Anti capital dreads can be used in various contexts. From a drop on a single carrier with only a single or few dreads. Over a drop on a FAX supporting a subcap fleet. To big dread bomb to kill super carriers or titans. Dreadbombs historically have not traded favorably against supercapital fleets with the critical mass to be effective.
This probably also triggered the changes to remote reps [2] and the limitation to FAX cap boosters which reduced the overall repair amount especially for FAXs in big fleets. In the super fights since then, such as M2-XFE, dreadnoughts have not traded well with critical mass titan fleets. However, this dreadbomb did not trade effectively against the Imperium. While it accomplished the objective and brought a win for the PAPI side, the cost was several hundred dreadnoughts against six Imperium titans.
The high DPS of a dreadnought means that for structures that do not have a damage cap i. However, this means that the dreadnoughts' owners need to be sure that they can defend the dreadnoughts against a counter drop. For structures with damage caps, dreadnoughts are a bad idea. They will be stuck for long enough that a response fleet with tackle can easily reach the structure and the siege module immobilizes them so that they cannot get away from the response fleet.
Carriers are much better for this purpose for other reasons too: they do not require ammunition or strontium clathrates to be effective and they engage from beyond the range of the structure's anti-capital weapons.
This is a rare but deadly strategy used in Class 5 and Class 6 Wormhole engagements. In most cases, this is done using two Naglfars fitted with anti-capital Hexamm Repeating Cannons, and one Apostle or other Force Auxiliary , supported by one or more Vindicators , Lokis , and Huginns.
The objective of this composition is to use the Vindicator's webs to completely immobilize enemy cruisers and battleships, then target paint them with the Huginn and quickly eliminate them with the anti-capital weapons of the Naglfars which, while they ordinarily cannot hit subcapitals, have little trouble hitting stationary targets. The Loki and Huginn together are able to apply webs to enemies outside of Vindicator range, and the Force Auxiliary is in charge of keeping the support ships alive under enemy fire.
Variations of this strategy are employed both by independent roamers, and by high-class Wormhole groups in major engagements with one another. Jump to: navigation , search. Category : Ships. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 14 February , at But regular capitals: dreads, carriers and FAX, are able to and will be scrambled as regular ships.
Although fitting stabs to a dread is pointless, small gangs it will dispatch with ease regardless and agaist large camps 5 to 8 stabs just wont help. Speaking from experience, bumping caps is awkward, particularly dreads.
The big issue is that however you try to execute it, bumping a dread involves flying right at it with very little transversal, which can be very suicidal. Whats special about caldari and gallante stations? If you decide to move a dread thru a low sec make sure you do so via systems with caldari or gallente non-kick out stations. The mechanics around stabs have changed. You can now only fit 1. Dreadnoughts are combat behemoths.
They are capable of mounting capital-sized weapons, which can normally only be mounted on stationary platforms. Dreadnoughts are also vastly more durable than even the toughest battleships and heavy assault ships. Dreadnoughts are designed more for extended sieges of static installations, such as starbases or player-corporation owned stations.
Despite their massive ability to absorb damage, dreadnoughts tend to require fleet support or face the risk of being overwhelmed by enemy counterattacks. Dreadnoughts also have the ability to enter siege mode, quintupling their offensive capabilities and quadrupling their defensive capabilities, but rendering them unable to move and unable to hit smaller ships as the siege module reduces the tracking of turrets and the explosion velocity of torpedoes by
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