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{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | {{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen''' | ||
This Vexor doctrine is another variant in a long line of afterburning, armor-tanked cruisers that use their low signature radius and moderate velocity to their advantage in brawling fights. Vexors also punch down very effectively against assault frigate or T3D gangs, since they can carry both a “damage” set (with a couple Ogres or, in alpha versions, a flight of Hammerheads) and an “application” set (Acolytes or Warriors) of drones. Finally, since Vexors use drones for most of their damage, they can manipulate transversal to considerable advantage when fighting other brawling doctrines.}} | This Vexor doctrine is another variant in a long line of afterburning, armor-tanked cruisers that use their low signature radius and moderate velocity to their advantage in brawling fights. Vexors also punch down very effectively against assault frigate or T3D gangs, since they can carry both a “damage” set (with a couple Ogres or, in alpha versions, a flight of Hammerheads) and an “application” set (Acolytes or Warriors) of drones. Finally, since Vexors use drones for most of their damage, they can manipulate transversal to considerable advantage when fighting other brawling doctrines. | ||
You pick Vexors because you want to hunt and fight big targets (battleships, heavily tanked T3s, even caps if you have the numbers) that you couldn't break or couldn't tank with lighter burst DPS doctrines like Talwars or Caracals. Of the three BLAP fleet concepts, Vexors are by far the best suited to holding a grid against an enemy fleet or sticking around to kill something with lots of hit points.}} | |||
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{{Template:CollapseBox|What areas of space is this doctrine best suited to?| | {{Template:CollapseBox|What areas of space is this doctrine best suited to?| | ||