![]() In general, dreadnoughts cannot meaningfully engage in combat without siege active. ![]() The siege module's cycle time is 5 minutes, and it consumes 250 - (level of Tactical Weapon Reconfiguration * 25) Strontium Clathrates ("stront") to activate or reactivate. The siege module converts the dreadnought from a mobile ship into a massive stationary weapons platform. Cannot receive remote repairs or capacitor transmission.-50% shield booster/armor repairer duration.+100% shield booster/armor repairer amount.60% Weapon Disruption resistance ( Tech II: 70%).80% remote assistance impedance (remote Sensor and Tracking boosters).60% Remote Sensor Dampener resistance ( Tech II: 70%).-80% cycle time to XL Cruise and Torpedo Launchers.The siege module exists in a T1 and T2 variant and has the following effects when activated: The single most significant and important module on any dreadnought is the Siege Module. 2.2 Anti capital dreads and dread bombs.As dreadnoughts cannot receive remote repairs while in siege, faction dreadnoughts generally only have very niche uses besides being collector items. These acquisition difficulties make these dreadnoughts very rare and expensive. The blueprint copies for the Zirnitra can drop by siding with the Triglavians in Flashpoint sites in Invaded systems. The blueprint copies for the Chemosh and Caiman can drop from the Sotiyos of the corresponding faction. The blueprint copy for the Vehement can be bought with Serpentis LP. All of them have a bonus to their intented weapon system.īesides above hulls the following non-empire faction hulls exist: The Moros and Naglfar on the other hand have a bonus to repairs. Each empire faction has one dreadnought hull:įollowing the general theme of the factions the Revelation and Phoenix have a bonus resists. Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans.
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