
Mazare Mircea
Gallente
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Posted - 2009.03.28 12:16:00 -
[1]
Originally by: Cambarus Edited by: Cambarus on 27/03/2009 18:06:22 Well since a few people suggested this in the carrier fact sheet, I figured I'd post a list of important things about dreads.
I'd suggest reading the carrier fact sheet first, as it contains several pointers that apply to dreads as well (see everything involving cynos and moving around) This page will focus on things directly relating to dreads only.
1: (and this is the only difference between dreads and carriers in terms of movement) A dreadnought only has a base of 5 LY jump range. This means you won't be getting as far as you would with a carrier, though most large capital ship moves are planned using a dreadnought with Jump Drive Calibration 4 (Which you should really get before flying any cap)
Out of siege:
2: A dread out of siege is almost always useless. The only exception to this is the moros as it can put out roughly a thousand dps with its drones (which do not get affected by siege mode).
3: A dread out of siege can still tank a few thousand dps, but it puts out less dps then a well fit battleship (again, this does not include the moros)
In Siege:
4: A dread in siege gets a 650% damage bonus to their guns (ouch >_< ), though citadel torps still flying while you switch between sieged/unsieged mode will hit for 0 damage.
5: Dreads in siege get a 100% bonus to repair amount and -50% bonus to repper duration. Because of this it can be pretty difficult to get a dread to run 2 reppers for any extended period of time, and most people choose instead to run just 1 repper.
6: Your maximum number of targets in siege mode is 2, and you lock time increases drastically. Also, any locks you had before entering siege are lost.
7: Your tracking and explosion velocities also take a huge hit, because of this sieged dreads are mainly used to kill POSs and capital ships.
8: A dread in siege cannot be remote repped. However this also means that you cannot be jammed or damped by hostile ships (Neuts however will still work)
9: A dread in siege mode cannot move, cannot dock, and cannot jump.
10: Siege mode uses strontium clathrates as fuel, and each siege cycle lasts 10 minutes and cannot be interrupted.
Cost:
11: A dread costs about 1.5billion isk. To fully buy, fit and insure one will most likely cost 2.5bil total
Other stuff:
12: As with carriers, everyone and their mother wants a dreadnought kill. Aside from the moros, dreads are extremely vulnerable to smaller ships, so flying one solo is not advised.
13: The moros and revelation are usually considered to be the best capitals. The Moros because it can put out good DPS/tank while being able to kill smaller ships with its drones, and the rev because it has even better dps/tank (though not much in terms of smaller ship defence) and does not need to reload, a huge plus in massive fleet fights where activating a module can take several minutes due to lag.
14: The phoenix and Naglfar however are often viewed as being in need of a boost, due to the poor performance of capital projectile turrets and the problems with citadel torps (targets are often dead before the torps reach their target)
15: Dreads are the bread and butter of any space holding alliance's fleet. Carriers are nice as well, but any big alliance wants more dreads, as when you're fighting for space you're shooting towers, which involves dreads, or defending towers by shooting dreads, which involves, you guessed it, dreads.
First the damage bonus in siege is 625%, not 650%. Second, your dread prices are really skewed. A fully fitted dread is tops around 1.7-1.75b with the Naglfar usually being the most expensive and the Phoenix usually the cheapest - there's a hint about torps and capital shield booster here CCP. -----
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