User Tools

Site Tools


training:guides:carriers

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
training:guides:carriers [2019/04/24 00:18]
OhLiver updates
training:guides:carriers [2021/08/25 15:46] (current)
12321Yyh [Relevant Links]
Line 19: Line 19:
  
  
-====  Cynosural Fields ​ ==== +==== Cynosural Fields ==== 
-[[training:​game_mechanics:​cynosural_field|Cynosural Fields]] consume Liquid Ozone and are active for 10 minutes. You can light one using any ship but it's best to use a cheap frigate, as you cannot move, warp or dock for 10 minutes and show up on everybody'​s overview. You must be in fleet in order to jump to somebody'​s cyno.+ 
 +[[:training:​game_mechanics:​cynosural_field|Cynosural Fields]] consume Liquid Ozone and are active for 10 minutes. You can light one using only Recon and Black OPS ships, as you cannot move, warp or dock for 10 minutes and show up on everybody'​s overview. You must be in fleet in order to jump to somebody'​s cyno.
  
 {{:​training:​cyno_field.png?​300|cf}} {{:​training:​cyno_field.png?​300|cf}}
  
- +[[:eve:​sovereignty:​infrastructure_hub:​cynosural_field_generators|]] is a [[:eve:​player_owned_starbases:​start|POS]] module that creates a permanent Cynosural Field usable by the alliance. All available cyno generators will show up in your "jump to" list, even if they are not in range. Jumping to an unscouted cyno generator is one of the easiest ways to lose your carrier.
-[[eve:​sovereignty:​infrastructure_hub:​cynosural_field_generators]] is a [[eve:​player_owned_starbases:​start|POS]] module that creates a permanent Cynosural Field usable by the alliance. All available cyno generators will show up in your "jump to" list, even if they are not in range. Jumping to an unscouted cyno generator is one of the easiest ways to lose your carrier.+
  
 {{:​training:​cyno_beacon.png?​300|b}} {{:​training:​cyno_beacon.png?​300|b}}
 +
  
 ====  Jump Range  ==== ====  Jump Range  ====
-Your maximum jump range is based on the Jump Drive Calibration skill. ​Post Phoebe carriers ​have the same base jump distance ​as all other capitals. ​+Your maximum jump range is based on the Jump Drive Calibration skill. ​Carriers ​have the same base jump range as the other "​regular" ​capitals ​(Dreadnoughts and Force Auxiliaries),​ and a noticeable range advantage over supercapitals (Supercarriers and Titans).
  
   * JDC0 is 3.5 light years   * JDC0 is 3.5 light years
-  * JDC4 is 6. light years+  * JDC4 is 6. light years
   * JDC5 is 7.0  light years   * JDC5 is 7.0  light years
  
Line 39: Line 40:
 Capitals use isotopes to jump, the amount based on the Jump Fuel Conservation skill. Each race has their own type of fuel: Helium Isotopes for Amarr, Hydrogen Isotopes for Minmatar, Oxygen Isotopes for Gallente, Nitrogen Isotopes for Caldari. Capitals use isotopes to jump, the amount based on the Jump Fuel Conservation skill. Each race has their own type of fuel: Helium Isotopes for Amarr, Hydrogen Isotopes for Minmatar, Oxygen Isotopes for Gallente, Nitrogen Isotopes for Caldari.
  
-  * JFC 0 is 1,000 isotopes per light year +  * JFC 0 is 3,000 isotopes per light year 
-  * JFC 1 is 900 isotopes per light year +  * JFC 1 is 2,700 isotopes per light year 
-  * JFC 2 is 800 isotopes per light year +  * JFC 2 is 2,400 isotopes per light year 
-  * JFC 3 is 700 isotopes per light year +  * JFC 3 is 2,100 isotopes per light year 
-  * JFC 4 is 600 isotopes per light year +  * JFC 4 is 1,800 isotopes per light year 
-  * JFC 5 is 500 isotopes per light year+  * JFC 5 is 1,500 isotopes per light year
  
 The alliance provides the fuel for capital ops. The alliance provides the fuel for capital ops.
Line 51: Line 52:
 Jumping uses roughly 75% of your maximum capacitor. You cannot jump if you don't have enough capacitor. Jumping uses roughly 75% of your maximum capacitor. You cannot jump if you don't have enough capacitor.
  
-=====  Cyno Alts  =====+===== Cyno Alts =====
  
-You should have your own cyno alt(s) on a separate account from your capital ship pilot. This should be a character you don't mind being podded because you're going to need to do that a lot to move around. While your 50M SP tengu alt may be able to light cynos, it is not a cyno alt because it probably has implants too. The best cyno alts are have cyno 4 so they can light noobship cynos, and they are not Amarr because CCP hates the Imparior and refuses to expand its cargo bay by 5m3. Bonus points for cyno alts who can fly interceptors/​stealth bombers to get survive any camps that may be along your route.+You should have your own cyno alt(s) on a separate account from your capital ship pilot. This should be a character you don't mind being podded because you're going to need to do that a lot to move around. While your 50M SP tengu alt may be able to light cynos, it is not a cyno alt because it probably has implants too. <del>The best cyno alts are have cyno 4 so they can light noobship cynos, and they are not Amarr because CCP hates the Imparior and refuses to expand its cargo bay by 5m3. Bonus points for cyno alts who can fly interceptors/​stealth bombers to get survive any camps that may be along your route.</​del>​ 
 + 
 +As of September 2019 you can light cynos only from Force Recons Ships and Black Ops Battleships. Because of that, CCP also decided to add a third cyno type - Industrial Cynos - which can only be fitted on Tech 1 Industrial Ships, Blockade Runners and Deepspace Transport Ships and are used for Jumpfreighters and Rorquals.
  
 ---- ----
 +
  
 =====  Abilities ​ ===== =====  Abilities ​ =====
Line 64: Line 68:
  
 ====  Ship Maintenance Bay  ==== ====  Ship Maintenance Bay  ====
-Carriers can carry a number of assembled ships in its Ship Maintenance Bay. This means you don't have to repackage a ship (and lose the rigs) when moving. The bay can also be configured to be accessible by alliance or fleet members.+Carriers can carry a number of assembled ships in its Ship Maintenance Bay. This means you don't have to repackage a ship (and lose the rigs) when moving. The bay can also be configured to be accessible by alliance or fleet members. It should be noted that the ships carried within the bay can only contain ammunition or charges in their own cargo bays.
  
 ====  Fleet Hanger ​ ==== ====  Fleet Hanger ​ ====
Line 76: Line 80:
 ====  Archon ​ ==== ====  Archon ​ ====
  
-The [[eve:​ships:​capitals:​archon|Archon]] is the Amarr offering and the best armor carrier. Capital and supercapital fleets are usually armor tanked so the armor resists and armor transfer range bonuses are greatThe energy transfer range bonus also allows ​the Archon to cap chain better than its non-bonused counterpartsA notable drawback ​to the Archon is that it has no bonus to shield transfer range, ​making it virtually useless on tower save ops.+The [[eve:​ships:​capitals:​archon|Archon]] is the Amarr offering and the most heavily armored ​carrier. ​Home Defence ​Capital and supercapital fleets are usually armor tanked so the armor resists ​will increase survivability ​and staying power during a prolonged engagement compared to the Thanatos over which it has an additional base 13,500 Armor HP and 4-20% additional resist depending on Amarr Carrier skill level 
 +It shares ​the Armored Command boost bonuses with the Thanatos for increased fleet survivability and also has bonuses for Information Command for EWar/Anti-Ewar needs. 
 + 
 +The downside ​to the Archon is the Cenobite Support Fighters (Energy Neutralizing) are currently not used as part of doctrine fits at this time so the bonus is wasted. 
 +Compared ​to the Thanatos the raw fighter damage is also lower making ​Anomaly running slower than it's counterpart.
  
 Amarr Carrier Skill Bonuses: Amarr Carrier Skill Bonuses:
-  * 50% bonus to Capital Energy and Armor transfer ​range per level +  * 4% bonus to all Armor resistances per skill level 
-  * 4% bonus to all Armor resistances ​per level+  * 5% bonus to Cenobite Support Fighter neutralization optimal ​range per skill level 
 +  * 1% bonus to Armored Command and Information Command burst strength and duration ​per skill level
 \\ \\
  
 ====  Chimera ​ ==== ====  Chimera ​ ====
  
-The [[eve:​ships:​capitals:​chimera|Chimera]] is the Caldari ​counter-part to the Archon, sporting shield ​resists and shield ​transfer range bonuses. ​The Chimera is the best shield carrier.+The [[eve:​ships:​capitals:​chimera|Chimera]] is the Caldari ​carrier, sporting shield ​resist bonuses it is the most heavily defender ​shield ​carrier and also sporting ​bonuses ​to the Scarab fighters providing ECM. 
 +Fleet boosts for the Chimera are Shield Command (shared with the Nidhoggur) and Information Command for EWar and anti-Ewar use 
 +As with all Shield Carriers the Chimera is expected to be deployed at the front line and not in Esoteria  
 +Its lack of Drone Damage bonuses and incompatibility in tank type to home Defence FAX make it the worst carrier to use for ratting
  
 Caldari Carrier Skill Bonuses: Caldari Carrier Skill Bonuses:
-  * 50% bonus to Capital Energy and Shield ​transfer ​range per level +  * 4% bonus to all Shield ​resistances per skill level 
-  * 4% bonus to all Shield ​resistances ​per level+  * 5% bonus to Scarab Support Fighter ECM optimal ​range per skill level 
 +  * 1% bonus to Shield ​Command and Information Command burst strength ​per skill level
 \\ \\
  
 ====  Thanatos ​ ==== ====  Thanatos ​ ====
  
-The [[eve:​ships:​capitals:​thanatos|Thanatos]] is the Gallente carrier, specializing in fighter damage. ​Unfortunately,​ sentries are used more often than fighters ​and the weak tank hurts the ThanatosBecause ​it doesn'​t get capacitor transfer range bonusThanatos pilots should find cap buddy rather than join cap chain.+The [[eve:​ships:​capitals:​thanatos|Thanatos]] is the Gallente carrier, specializing in fighter damage ​and having a unique bonus for fighter hitpointsThe extra damage ​and compatibility with armor capital doctrine in home defence make it the ideal ratting carrier. 
 +Its main disadvantage is poorer armor defences compared to the Archon as it lacks both low-slot and the armor resist bonuses. 
 +It does however carry bonuses to the Siren Support Fighter which does warp disruption and its bonuses to Skirmish Command boosts can provide great support to friendly subcap fleets on grid.  The tankier fighters will also survive better against hostile subcap assault. 
 +It also has a larger structure buffer (83,500 vs. 76,300) which combined with Capital Emergency Hull Energiser can provide ​last gasp lifesaver ​
  
 Gallente Carrier Skill Bonuses: Gallente Carrier Skill Bonuses:
-  * 50% bonus to Capital Shield and Armor transfer range per level +  * 5% Bonus to Fighter damage per skill level 
-  * 5% bonus to deployed Fighters’ damage ​per level+  * 2.5% bonus to Fighter hitpoints ​per skill level 
 +  * 5% bonus to Siren Support Fighter warp disruption range per skill level 
 +  * 1% bonus to Armored Command and Skirmish Command burst strength and duration ​per skill level
 \\ \\
  
 ====  Nidhoggur ​ ==== ====  Nidhoggur ​ ====
  
-The [[eve:​ships:​capitals:​nidhoggur|Nidhoggur]] is the Minmatar carrier, ​specializing in logistics. Like the Thanatos it doesn'​t have a resist bonus giving it a weak tank, but it has bonuses to armor and shield transfer amount. This makes it the best carrier ​for repairing structures but that'​s ​itAgain like the Thanatos, Nidhoggur ​pilots should find a cap buddy rather than join a cap chain.+The [[eve:​ships:​capitals:​nidhoggur|Nidhoggur]] is the Minmatar carrier, ​using Shield tank and bonuses to fighter damage and velocity. 
 +Like the Thanatos it doesn'​t have a resist bonus giving it a weak tank, and its drone damage bonus makes it seem more suited for ratting rather than its designated role in forward deployment. 
 +The Nidhoggur is probably ​the most versatile ​carrier ​in its roles as it can be Armor or Shield Fit depending on if it'​s ​being used for Home Defense/​Ratting or on the front lines It of course is weaker than the Thanatos ​or Archon in armour roles but is still capable. 
 +The Dromi Support Fighter (Stasis Webifier)for which the Nidhoggur ​has bonuses is also the most commonly used Support Fighter in doctrine fits 
 +For boosts; the Nidhoggur provides Shield bonuses and Skirmish Command for support of subcap fleet maneuverability
  
 Minmatar Carrier Skill Bonuses: Minmatar Carrier Skill Bonuses:
-  * 50% bonus to Capital Shield and Armor transfer range per level +  * 5% bonus to fighter damage ​per level 
-  * 7.5% bonus to Capital Shield and Armor transfer amount ​per level+  * 2.5% bonus to fighter velocity ​per level 
 +  * 5% bonus to dromi support fighter stasis webification range 
 +  * 1% bonus to Shield Command and Skirmish Command burst strength and duration
 \\ \\
  
Line 126: Line 150:
  
 ====  Fighters ​ ==== ====  Fighters ​ ====
-[[eve:​drones:​fighter_bombers]] can only be used by carriers ​and [[eve:ships:​capitals:​supercarrier]]. They are expensive ​and take up a lot of space, but are better than regular combat drones. ​Fighters ​have a warp drive (they will automatically follow). The main downside with fighters is the price, as the fleet can lose billions from a single bombing run. All fighters do the same DPS but have different attributes like damage types, speed, tracking speed, and optimal range. ​Fighters ​are also not affected by drone skills or mods.+Since the removal of Drone bays from Carriers and Dreadnoughts,​ the Fighters ​used by Carrier ​and Supercarrier class vessels were split into 3 primary groups and further specialised roles: 
 +  * Heavy Fighters (further subdivided into Long Range and Heavy attack roles) 
 +  * Light Fighters (further subdivided into Attack and Space Superiority roles) 
 +  * Support ​Fighters
  
-====  Everything Else  ==== +Heavy Fighters are not available to standard Carriers so will not be covered here. 
-You have such a large drone bay that it's possible ​to take set or two of every type of droneSome useful ones to have:+Fighter damage types are determined by their race.  There is no bonus for matching racial fighters with their parent carrier, instead choose the right fighter to apply the damage most suited to your opponent. ​ In PvE this is simple while for PvP it makes sense to keep selection ​of fighters.
  
-  * Armor and Shield repair drones ​for when repairing without triage. +Attack Light Fighters are designed ​for anti-subcapital combat, basically anything from Frigates to Battleships.  ​They have decent health speed and a special heavy bombing run ability ​for applying heavy damage on a cooldown
-  * ECM drones ​for when you get tackled alone+  ​- Einherji - Minmatar - Explosive Damage 
-  ​* Salvage drones ​for when you've got nothing ​better ​to do+  - Firbolg - Gallente - Thermal Damage 
-  * Light combat drones for when you can't track frigates.+  - Templar - Amarr - EM Damage 
 +  - Dragonfly - Caldari - Kinetic Damage 
 + 
 +Space Superiority fighters are specifically designed ​for anti-drone and anti-fighter combat due to their unique ability to shut down the microwarpdrives used by those targets. ​ For player subcaps this ability does nothing ​and while these fighters could technically be used for anti-frigate warfare they are hampered by lower hitpoints and damage application 
 +  - Equite - Amarr - EM Damage 
 +  - Gram - Minmatar - Explosive Damage 
 +  - Locust - Caldari - Kinetic Damage 
 +  - Satyr - Gallente - Thermal Damage 
 + 
 +Support Fighters are the Electronic Warfare focused fighters with each racial drone sporting the EWar used by that race. 
 +Each Carrier has a bonus to the range of the Support Fighter of their race It is still recommended to keep a mix to use as situations dictate especially Sirens and Dromis for anti-subcapital combat 
 +  * Cenobite - Amarr - Energy Neutralizing 
 +  * Dromi - Minmatar - Stasis Webifying 
 +  * Scarab - Caldari - ECM Jamming 
 +  * Siren - Gallente - Warp Disruption
  
----- 
  
 =====  Capital Ops  ===== =====  Capital Ops  =====
Line 192: Line 232:
   * [[https://​forum.pleaseignore.com/​topic/​34800-we-dont-need-no-stinking-gates-or-the-road-to-the-capital-group/​|Applying to capitals]]   * [[https://​forum.pleaseignore.com/​topic/​34800-we-dont-need-no-stinking-gates-or-the-road-to-the-capital-group/​|Applying to capitals]]
   * [[https://​forum.pleaseignore.com/​topic/​58156-the-even-bigger-post-of-capital-information/​|The Big Post of Useful Capital Information]]   * [[https://​forum.pleaseignore.com/​topic/​58156-the-even-bigger-post-of-capital-information/​|The Big Post of Useful Capital Information]]
-  * [[http://wiki.eveonline.com/en/​wiki/​Carrier|EVELopedia ​Carrier ​Article]]+  * [[https://wiki.eveuniversity.org/Carriers|Eve Uni Carrier ​Page]]
training/guides/carriers.1556065132.txt.gz · Last modified: 2019/04/24 00:18 by OhLiver