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eve-wiki-content/content/ships/frigates/tech-1/burst.md

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---
esi_data:
fitting_stats:
cpu_output: 190
high_slots: 3
low_slots: 3
med_slots: 3
powergrid_output: 40
rig_slots: 3
group: Frigate
hull_stats:
hp_armor: 250
hp_shield: 400
hp_structure: 290
name: Burst
race: Unknown
skill_requirements:
- level: 1
skill_id: 3329
type_id: 599
velocity: 415
faction: Minmatar Republic
faction_group: Empire
image: /599.png
last_updated: '2026-04-20T01:57:37.099114'
ship_class: Frigate
source: eve-university
source_stats:
armorem: 60
armorexp: 10
armorhp: 250
armorkin: 25
armortherm: 35
bandwidth: 5 Mbit/sec
bonuses: <b>Minmatar Frigate bonuses (per skill level):</b><br>10% bonus to Remote
Shield Booster amount<br>10% reduction in Remote Shield Booster activation cost<br><b>Role
Bonus:</b><br>300% bonus to Remote Shield Booster falloff<br>
capacitor: 560 GJ
cargohold: "260 m\xB3"
class: Frigate
cpu: 190
dronebay: "5 m\xB3"
externallinks: ''
extrahold: ''
extraholdtype: ''
faction: Minmatar Republic
forumlinks: ''
grouping: Standard Frigates
highlights1: ''
highlights2: ''
highlights3: ''
highlights4: ''
highs: 3
hulltype: Burst Class
inertia: 3.9
info: In YC114 each major empire faction, having been embroiled in a harrowing,
extensive, long-term war, recognized the growing need for support and logistics
functionality in their vessels during the kind of protracted interstellar warfare
that might otherwise prove exhausting for its participants. In the Minmatar Republic,
this led to the redesign and redeployment of the Burst.<br><br>The Burst had been
a small and fast cargo vessel. This all changed after the redesign, when the Burst
found its small-time mining capabilities curtailed in lieu of logistics systems
that moved its focus to shield support for friendly vessels.
launchers: 0
lows: 3
mass: 1420000
maxlockedtargets: 7
maxvelocity: 415
mediums: 3
powergrid: 40
quote: It is who we stand with that defines us, not who we stand against.
quote_attribution: Sebiestor Anur-Chief Karin Midular
reqskills: '*{{RequiredSkill|Minmatar Frigate|I}}
** {{RequiredSkill|Spaceship Command|I}}'
scanres: 925 mm
sensortype: LADAR
sensorvalue: 9 points
shieldem: 0
shieldexp: 50
shieldhp: 400
shieldkin: 40
shieldtherm: 20
shipid: 599
shipimg: Burst.jpg
shipname: Burst
sigradius: 33 m
structurehp: 290
targetrange: 34.00 km
tech: ''
totaltraintime: 25m 0s
turrets: 2
variations: '{{Ship|Scalpel}}'
volume: 17100
warpspeed: 5 AU/s
warptime: 7.68 s
wikireferences: ''
source_url: https://wiki.eveuniversity.org/Burst
tech_level: Tech 1
title: Burst
type_id: 599
validation_score: 1.0
---
<img src="/599.png" alt="Burst" width="300" style="float: left; margin-right: 25px; margin-bottom: 10px; width: 300px;" />
<div style="display: flow-root;">
## Summary
</div>
The Burst is the Minmatar Logistics Frigate; Burst pilots repair their fleetmates ships during battle. The Burst is bonused for remote shield boosting, which matches the Minmatar racial focus on shield tanking. The ships bonuses to remote shield booster amount, activation, and range make the underwhelming base stats of small remote shield boosters practically useful. Flying the Burst is a great first step in learning about Logistics. Burst pilots often go on train into heavier Tech I logistics cruisers (such as the Minmatar Scythe), and then Tech II logistics ships (including the Scalpel and Scimitar). But the Burst is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.
One defining challenge of flying Tech I logistics frigates in general, and the Burst in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Burst is typically fit to boost available capacitor—with capacitor power relays in low slots, capacitor control circuit rigs, and, if necessary, “Enduring” remote shield boosters (which consume less cap). Training character skills that increase capacitor will also help. It might seem that fitting the Burst with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Burst needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Burst should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ships cap stability. (This also means you may need to swap out modules on any pre-fit Burst hulls that you purchase on corp contracts, to make them work with your skills.)
Compared to the Caldari Bantam—the other Tech I shield logistics frigate—the Burst is much faster, but has less tank and less native capacitor. This makes the Burst and Bantam rough equals, but Omega characters may be asked to cross-train into the Caldari frigate for specific doctrines.
<div style="display: flow-root;">
## Skills
</div>
Shield Emission Systems I
Energy Grid Upgrades II
Shield Upgrades I
Afterburner I
Hull Upgrades I
<div style="display: flow-root;">
## Tactics
</div>
New Burst pilots should read the Tactics section of the UniWikis Logistics article, and attend a Logistics (CORE class); these will provide some details on how to fly logistics frigates. Some tips on flying the Burst:
Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, youll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you wont need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, its easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
Stay moving, behind your fleetmates. One advantage of the Burst is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you arent sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.
<div style="display: flow-root;">
## Notes
</div>
You can add notes here.
## Patch History