- Kill
- 17
- +0 negli ultimi 90 giorni
- Perdite
- 12
- +0 negli ultimi 90 giorni
- Efficienza
- Efficienza ISK 86%
- ISK distrutti
- 1.31B
- +0 negli ultimi 90 giorni
- Attività
- Inattivo
- 0 kill/giorno · ultimi 90 giorni
Scheda di combattimento
Numeri da eve-kill, di tutta la carriera
Combattimento
- Kill
- 17
- Perdite
- 12
- Indice di pericolo
- 100%
- Colpi finali
- 2
- Punti
- 17
ISK
- Distrutti
- 1.31B
- Persi
- 217.5M
- Bilancio
- +1.09B
- Efficienza ISK
- 86%
Solo
- Kill in solo
- 0
- Percentuale solo
- 0%
- Kill medie/giorno
- —
Altro
- Perdite contro NPC
- 0
- Quota perdite NPC
- 0%
- Attività
- Inattivo
Danni inflitti8.6K
Rapporto danni · 11%
Danni subiti70.1K
Attività
Cosa vola, dove combatte, le ultime kill e perdite
I più preziosi
Le kill più costose del periodo
Chi incontra
Chi uccide, da chi viene ucciso e cosa perde
Ultimi 90g
Uccisi
Ucciso da
Scafi persiPerdite suddivise per classe di scafo.
Bio in gioco
The Muninn is a durable and powerful ship that has become one of the mainline subcapital ships used in large-scale nullsec warfare. Like other Heavy Assault Cruisers, it is faster and nimbler than battlecruisers and battleships. Strong and fairly even Tech 2 shield resists plus the ability to fit an Assault Damage Control let it take a lot of burst damage. Since the Muninn mounts projectile turrets, pilots can swap between different types of ammo to target different enemy damage type weaknesses.
These qualities together have made the Muninn a consistently popular ship for large, long-ranged PvP fleets, using artillery. Artillery's high alpha damage—the highest damage-per-shot potential of any turret type—lets a Muninn fleet one-shot enemy targets. This makes them difficult to counter with logistics ships, as they can sometimes delete targets before logistics ships can lock them up.
The Muninn is not without its weaknesses. With only four mid slots, it cannot effectively fit tackle or utility modules and a strong shield tank at once. When fitted for range, the Muninn's artillery will be outranged by the very longest-ranged competitor turrets, railguns. It is also simply a more expensive and skill-point-intensive ship than some other ships used in this "sniping" fleet role, such as the Ferox. The Muninn therefore loses efficiency in very large fleets, where artillery volleys would result in significant overkill, the Muninn itself can be killed in one shot, and fights can expand beyond artillery range; in those situations, railgun-toting ships such as the Eagle and Ferox become more popular.
These qualities together have made the Muninn a consistently popular ship for large, long-ranged PvP fleets, using artillery. Artillery's high alpha damage—the highest damage-per-shot potential of any turret type—lets a Muninn fleet one-shot enemy targets. This makes them difficult to counter with logistics ships, as they can sometimes delete targets before logistics ships can lock them up.
The Muninn is not without its weaknesses. With only four mid slots, it cannot effectively fit tackle or utility modules and a strong shield tank at once. When fitted for range, the Muninn's artillery will be outranged by the very longest-ranged competitor turrets, railguns. It is also simply a more expensive and skill-point-intensive ship than some other ships used in this "sniping" fleet role, such as the Ferox. The Muninn therefore loses efficiency in very large fleets, where artillery volleys would result in significant overkill, the Muninn itself can be killed in one shot, and fights can expand beyond artillery range; in those situations, railgun-toting ships such as the Eagle and Ferox become more popular.