Difference between revisions of "Omen Navy Issue"

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==Summary==
 
==Summary==
 
The Omen Navy Issue is very similar in practice to the {{Ship|Zealot}}.  It is quite tanky and capable of putting out high DPS for a cruiser at the same time.  It can run L2 and L3 missions well, but it is quite expensive for this purpose.
 
The Omen Navy Issue is very similar in practice to the {{Ship|Zealot}}.  It is quite tanky and capable of putting out high DPS for a cruiser at the same time.  It can run L2 and L3 missions well, but it is quite expensive for this purpose.
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Post Odyssey:
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The Navy Omen will be changed to be even more similar to the Zealot, with essentially the same effective bonuses. It will lose a turret slot and gain drone bay and bandwidth. In addition, it will be receiving a nerf to tank, but higher mobility. Everything factored in, with T2 Hammerheads it will do just slightly lower dps than a Zealot with a bit better mobility, but noticeably lower tank. Will be a strong projection platform in T1 cruiser fleets, with arguably the best turret based projection of any non-pirate T1 cruiser.
  
 
==Skills==
 
==Skills==

Revision as of 13:18, 31 March 2013

EVE University Database
 
Ship Database
Omen Navy Issue
CornerTFh.png
Omen Navy Issue
Amarr Empire
Amarr Empire
Faction Cruisers
Omen Class
Highlight
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Omen Navy Issue was originally conceived as a multipurpose search and rescue vessel with strong combat capabilities. In response to the increasing need for ships capable of countering frigate swarms, its designers additionally included a drone bay intended to give the ship a greater range of options when faced with mixed enemy squadrons. The end result is a somewhat more flexible offering than Amarr design philosophy generally dictates, but don't be fooled: this crusher still packs all the punch one would expect from a ship of the golden fleet.

SHIP BONUSES

Amarr Cruiser Skill Bonus:
10% bonus to Medium Energy Turret capacitor use and 7.5% bonus to Medium Energy Turret rate of fire per level.

Required Skills
  • Amarr Cruiser IV5d 5h 42m
    • Spaceship Command III4h 26m
    • Amarr Frigate IV2d 2h 17m
Training Time what's this?
7d 12h 26m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Omen
Omen.jpg
Omen
Standard Cruisers Omen Class
Icon hi slot.png5 (0/5) Icon mid slot.png3 Icon low slot.png6
Icon powergrid.png1,000 MW Icon cpu.png330 tf
Icon velocity.png260 m/sec
Icon capacity.png400 m³
, Zealot
Zealot.jpg
CornerT2s.png
Zealot
Heavy Assault Cruisers Omen Class
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png5 (0/5) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,180 MW Icon cpu.png340 tf
Icon velocity.png210 m/sec
Icon capacity.png440 m³

Ship Attributes

Fittings
Powergrid
powergrid
960 MW
CPU
cpu output
335 tf
Capacitor
capacitor
1,625 GJ
High
high slots
6
Launchers
launcher slots
0
Turrets
turret slots
5
Medium
medium slots
3
Low
low slots
7
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
192 m/s
Inertia Modifier
inertia modifier (agility)
0.54
Warp Speed
inertia modifier (agility)
3 AU/s
Base Time to Warp
base time to warp
8.72 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
25 m³
Drone Bandwidth
drone bandwidth
25 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
45 km
Max Locked Targets
max. locked targets
8
RADAR Sensor
RADAR sensor strength
16 points
Sig. Radius
signature radius
112 m
Scan Res.
scan resolution
293 mm
Structure
Structure Hitpoints
structure hitpoints
2,678 HP
Mass
ship mass
11,650,000 kg
Volume
ship volume
101,000 m³
Cargo Capacity
cargo capacity
250 m³
Armor
Armor Hitpoints
armor hitpoints
3,013 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
20
Shields
Shield Capacity
shield hitpoints
2,216 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Omen Navy Issue is very similar in practice to the

Zealot
Zealot.jpg
CornerT2s.png
Zealot
Heavy Assault Cruisers Omen Class
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png5 (0/5) Icon mid slot.png3 Icon low slot.png7
Icon powergrid.png1,180 MW Icon cpu.png340 tf
Icon velocity.png210 m/sec
Icon capacity.png440 m³

. It is quite tanky and capable of putting out high DPS for a cruiser at the same time. It can run L2 and L3 missions well, but it is quite expensive for this purpose.

Post Odyssey:

The Navy Omen will be changed to be even more similar to the Zealot, with essentially the same effective bonuses. It will lose a turret slot and gain drone bay and bandwidth. In addition, it will be receiving a nerf to tank, but higher mobility. Everything factored in, with T2 Hammerheads it will do just slightly lower dps than a Zealot with a bit better mobility, but noticeably lower tank. Will be a strong projection platform in T1 cruiser fleets, with arguably the best turret based projection of any non-pirate T1 cruiser.

Skills

Further information about additional or recommended skills to pilot Omen Navy Issue for a specific or it's common role(s) can be written here.

Fitting

Template:FittingsTemplate:Fittings

Tactics

  • These ships work best in a larger fleets or as support for Zealots. For solo or small gang work, a normal Omen or Maller is probably a better choice
  • In a T1 armor cruiser fleet, you are going to be the primary ranged damage dealer, with great dps projection at range relative to other T1 armor cruisers.
  • As a support ship to an armor HAC fleet, your job will depend on the situation. Most situations it would be a good idea to put your guns on the primary target while letting your drones take out enemy drones or other small ships. You may be called to use your guns and drones on small ships to get tackle off, or even put drones on primary and guns on small ships.
  • The mid slots are relatively flexible, however a damp is a solid choice as in numbers you can severely hamper the abilities of enemy logi or ewar. If they are at range, use a range dampening script to force them closer. If they start close or have been forced to move in close, swap to scan resolution script to maximize the amount of time you have to burn down a target before reps apply, or until they can move their ewar to a different fleetmate.
  • Also consider a cap booster if using hardeners.

Notes

You can write additional notes for Omen Navy Issue here.