
Cambarus
The Compass Reloaded
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Posted - 2010.01.30 23:43:00 -
[1]
Since my old thread was locked due to it being way too old, I'm going to repost this with a few changes to reflect the more recent dread changes (note that I won't be discussing carriers here)
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.
3: A dread out of siege can still tank a few thousand dps, but it puts out less dps then a well fit battleship
In Siege:
4: A dread in siege gets a 625% 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. (for armor, for shields you'd be using one anyway)
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 1.5 to 1.7 billion isk to buy and fit, plus another few hundred mil to insure should you choose to do so.
Other stuff:
12: As with carriers, everyone and their mother wants a dreadnought kill. 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 rev because it has good dps/tank and does not need to reload, a huge plus in massive fleet fights where activating a module can take several minutes due to lag, and the moros because it does comparable damage and has a similar tank while being better at fending off smaller targets.
14: The phoenix and Naglfar are often considered sub-par due to the nature of fleet fights (missiles tend to perform poorly) and the lack of ships shield tanking and remote repping makes them harder to keep alive. Typically dreads get ranked as follows: Rev > Moros >> Nag >>>>> Phoenix.
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 structures, which is best done by dreads, or shooting the dreads and carriers shooting your structures which is best done by, you guessed it, dreads.
16: Slave implants affect dreads, crystal implants do not.
17: If you don't know the info on this page already/don't have it all memorized, you probably shouldn't get into a dread. Dreads have a very niche role, and require a lot of experience to be used without getting torn apart. I'd also avoid the use of dreads if your corp/alliance is small, in small scale engagements carriers tend to be much more useful and much less of a liability. |