Difference between revisions of "Item Database:Ships:Battlecruisers"

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(New Teir 3 Battlecruisers in Crucible)
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The new Teir 3 battlecruisers are the absolute definition of "glass cannons". They are able to fit Large turrets due to significant reductions in the powergrid, CPU and capacitor requirements for those weapons giving them strong hitting power, but as a tradeoff their natural defences are absolutely paper-thin for a ship of their size, barely at the level of a tech 1 cruiser, and they don't have the powergrid or CPU to fit battleship-grade defensive modules. This coupled with the fact that they cost ten times as much minerals as a cruiser means that their likelyhood of being useful or affordable in PvE, 1 on 1 PvP or gang vs gang PvP fights is slim to none.  
 
The new Teir 3 battlecruisers are the absolute definition of "glass cannons". They are able to fit Large turrets due to significant reductions in the powergrid, CPU and capacitor requirements for those weapons giving them strong hitting power, but as a tradeoff their natural defences are absolutely paper-thin for a ship of their size, barely at the level of a tech 1 cruiser, and they don't have the powergrid or CPU to fit battleship-grade defensive modules. This coupled with the fact that they cost ten times as much minerals as a cruiser means that their likelyhood of being useful or affordable in PvE, 1 on 1 PvP or gang vs gang PvP fights is slim to none.  
  
The only area they may have a chance in is large fleet fights as snipers, and only the Caldari Naga has the range to keep up with the battleships.
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The only area they may have a chance in is large fleet fights as snipers, and only the Caldari Naga has the range to keep up with the battleships since it has the Rokh's awesome optimal range boost combined with a damage boost.
  
 
==Types of [[Battlecruiser|Battlecruisers]]==
 
==Types of [[Battlecruiser|Battlecruisers]]==

Revision as of 12:46, 30 November 2011

Hull Classification Overview

Battlecruisers are powerful combat vessels slightly larger than cruisers sizing up to 600 meters long with an electronic footprint of 250 meters. Being the fourth smallest ship able to be flown by capsullers, they are normally crewed by nearly a thousand souls the pod technologies reduce this significantly to a mere hundred. Thanks to automated damage controls, armoured compartments, redundant systems crew survival rates shoot up to 30%. Because all the concepts of cruiser captaining are applied to battlecruisers, a generic skill is only required instead of specific racial one which is barrowed from the racial cruiser.

Roles

The battlecruiser was built for war and are usually purely attack craft able to engage a large variety of targets and having the hardiness to survive it all. They also house advanced telemetry computers able to extensively calculate and analyze the battlefield and able to automate orders to other ships to give them the edge in avoiding damage, updating harmonics, and targeting solutions able to improve fleet performance. Battlecruisers are also employed as combat salvagers offering a good mix of speed for cargo space high utility and ultimately survivability from any hazard encountered during reclamation.

Strengths

Battlecruisers are said to be able to tank like a battleship and almost always requires an enemy battleship to handle a threat of a battlecruiser. Most battlecruisers have multiple weapon systems and extensive drone bays and a generous slot layout that makes them tough as nails and hit hard as a hammer. The sole fact they can be used to lead skirmish fleets with their ganglink fitting ability is enough for its tonnage alone in large enough fleets becoming a dangerous force multiplier.

Weaknesses

All of the above advantages come at a cost; battlecruisers are typically considered the first of the slow war ships. Unable to accelerate fast or obtain max speeds quickly and weak agility makes the battlecruiser venerable to heavy tacklers.

In a slug match against larger ships such as the battleship the battlecruiser simply doesn’t have either the firepower or defence power to survive long enough and with cruiser weapons they are simply outranged by the battleships as well. Despite battlecruisers though have lesser vulnerability from being swarmed by frigates they are not invulnerable from the tactic.

Similar Ships

Battlecruisers are nearly lonely in their family tree with only one set of advanced cousins known as Command Ships.

New Teir 3 Battlecruisers in Crucible

The new Teir 3 battlecruisers are the absolute definition of "glass cannons". They are able to fit Large turrets due to significant reductions in the powergrid, CPU and capacitor requirements for those weapons giving them strong hitting power, but as a tradeoff their natural defences are absolutely paper-thin for a ship of their size, barely at the level of a tech 1 cruiser, and they don't have the powergrid or CPU to fit battleship-grade defensive modules. This coupled with the fact that they cost ten times as much minerals as a cruiser means that their likelyhood of being useful or affordable in PvE, 1 on 1 PvP or gang vs gang PvP fights is slim to none.

The only area they may have a chance in is large fleet fights as snipers, and only the Caldari Naga has the range to keep up with the battleships since it has the Rokh's awesome optimal range boost combined with a damage boost.

Types of Battlecruisers

  • All Battlecruisers receive a 99% reduction in the CPU need of Warfare Links.
  • All Fleet Command ships can have 3 Warfare Links active at the same time.

Amarr

Tech 1

  • Harbinger: Bonus to laser damage and reduction in laser capacitor.
  • Prophecy: Bonus to all armor resistances and reduction in Medium Energy Weapon capacitor.
  • Oracle: No details yet.

Tech 2

  • Absolution: Field Command Ship; Bonus to Medium Energy Turret damage, rate of fire, capacitor, and all armor resistances.
  • Damnation: Fleet Command Ship; Bonus to armor hitpoints, all armor resistances, effectiveness of Armored Warfare Links, and Heavy Missile and Heavy Assault Missile velocity.

Caldari

Tech 1

  • Drake: Bonus to shield resistances and Heavy Missile and Heavy Assault Missile kinetic damage.
  • Ferox: Bonus to Medium Hybrid Turret optimal range and shield resistances.
  • Naga: Bonus to Large Hybrid Turret optimal range and damage.

Tech 2

  • Nighthawk: Field Command Ship; Bonus to Assault Missile, Heavy Assault Missile and Heavy Missile rate of fire, Heavy Missile kinetic damage, explosion velocity, and shield resistances.
  • Vulture: Fleet Command Ship; Bonus to Medium Hybrid Turret optimal range, shield resistances, and Siege Warfare Links effectiveness.

Gallente

Tech 1

  • Brutix: Bonus to Medium Hybrid Turret damage and Armor Repairer effectiveness.
  • Myrmidon: Bonus to Drone hitpoints, damage, and repair amount.
  • Talos: No details yet.

Tech 2

  • Astarte: Field Command Ship; Bonus to Medium Hybrid Turret damage, falloff, and Armor Repairer effectiveness.
  • Eos: Fleet Command Ship; Bonus to Medium Hybrid Turret damage, Armor Repairer effectiveness, Drone Bay capacity, and Information Warfare Links effectiveness.

Minmatar

Tech 1

  • Cyclone: Bonus to Medium Projectile Turret rate of fire and Shield Booster amount.
  • Hurricane: Bonus to Projectile Turret damage and rate of fire.
  • Tornado: No details yet.

Tech 2

  • Sleipnir: Field Command Ship; Bonus to Medium Projectile Turret damage, falloff, rate of fire, and Shield Booster effectiveness.
  • Claymore: Fleet Command Ship; Bonus to Medium Projectile Turret tracking, rate of fire, Shield Booster effectiveness, and Skirmish Warfare Links effectiveness.
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