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training:guides:carriers [2019/07/27 23:13]
leeham Changed carrier summary descriptions, updated bonuses for each carrier and added Fighters section with description of each type
training:guides:carriers [2021/08/25 15:46] (current)
12321Yyh [Relevant Links]
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-====  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
  
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 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.
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 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 ​ =====
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 ====  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 ​ ====
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   * [[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.1564269229.txt.gz · Last modified: 2019/07/27 23:13 by leeham