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Ashrade
Posted - 2008.07.29 15:11:00 - [1]
 

Edited by: Ashrade on 30/07/2008 10:09:02
Purpose of this thread:
Getting a sticky with capital ships info

Feel free to add to / break down any statement here as I am far from knowing it all :D

I’m not able to log in atm, so I left some data as “XXXXXX” if you know please post it, else I’ll add it when I can log in. There are loads of things I am not sure about so please correct me where needed. Also please add anything you think belongs here, or ask a new question!

First of all you could say there are 3 categories of capital ships:
1: Industrial capitals
2: Standard capitals
3: Super capitals


1: Industrial Capitals
The industrial capitals are the non-combat orientated capital ships. These are:
Freighters
Jump freighters
The Rorqual

Freighters
- Freighters cost roughly between 800 and 900 million ISK.
- Freighters can not fit any modules, they are slow and warp like your grandmother on the way to the barber.
- They can however carry the most cargo of all ships, almost 1 million m3 (with freighter skill to level 5). The Caldari Charon is the biggest of them all with 785.000 m3 base cargo capacity. Ship Maintenance Bays are larger, but they can only hold assembled ships (sidenote: they can not have anything in their cargo hold either).
- If you web a freighter with a stasis webifier while it is aligning to warp it will instantly warp, which is handy for low sec travel as normally they align really slow.
- A freighter can not scoop stuff from space or jettison it unless in range of an online POS.
- Are the only capital ships that can jump through Stargates along with Jump freighters.

Jump freighters
- Jump freighters cost roughly 4 billion ISK.
- Is basically the same as a freighter with the exception that is sacrifices cargo capacity (maximum XXXXXX m3) for jump capabilities.

The Rorqual
- A Rorqual costs roughly 1.5 billion ISK.
- Can fit a Clone Vat Bay as well as a Capital Tractor Beam (only ship that can).
- Used to assist in mining operations, can:
*Compress ore to be able to haul more.
*Fit gang modules to improve mining on mining ships.
*Dock mining ships inside.


2: Standard capitals
The combat / support orientated capital ships. These are:
Carriers
Dreadnoughts

Carriers
== general role: Support ship (remore rep / transfer bonus / fighter support) ==
- Carriers cost roughly between 700 and 900 million ISK.
- Carriers can not fit high slot weapons.
- Carriers get a bonus drone per level of the carrier skill. They can also fit drone controllers (high slot module), one per level of advanced drone interfacing. Both of these skills at level 5 allow a carrier to field a 15 drones maximum.
- Carriers have a exceptionally large drone bay which allows them to house fighters.
- Fighters:
These are special drones of about the size of a cruiser. Fighters can be assigned to other players to substitute their drones (up to a maximum of 5 as per normal). Fighters can follow players or enemies in warp (they will not jump).
- Carriers can fit the Triage high slot module which when activated:
*Reduces speed to 0.
*Consumes Strontium Clathrates while active (must be in cargo hold).
*Increases armour repair / shield boost amount by 100%.
*Reduces armour repair / shield boost cycle by 50%.
*Increases remote armour / hull repair and remote shield / energy transport amount by 100%.
*Reduces remote armour / hull repair and remote shield / energy transport cycle by 50%.
*Renders you unable to control any drones.
*Reduces scan resolution.
*Renders the ship invulnerable to Ewar.
*Renders ship invulnerable to remote assistance (can not be repped etc.)
- Corporate Hangar can store 10.000 m3
- Ship Maintenance Bay can house 1.000.000 m3 of ships.

Ashrade
Posted - 2008.07.29 15:11:00 - [2]
 

Edited by: Ashrade on 30/07/2008 10:15:01
Edited by: Ashrade on 30/07/2008 10:12:53
Dreadnoughts
== General role: High hit point target killing (POS / Supercapitals) ==
- Dreadnoughts cost roughly between 1.4 and 1.6 billion ISK.
- Dreadnoughts can fit capital weapons (larger then large!)
- Dreadnoughts can fit the Siege high slot module which when activated:
*Reduces speed to 0.
*Consumes Strontium Clathrates while active (must be in cargo hold).
*Increases damage done by XXXXX.
*Increases armour repair / shield boost amount by 100%.
*Reduces armour repair / shield boost cycle by 50%.
*Decreases tracking speed.
*Decreases missile explosion velocity.
*Reduces scan resolution.
*Renders the ship invulnerable to Ewar.
*Renders ship invulnerable to remote assistance (can not be repped etc.)



3: Super Capitals
The Biggest. These are:
Motherships
Titans

Motherships
== general role: Support ship (remore rep / transfer bonus / fighter support) ==
- Motherships cost roughly between 15 and 17 billion ISK.
- Motherships are basically big carriers. They can do everything a Carrier can do with some differences:
*They get 3 extra drones per level of the carrier skill instead of 1,thus they can field a maximum of 25 drones.
*They can fit a Clone Vat Bay.
*They are invulnerable to Ewar at all times (although can still be warp / jump scrambled by heavy interdictors).
- Corporate Hangar can store 50.000 m3
- Ship Maintenance Bay can house 2.500.000 m3 of ships.

Titans
== general role: Support / strategic ship (jump bridge creation / Doomsday Superweapon ==
- They are a boatload bigger then any other ship (including Motherships).
- They are the only class that can use the Doomsday Device and the Capital Jump Bridge Array.
- They can use capital weapons.
- They can fit a Clone Vat Bay.
- They are invulnerable to Ewar at all times (although can still be warp / jump scrambled by heavy interdictors).
- Corporate Hangar can store 100.000 m3
- Ship Maintenance Bay can house 5.000.000 m3 of ships.


Jumping
- All capitals except normal freighters can jump.
- You need jump fuel in the ship to jump, depending on the ship it uses isotopes:
Amarr: Helium Isotopes
Caldari: Nitrogen Isotopes
Gallente: Oxygen Isotopes
Minmatar: Hydrogen Isotopes

- you need a cynosural field to jump to, this is created by a cynosural field generator which can be fitted on most ships. Capital ships can not jump to a covert cynosural field. The cynosural field generator uses liquid ozone as fuel which needs to be in the cargo hold of the ship making the field.
**WARNING** If you create a cynosural field your ship will be unable to move or cloak for 10 minutes! Cynosural fields show up on everyone’s overview as soon as they are created as well, so basically you are easy to find and very vulnerable.
The Force recon ship class has a bonus that allows it to move again after only 5 minutes, yet most people use a disposable alt in a cheap ship for it.

The range a ship can jump is indicated in ly (light-years), the more the further it can jump. This does not however link to normal gate jumps, as some gates span ten light-years and some only one.

Ashrade
Posted - 2008.07.29 15:12:00 - [3]
 

Edited by: Ashrade on 30/07/2008 10:13:34
Edited by: Ashrade on 30/07/2008 10:13:16
Manufacturing Capital Ships

Skill required to build: Ship types
Capital Ships Construction 1: Freighters
Capital Ships Construction 3: Carriers/Dreadnoughts
Capital ship Construction 4: Motherships
Capital ship Construction 5: Titans
Jump Freighters require some more skills (although Capital ship construction level 5 is quite hefty at around 60 days):
XXXXXX

- (Jump) freighters can be built in any system. At a POS they can be built in a Large Ship Assembly Array.
- Carriers and Dreadnoughts can only be built in 0.4 or lower security systems. At a POS they can be built in a Large Ship Assembly Array (still needs to be a 0.4 or lower security system).
- Motherships and Titans can only be built in 0.0 security systems, you also need sovereignty 1. At a POS they can be built in a Capital Assembly Array (still needs sov 1).

Random capital facts:
- Capital ships can not be stored in other ships, even the smallest (Minmatar Nidhoggur at 11.250.000 m3 packaged) does not fit in the biggest Maintenance bay (titan: 5.000.000 m3) or freighter hold (nearing 1.000.000 m3).
- All capitals have race-specific books, this means you can not fly an Amarr Titan even if you have Caldari Titan level 5
- Capitals are in a different league from non-capitals in terms of “hit points”, the largest non capitals (battleships) have up to 10.000 armour or shield points, a carrier has more then 12 times as much. Even freighters, although low on shield hit points have 150.000 structure hit points.

Ashrade
Posted - 2008.07.29 15:13:00 - [4]
 

reserved

Bronson Hughes
ADVANCED Combat and Engineering
Posted - 2008.07.29 15:14:00 - [5]
 

Edited by: Bronson Hughes on 29/07/2008 15:15:28
Freighters and Jump Freighters are not capital ships. They're big, they're expensive, but they're not capital ships.

Nice guide, though I'll wait until you finish it to comment.

AstroPhobic
Minmatar
Holding Corp
Posted - 2008.07.29 15:16:00 - [6]
 

Originally by: Bronson Hughes
Edited by: Bronson Hughes on 29/07/2008 15:14:13
Freighters and Jump Freighters are not capital ships. They're big, they're expensive, but they're not capital ships.

Everything else looks really nice though.


Pretty sure they are considered capitals.

McDonALTs
Posted - 2008.07.29 15:18:00 - [7]
 

Originally by: Bronson Hughes
Edited by: Bronson Hughes on 29/07/2008 15:15:28
Freighters and Jump Freighters are not capital ships. They're big, they're expensive, but they're not capital ships.

Nice guide, though I'll wait until you finish it to comment.


They are capital ships. They require capital ship components and require capital ship skills such as advanced spaceship command etc.

They are the only capitals that can enter gates.

Bronson Hughes
ADVANCED Combat and Engineering
Posted - 2008.07.29 15:19:00 - [8]
 

Edited by: Bronson Hughes on 29/07/2008 15:19:53
Originally by: AstroPhobic

Pretty sure they are considered capitals.


Depends on the definition. They don't require the Capital Ships skill to fly, but they do require Capital Ship Construction. Given the lack of skill necessary for piloting and the fact that they're just over-glorified shuttles, most people that I've talked to don't consider them to be capital ships.

EDIT: Regardless, we're splitting hairs and putting them here with the Rorquals is probably a good idea.

Trojanman190
D00M.
Northern Coalition.
Posted - 2008.07.29 15:21:00 - [9]
 

Clearly the definition in this thread is that they are capitals.

Daminma2
Perkone
Posted - 2008.07.29 15:29:00 - [10]
 

Quote:
- Ship Maintenance Bay can house 500.000 m3 of ships


Carrier ship maintenance bay size is 1,000,000 m3. Might also want to mention that the ships have to assembled so you can't look at their unpackaged size to determine how much you can fit in it.

William Darkk
Gallente
Garoun Investment Bank
Posted - 2008.07.29 15:31:00 - [11]
 

Think you forgot to do a section on Dreads.

Bronson Hughes
ADVANCED Combat and Engineering
Posted - 2008.07.29 15:37:00 - [12]
 

Originally by: William Darkk
Think you forgot to do a section on Dreads.


It's there at the top of the second post.

Ashrade
Posted - 2008.07.29 15:38:00 - [13]
 

Edited by: Ashrade on 29/07/2008 15:51:07
Sorry was kind of editing still, Dread section added, Carrier maint. bay adjusted, added that freighters can jump through stargates, I'll keep freighters in here for the moment (mostly because they are made with capital parts)
Great feedback :)
Feel free to add stuff as I think there is alot of info not in there yet.

Added "ships have to be assembled in maintenance bays" entry as well.

Lithalnas
Amarr
Privateers
Privateer Alliance
Posted - 2008.07.29 15:46:00 - [14]
 

Quote:
Carriers and Dreadnoughts can only be built in 0.3 or lower security systems. At a POS they can be built in a Large Ship Assembly Array (still needs to be a 0.3 or lower security system).


is this correct? i thought it was 0.4

Gimpb
The Scope
Posted - 2008.07.29 17:27:00 - [15]
 

You might include something about siege/triage preventing remote assistance.

A general use and role note could be good too. Something along the lines of carriers generally fill a variety of support and transport roles, dreads are for shooting big stuff like caps and POSs, etc.

AVENGUARD
Interstellar eXodus
BricK sQuAD.
Posted - 2008.07.29 17:29:00 - [16]
 

Originally by: Lithalnas
Quote:
Carriers and Dreadnoughts can only be built in 0.3 or lower security systems. At a POS they can be built in a Large Ship Assembly Array (still needs to be a 0.3 or lower security system).


is this correct? i thought it was 0.4


My dread was built in 0.4 unless they changed this

Ashrade
Posted - 2008.07.30 10:15:00 - [17]
 

Changed it to 0.4 unless someone can confirm it's not possible, added Ship role descriptions (better ones / additions welcome!)
Added siege / triage entry.

Ashrade
Posted - 2008.08.01 10:31:00 - [18]
 

No more comments? :o
Maybe an idea to add this to the sticky?

the thorn
Ryvious Enterprises
Posted - 2008.08.01 10:46:00 - [19]
 

motherships can fit the "Remote ECM Burst" module

Siddy
Minmatar
Evolution
IT Alliance
Posted - 2008.08.01 10:46:00 - [20]
 

you are forgtting that moms can fit remote ECM burst that can effecticly drop any non capitalship lock in the burst radius.

Gunner Cid
The Carebear Stare
Posted - 2008.08.01 11:22:00 - [21]
 

Originally by: Ashrade

Carriers

- Carriers can fit the Triage high slot module which when activated:
*Reduces speed to 0.
*Consumes Strontium Clathrates while active (must be in cargo hold).
*Increases armour repair / shield boost amount by 100%.
*Reduces armour repair / shield boost cycle by 50%.
*Increases remote armour / hull repair and remote shield / energy transport amount by 100%.
*Reduces remote armour / hull repair and remote shield / energy transport cycle by 50%.
*Renders you unable to control any drones.

Reduces scan resolution. <--------

*Renders the ship invulnerable to Ewar.
*Renders ship invulnerable to remote assistance (can not be repped etc.)
- Corporate Hangar can store 10.000 m3
- Ship Maintenance Bay can house 1.000.000 m3 of ships.


Triage increases scan resolution by a significant amount and allows you to lock additional targets.

IIRC it increases scan res by 1000% and allows you to lock an additional 3 targets.

Adamai
Gallente
Naval Protection Corp
True Intentions
Posted - 2008.08.01 11:33:00 - [22]
 

Originally by: Lithalnas
Quote:
Carriers and Dreadnoughts can only be built in 0.3 or lower security systems. At a POS they can be built in a Large Ship Assembly Array (still needs to be a 0.3 or lower security system).


is this correct? i thought it was 0.4



so long as its low sec also carriers can be built in stations so not sure if any one has tried it but im pretty sure you can make them in empire too.

which means you have to freight them to low sec to assemble and fly :)

Trojanman190
D00M.
Northern Coalition.
Posted - 2008.08.01 15:18:00 - [23]
 

Originally by: Adamai
Originally by: Lithalnas
Quote:
Carriers and Dreadnoughts can only be built in 0.3 or lower security systems. At a POS they can be built in a Large Ship Assembly Array (still needs to be a 0.3 or lower security system).


is this correct? i thought it was 0.4



so long as its low sec also carriers can be built in stations so not sure if any one has tried it but im pretty sure you can make them in empire too.

which means you have to freight them to low sec to assemble and fly :)


I'm pretty sure you can't make them in empire anymore. I remember in MDK we fought some dudes that had some in high sec and they actually went to use them on us and all of them got moved. I haven't heard about high sec carriers since so I very much doubt you can do it. Also, I remember it being a big deal that they had a capital ship assembly array in high sec and that was moved as well.

So, I very much doubt you can build capitals in empire these days. But I'm not 100%.

Sokratesz
Rionnag Alba
Northern Coalition.
Posted - 2008.08.01 15:22:00 - [24]
 

You can no longer build caps (bar freighters and jf) in highsec.

Eve Goetterdaemmerung
Posted - 2008.08.11 21:44:00 - [25]
 

Originally by: Ashrade

...
Jump freighters
- Jump freighters cost roughly 4 billion ISK.
- Is basically the same as a freighter with the exception that is sacrifices cargo capacity (maximum XXXXXX m3) for jump capabilities.
...



They cost roughly 4.3bil.
Their size is roughly 1/3 of a freighter (Anshar has 281k vs. Obelisk 750k base cargo).

They are a lot tougher then normal freighters, so the risk of ganking is less. Smile
Shield & Armor increase with Jump Freighter skill level, while Fuel consumption decreases with it.

The Jump Freighter is not limited to LowSec, but its Cynos are!
So it is possible to jump from HighSec to LowSec, and from LowSec to LowSec, but NOT from LowSec to HighSec (since you cannot open the Cyno there).

In combination with a good fortyfied POS at a HighSec border LowSec system (and an Alt there opening the Cyno), the Jump Freighter is the perfect transport ship to reduce the risk of loosing expensive materials, like POS Fuel and Moon Minerals.

And actually, alone the fact that I can jump direclty from Jita 4-4 undock point to a LowSec system without crawling in the queue with all the noobs is worth every single cent Cool

Regards,
Eve G.

Atsuko Ratu
Caldari
Quafe Industries
Posted - 2008.08.11 21:50:00 - [26]
 

Originally by: AstroPhobic
Originally by: Bronson Hughes
Edited by: Bronson Hughes on 29/07/2008 15:14:13
Freighters and Jump Freighters are not capital ships. They're big, they're expensive, but they're not capital ships.

Everything else looks really nice though.


Pretty sure they are considered capitals.


Do they need the capital ship skill book?

If so, they are capitals.

Eve Goetterdaemmerung
Posted - 2008.08.11 21:51:00 - [27]
 

Can anyone explain here how the Clone Vat Bay work?
How many clones can I store in there?
Do the pilots need to be in my corp/gang?
What happens with these clones when I move/jump?
Anything else important to know about them?
Eve G.

Bebes Yasdnil
Posted - 2008.08.11 22:35:00 - [28]
 

Kind of an esoteric warp mechanics question here. But if I log off a cap ship at a POS and when I log back in they have bubbled the approach to the POS will the cap ship get stuck outside?


Eve Goetterdaemmerung
Posted - 2008.08.11 22:42:00 - [29]
 

Originally by: Atsuko Ratu
Originally by: AstroPhobic
Originally by: Bronson Hughes
Edited by: Bronson Hughes on 29/07/2008 15:14:13
Freighters and Jump Freighters are not capital ships. They're big, they're expensive, but they're not capital ships.

Everything else looks really nice though.


Pretty sure they are considered capitals.


Do they need the capital ship skill book?

If so, they are capitals.


If it would be that easy this neverending useless "is-a-freighter-a-capital?-fight" would already be finshed.
To fly a freighter you dont need a Capital Ship skill and they behave more like normal ships (gate jumps, T2 versions, ...).
To build them you need a Capital Ship Construction skill and from the values they are like capital ships.

Just stop thinking in categories.. they are something in between.... and it is simply not relevant.
Eve G.

Arazel Chainfire
The Awakened Armada
Apex United
Posted - 2008.08.11 23:41:00 - [30]
 

Edited by: Arazel Chainfire on 11/08/2008 23:45:01
To comment on not being able to carry anything in the cargo bay of ships in a ship maintenance array, I do believe that they are able to carry ammo (ammo, cap boosters, etc.), but not anything else (I remember reading this in patch notes, but that was around the same time as the trinity expansion).

-Arazel

Edit: Seige module increases damage by 625% and reduces tracking/explosion velocity by 92.5%


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