes sense. And I am an idiot. Thanks for the help.

davet517
Body Count Inc.
Pandemic Legion
Posted - 2010.11.11 20:29:00 - [71]
 

Originally by: Pallidum Treponema
To paraphrase the Swedish army: Do again, do right.


Palli has it exactly right. That is exactly what a Sansha SC should look like, but, I'll bet CCP knows that, they just don't want to put one in the game.

If they did, all Sancha incursions in low-sec would be on lock down for the next two years while the "big dogs eat", and you'd see fleets of them running around eventually.

CCP probably realizes this (too late, as usual) and wants to avoid it by making this a "speciality" ship that wouldn't see fleet use.

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.11.11 20:30:00 - [72]
 

Originally by: Pallidum Treponema
Oh, and one additional (important) bonus to the design I proposed is as follows:

LESS DRONES = LESS LAG!

Thank you.


It doesn't matter that the Sansha Super Carrier is basically a useless novelty item right now, that's entirely besides the point.

Much as the rest of what is out there, the Sansha Super Carrier is a work in progress, but it must also be noted that the entire supercapital system, as well as the sovereignty system these ships are built around, is mortally-flawed in its current form and must be revised from the ground up, not on an individual ship basis.

With Super Carriers as they are, adding a new one that is notably more powerful than their mass produced counterparts would be a grave mistake. As a novelty item, it won't be making things any worse than they already are.

Cedori
Shiva
Morsus Mihi
Posted - 2010.11.11 20:34:00 - [73]
 

Wow, the fail is strong with this one.

It's unfocused. That's it's biggest problem, but there are several.

As has been said, nobody fits DCU's to their SC's (unless they are ratting with them anyways), so it's bonus allowing it to fit an extra DCU is . . . pointless.

No tank bonus. You made a hybrid Amarr/Caldari supercarrier (the best 2 tanks of all the SC's) and you gave it a tank worse then that of a Hel (the worst tank). I'm ok with the shield tanked aspect of it, as long as it get's a tank bonus. Really, with a hybrid of these two races, this things tank should be epic.

Ok my version would look something like this:


[NOTE: This is if keeping it as a shield tanker. You could swap to Armor with slot layout changes, and just flip the racial bonuses)

Caldari Carrier Skill Bonuses:

+10% to shield resistances per level
(yes, this is higher then a Wyvern, but it will still be stacking penalized, and it'll make it have the epic tank an Amarr/Caldari hybrid supercarrier should have!)

+50% bonus to Capital Shield and Energy transfer range per level
(I honestly think the Remote Repping is fine)



Amarr Carrier Skill Bonuses: (Give it some flavor)

+10% to Smartbomb Range per level

+50% to range of Energy Neut/Energy Vampire and +25% to amount per level (It is an Amarr based ship after all!)


Special Abilities:
99% reduction in CPU need for Tactical Logistics Reconfiguration modules
99% reduction in CPU need for Projected Electronic Counter Measures modules
99% reduction in CPU need for Warfare Link modules

Can fit 4 Warfare Links

+30% to all Warfare Links (higher bonus then a T3, but lower then a specific titan, giving it across the board gives flexibility. Plus it has the ability to fit a number of Links, giving it a role, SC gang booster.

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2010.11.11 20:37:00 - [74]
 

Originally by: Pallidum Treponema
My suggestion for changes is as follows:

7/7/5 slot layout - it gains one extra highslot in comparison with equivalent SCs.

Special abilities:
  • 100% bonus to fighter and fighter bomber hitpoints and damage

  • Can fit 5 additional Warfare Link modules


Amarr Carrier Skill Bonuses:
  • Can deploy 1 additional Fighter or Fighter Bomber per level

  • 5% bonus to smartbomb damage per level


Caldari Carrier Skill Bonuses:
  • 50% bonus to Capital Energy and Shield transfer range per level

  • 5% bonus to shield resists per level


Give the ship a small hitpoint bonus over equivalent T1 SC hulls, 10-20% to be in-line with other faction variant ships as well.


I love this proposal. Very Sansha, very usable, and the DCU bonus this one has is infinitely better than the bonus on the Roflcarrier.

The only bonus I see as questionable is the smartbomb bonus, but that's not bad, I just wonder if there's maybe something more appropriate. Thinking forward, you'd definitely give Guristas a bonus to the ECM burst and Blood a neut amount bonus, and then you probably have smartbomb damage, range, and neut range. If anything, I'd almost give Sanshas the neut bonus, and leave the disco bonus to Angels(range) and Serps(DPS). But that's a quibble - I doubt we're going to see the other pirate motherships for several years, we don't need to make this one dependant on their designs.

CorryBasler
The Maverick Navy
Against ALL Authorities
Posted - 2010.11.11 20:40:00 - [75]
 

well i was pretty exicted till i seen the specs.. its basicly a peice of junk that will require you to have 2 carriers (caldari carrier fail so who wants it at lvl 5 anyways lol) the amarr carrier bonus *Can fit 1 additional Warfare Link module per level*
is absolutly useless, as no one fits warefare links onto a mom these days. •30% to maximum jump range* so you can be in range, but none of your fleet will be. •Can activate one extra Drone Control Unit* so rich carebears can run their plex'es faster. •99% reduction in CPU need for Warfare Link modules* again no one uses those on a super carrier so pointless.... another shield tanked super cap, so it will have bad ehp, im sure it will still be Aeon > Nyx > Wyvern > This Thing > Hel in terms of ehp and usefullness.





Pallidum Treponema
Body Count Inc.
Pandemic Legion
Posted - 2010.11.11 20:40:00 - [76]
 

Originally by: Herschel Yamamoto

The only bonus I see as questionable is the smartbomb bonus, but that's not bad, I just wonder if there's maybe something more appropriate. Thinking forward, you'd definitely give Guristas a bonus to the ECM burst and Blood a neut amount bonus, and then you probably have smartbomb damage, range, and neut range. If anything, I'd almost give Sanshas the neut bonus, and leave the disco bonus to Angels(range) and Serps(DPS). But that's a quibble - I doubt we're going to see the other pirate motherships for several years, we don't need to make this one dependant on their designs.


I know. I had trouble with that bonus. I didn't want to give it any bonus for neuts/nos, as that's a blood raider bonus. A damage bonus could've easily been too powerful. A smartbomb range bonus might break things that expect smartbombs to have a certain range. In the end, smartbomb damage was what made the most sense and in a way, it's somewhat in-line with the Sansha laser damage focus. Perhaps.

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.11.11 20:45:00 - [77]
 

Why should the Sansha Super Carrier be any better than the Super Carriers which already out there? Why would making an even more powerful version of a ship that has no existing combat counter, other than a greater number of Super Carriers, be a good addition to the game?

Unless you have a convincing counter argument pertaining to game balance, complaints about the utility value of the Sansha Supercarrier are complete and utter nonsense.

Dasquirrel715
Tactical Narcotics Team
Posted - 2010.11.11 20:56:00 - [78]
 

Originally by: Raivi
A supercarrier designed purely for solo ratting. Excellent.


^ THIS

Herschel Yamamoto
Agent-Orange
Nabaal Syndicate
Posted - 2010.11.11 20:56:00 - [79]
 

Originally by: Evelgrivion
LOUD NOISES!


I've killed a Titan with a subcap fleet before. It wasn't even hard. Yes, moms are very good. Yes, we should be worried about power level creep. Yes, there's some work that needs to be done on things like making logoff tanks less effective. But the idea that a new ship should be intentionally made bad, because you don't like its class being common and useful, is crazy. Make it as good as the other moms - or really, slightly better, seeing as how it's faction and will be insanely rare - and if moms get nerfed, then all five of them can get hit at the same time.

Nangil
Posted - 2010.11.11 21:01:00 - [80]
 

ccp make another stupid changes only for changes. who need this nyx with tank from the hel? ugh

fix lags. stop doing useless ****.
YARRRR!!


The Paperwork
Posted - 2010.11.11 21:05:00 - [81]
 

Eh. Make it better than existing SCs and it's overpowered, make it worse and it's not a good carrot. Tough situation. What about making it weirder?

How about adding the unique ability to ignore all negative effects (including cyno-jamming obviously) in incursion systems? Then the jump range might make sense. Maybe even add the ability to jump to incursion systems without a cyno.

Or perhaps make it unable to use harmful effects on Sansha NPCs, and Sansha NPCs ignore the Sansha SC? (the way sleepers ignore the zephyr)

Those would actually be interesting and have some RP value, and make lowsec a little more interesting.

Raivi
Sniggerdly
Pandemic Legion
Posted - 2010.11.11 21:05:00 - [82]
 

Originally by: Pallidum Treponema
Good design


This is a ship I could get behind. Moral of the story is that there are ways to make this ship interesting and useful without making it overpowered. By taking advantage of the extra time and collecting good ideas from players like Pallidum this ship rollout can become something CCP can be proud of.

Evelgrivion
Gunpoint Diplomacy
Posted - 2010.11.11 21:05:00 - [83]
 

Edited by: Evelgrivion on 11/11/2010 21:07:13
Originally by: Herschel Yamamoto


I've killed a Titan with a subcap fleet before. It wasn't even hard. Yes, moms are very good. Yes, we should be worried about power level creep. Yes, there's some work that needs to be done on things like making logoff tanks less effective. But the idea that a new ship should be intentionally made bad, because you don't like its class being common and useful, is crazy. Make it as good as the other moms - or really, slightly better, seeing as how it's faction and will be insanely rare - and if moms get nerfed, then all five of them can get hit at the same time.


I never said the ship should be intentionally made bad, but I did say that I had no trouble if it ended up being so due to the problems inherent with that class. I am not convinced that the new Sansha Super Carrier is inherently any worse than the existing Super Carriers just yet. It's a different bird from what we've seen before, and nobody has actually flown one into battle, staged or otherwise.

I ask again, why should it be better than any other class in the game? Because it has more skillpoint requirements? Because it's a faction ship and inherently must live up to the "ooh shiny" factor in a fight? I don't think this is a good justification in the scenario of super capitals. The game can suffer a new design that is on par with existing ships in it's class, but I don't think escalation of any sort is a wise approach. As it stands, the sovereignty warfare game is driving the desirability of Eve's "end game" to the brink of in-sustainability.

Doddy
Excidium.
Executive Outcomes
Posted - 2010.11.11 21:09:00 - [84]
 

And to think you could have given it remote tracking disruptor burst bonus or capital neutralizers, failboat.

Emah Spina
Di-Tron Heavy Industries
Atlas.
Posted - 2010.11.11 21:22:00 - [85]
 

Originally by: Oljud Zork
Edited by: Oljud Zork on 11/11/2010 19:49:57
Well I like the pixels...

Thou the rest about this are just pure rubbish. Can I haz one? Laughing

I found this picture on EvE Files and I don´t know who made it/extracted it from SiSi.

Enjoy Cool

Full Render of Sansha Mothersip.


Terrible ship, looks terrible. At least they got one consistency right on it.

Darth Felin
Posted - 2010.11.11 21:26:00 - [86]
 

Edited by: Darth Felin on 11/11/2010 21:26:51
Originally by: CCP Ytterbium

BONUSES:

Special Ability:
  • 30% to maximum jump range

  • Can activate one extra Drone Control Unit


Amarr Carrier Skill Bonuses:
  • Can deploy 3 additional Fighters or Fighter Bombers per level

  • Can fit 1 additional Warfare Link module per level


Caldari Carrier Skill Bonuses:
  • 50% bonus to Capital Energy and Shield transfer range per level

  • 5% bonus to deployed Fighters or Fighter Bomber damage per level


Role Bonuses:
  • 99% reduction in CPU need for Warfare Link modules

  • Can fit Projected Electronic Counter Measures 200% bonus to Fighter or Fighter Bomber control range

  • Immune to all forms of Electronic Warfare




Bonuses are little bit strange. You just separated regular supercarrier bonuses to two carrier skills, each SC have 4 bonuses, mayber this list of bonuses will be better? At the same time it won't produce overpowered ship. It will have 6 per level bonuses total.

Special Ability:
NONE

Amarr Carrier Skill Bonuses:
  • Can deploy 3 additional Fighters or Fighter Bombers per level

  • Can fit 1 additional Warfare Link module per level

  • 5% bonus to Capacitor recharge per level


Caldari Carrier Skill Bonuses:
  • 50% bonus to Capital Energy and Shield transfer range per level

  • 5% bonus to deployed Fighters or Fighter Bomber damage per level

  • 7.5% bonus to jump range per level


Role Bonuses:
  • 99% reduction in CPU need for Warfare Link modules

  • Can fit Projected Electronic Counter Measures 200% bonus to Fighter or Fighter Bomber control range

  • Immune to all forms of Electronic Warfare

Dmoney3788
Black Aces
Against ALL Authorities
Posted - 2010.11.11 21:26:00 - [87]
 

Originally by: Evelgrivion
Why should the Sansha Super Carrier be any better than the Super Carriers which already out there? Why would making an even more powerful version of a ship that has no existing combat counter, other than a greater number of Super Carriers, be a good addition to the game?

Unless you have a convincing counter argument pertaining to game balance, complaints about the utility value of the Sansha Supercarrier are complete and utter nonsense.


Oh I dunno, because it takes more, much much more training time to train for it, and pirate faction ships are traditionally better than the existing ones.


Also guys, the name of the ship on the test server is the REVENANT

Denuo Secus
Posted - 2010.11.11 21:29:00 - [88]
 

Just look the ship on Sisi. It looks AMAZING! Very nice job CCP.

Very nice new Sansha style imho...so cool! I wish the NM would look a bit more like the new SC Sad The textures and gismo colors are equal but the model (and model details) doesn't match imho. The new SC has a lot of very nice details. The NM looks just simple in comparison...some "attached modules" or so...

And I prefer shield tanked carriers :P
Shield tanking should be much more common! Armor tanked fleet Ravens..bah...

Emah Spina
Di-Tron Heavy Industries
Atlas.
Posted - 2010.11.11 21:30:00 - [89]
 

TBH, I don't see a need for a faction super carrier.
What the game needs and have been needing for years is named capital mods.
And instead of that worthless collection of pixels, boss loot could be faction capital mods.

And why the need for a faction pve super carrier? Why couldn't you settle for a mere faction carrier instead ?

Xqpvqsvs Qr'atyuqink
Minmatar
Lamb Federation Navy
C0VEN
Posted - 2010.11.11 21:33:00 - [90]
 

Edited by: Xqpvqsvs Qr''atyuqink on 11/11/2010 21:40:19
Ok, now how it should be:

- No nyx damage bonus, but have better tank and moar fighter bombers to spare durning combat
- Leave Fighter MWD or Damage bonus for other pirate SC


Ship:

BONUSES:

Special Ability:
  • 25% reduction in jump drive capacitor need

  • 25% to all drones and fighters HP


Amarr Carrier Skill Bonuses:
  • 5% bonus to capacitor capacity (or recharge but that bonus is not a t1) per level


Caldari Carrier Skill Bonuses:
  • 5% bonus to shield resistances per level


Role Bonuses:
  • 50% bonus to Capital Energy and Shield transfer range per level

  • Can deploy 3 additional Fighters or Fighter Bombers per level

  • Can fit 1 additional Warfare Link module per level

  • 99% reduction in CPU need for Warfare Link modules

  • Can fit Projected Electronic Counter Measures

  • 200% bonus to Fighter or Fighter Bomber control range

  • Immune to all forms of Electronic Warfare



ATTRIBUTES:

Structure:
  • Structure hitpoints: 560,000

  • Cargo capacity: 1,405 m3

  • Drone capacity: 350,000 m3

  • Drone bandwidth: 12,500 Mbit/sec

  • Mass: 1,546,875,000 kg

  • Volume: 62,000,000 m3

  • Inertia modifier: 0.04

  • Hull EM / EX / KIN / TH resistances: 0 %


Armor:
  • Armor hitpoints: 610,000

  • Armor EM / EX / KIN / TH resistances: 50 % / 20 % / 25 % / 35 %


Shield:
  • Shield hitpoints: 980,000

  • Shield recharge time: 39200s

  • Shield EM / EX / KIN / TH resistances: 0 % / 50 % / 40 % / 20 %


Capacitor:
  • Capacity: 82,500

  • Recharge time: 5362.5s


Targeting:
  • Maximum targeting range: 184km

  • Max locked targets: 6

  • Scan resolution: 45mm

  • Radar sensor strength: 165

  • Signature radius: 11.87km


Shared facilities:
  • Same as any regular supercarrier


Jump drive systems:
  • Same as any regular supercarrier, uses helium isotopes


Propulsion:
  • 60 m/sec

  • Ship warp speed: 1.5 AU/s



FITTING:

  • CPU: 1050

  • Powergrid: 625,000

  • Calibration: 350

  • Low slots: 5

  • Med slots: 8

  • High slots: 6

  • Upgrade hardpoints: 3



PREREQUISITES:

  • Primary skill required: Capital Ships level 1

  • Secondary skill required: Amarr Carrier level 3

  • Tertiary skill required: Caldari Carrier level 3

  • Quaternary skill required: Jump Drive Operation level 1


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