Difference between revisions of "User:Breeze one/sandbox2"

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{{FCC Links}}
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==Beam Harbingers==
{{FCC Doctrine Links}}
 
==Good Omens==
 
 
{| style="padding:0px;"
 
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr|48}}</div>[[File:Omen.jpg|128px|]]</div>
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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr|48}}</div>[[File:harbinger.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | While these Omens are ostensibly brawler fit (using Pulse Lasers), what sets them apart from any other T1 Brawling Cruiser doctrine such as [[TWEET Thoraxes]], is their flexibility in range. In addition to brawling with Multifrequency crystals, these Omens can switch to T2 Scorch ammunition and effectively project excellent damage out to 20km, allowing the fleet some flexibility in pulling range and, to a limited extent, kiting an opponent. The tactical flexibility that comes from this provides an FC with a good evolution from pure brawling doctrines, and is a move towards proper skirmish doctrines such as Caracals
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| valign="middle" style="padding:4px;" | Beam Harbingers follow a fairly standard fitting philosophy for T1 Battlecruiser doctrines – using long range weapons (beam lasers in this case) to project up to a  substantial range, while still holding a decent tank and reasonable close range application for brawling
  
In addition to their flexibility in range, the Omens carry a substantial tank of close to 40k EHP, and move at a relatively good 1.5km/s, making them a fairly dangerous opponent at whichever range they choose to engage
+
Beam Harbingers are a solid all-rounder of a combat doctrine. They lack the double range bonus of the Ferox, or the high volley damage of the Hurricane, instead gaining a larger overall damage boost, and marginally improved tracking. In general, Harbingers are usually considered a second tier doctrine for most groups, but they still make for an effective, well rounded fleet – and one which can sometimes surprise an opponent due to not being as ubiquitous as Feroxes or Hurricanes
 
|}
 
|}
 
 
==Implementation==
 
==Implementation==
 +
Beam Harbingers are essentially a well-rounded fighting doctrine, as opposed to a skirmish (Hurricanes) or sniping doctrine (Feroxes). They can opt to fight at 60-70km with Aurora crystals and out-range some other doctrines, however this is still only considered mid-range by EVE standards, and they can and will be kited at this range by Feroxes, sniper Battleships, or doctrines such as Cerberuses. Instead, Harbingers are best used as flexible mid-range brawlers
  
While the Omens have the optionality to be used to brawl up close just like a Blaster Thorax, they are at their best when utilizing their range
+
As well as being out-ranged, the Harbinger is slightly slower than the FCC Feroxes, but its unique strengths are its higher tank and low signature radius (due to an armor tank), superior overall damage output from its damage bonus and drone bay, and good tracking compared to railgun fitted ships, especially when using tracking scripts in its tracking computer in its mid-slots. The instant ammunition switching of laser turrets is also a useful strength
  
T2 Lasers will project excellent Scorch damage out to 20km, and T1 fits will project a little less damage to the same range with Radio crystals. Therefore if facing a superior opponent where you don’t fancy committing to a close range fight, try to pull range (or start at range) and make them chase you. Your speed, plus range projection should let you pick off a few ships as you burn away, and let you gain an advantage, or at the least, let you disengage with a few cheap kills
+
Given these features, its slight advantage over its comparables is in its combination of strong close ranged performance and good projection. As an example of how this might work; against a Ferox fleet, a Harbinger fleet would aim to start a fight in brawl range, taking advantage of its superior damage (630 DPS at 20km), tracking and signature radius, then as an opponent pulls range on you, rapidly switch through the longer range crystals to maintain damage – taking advantage of their laser’s instant ammunition switches. Most times, by the time a doctrine such as Feroxes has pulled enough range to kite you, you will have applied a substantial blow to their fleet via your superior close range damage. If not, now is the time to disengage
  
On the flip-side of this though, be aware that although Pulse lasers are primarily a short range weapons system, they don’t quite have the awesome tracking of Blasters, and the Omen itself doesn’t get a tracking bonus to the hull. Frigates who get up close to you can therefore out-track your guns, even with close range ammunition loaded - so tackle (Scrams + Webs) and using “Keep at Range” commands rather than “Orbit” are essential to hit smaller targets like this. The FC may elect to have the fleet anchored on him for this purpose
+
While the Harbinger isnt fast at 900m/s unheated, this is still only 200m/s slower than an FCC Ferox, meaning that the Feroxes will only slowly pull range on your fleet if you can start up close
  
Imperial Navy Multifrequency is your default short range option for both fits (8km optimal). Conflagration can be useful for some added DPS in close range fights with larger opponents, but the tracking penalty hurts against anything equal or smaller than you. Scorch/Microwave (20km+ optimal) are your long range ammunition options
+
Against other doctrines with shorter ranges than the Harbinger (such as most Cruiser doctrines or actual brawlers), a Harbinger fleet may choose to pull range and snipe from up to 70km with Aurora which it can do equally effectively
  
Your drones are a useful source of ancillary DPS at any range. 3x Mediums and 2x Lights is your best damage combination given your bandwidth. Gallente (Hobgoblins + Hammerheads) offers the best DPS, but their lack of speed makes them useless against anything that isn’t tackled, which removes their usefulness in a kiting situation. Acolytes and Valkyries offer a more flexible option
+
The worst case for a Harbinger fleet is to start a fight with a sniping doctrine at range already, forcing you to slowly burn in towards them. An interesting way to maximize the Harbingers effectiveness is in combination with a Command Destroyer with a Micro-Jump Field Generator. This can allow the fleet to instantly jump 100km in any direction, letting you jump on top of, or at least closer to, a kiting doctrine set up at range, or slowly pulling out of your range. With a couple of these ships, it is very difficult for any fleet to kite you out permanently
  
Pulse Omens are optimized for Low Sec roaming, where range can be controlled to some extent by plex mechanics, and where small ships are prevalent, making the better tracking of Pulse Lasers necessary compared to Beam Lasers. For Null Sec roaming, in addition to the usual Caracals, an FC might prefer to look towards [[Rail Moas]], or even Beam Omens, in order to engage in the Null meta where mid-long range fights are more common, and fleets are more likely to involve larger ships such as Battlecruisers where tracking is less of an issue
+
Multifrequency is your highest damage and default ammunition for brawling. Aurora is your best long range damage for those with T2 guns, or Radio for T1. Standard crystals are your mid-range choice. Given you will swap crystals frequently and rapidly, its easiest to call for colors – Red = Radio/Aurora, White = Multifrequency, Yellow - Standard
  
 
==Fleet Composition and Fits==
 
==Fleet Composition and Fits==
  
====Mainline DD====
+
====Primary DD Fit====
 
+
The only real point of contention of a Harbinger fleet is the mid slots. An MWD and Cap Booster are essential to allow mobility and cap stability respectively, yet this leaves two mid-slots free. At least one is used for a tracking computer, usually with tracking speed script loaded by default. The second can be used for unbonused EWAR – Damps are often used to shut down enemy kiting ships or Logi. However for simplicity, and also to compensate for low skills, the Uni suggested fit below uses two tracking computers instead. Scripts should be swapped depending on engagement tactics, and also on skills – if a pilot cannot reach the range that the fleet is fighting at, the scripts can be used to assist with this
With all V skills, the T2 “Dream Fit” has a 39k EHP tank, 420 DPS with Multifrequency, and moves at 1.5km/s. The Scorch ammunition which comes with T2 weapons is a key part of the fleet’s effectiveness, however lower skilled players can use T1 Weapons and Imperial Navy Radio ammunition to achieve the same range, albeit at lower damage levels
 
 
 
Note that you only have room for one tackle module, so a split of scrams, points and webs is very useful. The exact ratio should take into account how many dedicated long webbing ships you also have in fleet (see below for comments on support ships)
 
  
 +
As usual with battlecruiser fleets, you have the option to incorporate Command Bursts into the mainline DD themselves – this lets you maximize your DPS ships. However as noted above, Harbingers work well with Command Destroyers for the use of Micro Jump Field Generators, so this may be a case where you would be better placed to favor a dedicated ship for your command bursts
 
{{ShipFitting
 
{{ShipFitting
| ship=Omen
+
| ship=Harbinger
| shipTypeID=2006
+
| shipTypeID=24696
| fitName=Armor Fleet MWD
+
| fitName=Harbinger T2
| fitID=Armor-Fleet-MWD
+
| fitID=Harbinger-T2
 
| low1name=Damage Control II
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low1typeID=2048
| low2name=1600mm Rolled Tungsten Compact Plates
+
| low2name=1600mm Steel Plates II
| low2typeID=11325
+
| low2typeID=20353
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| low3typeID=11269
Line 48: Line 44:
 
| low6name=Heat Sink II
 
| low6name=Heat Sink II
 
| low6typeID=2364
 
| low6typeID=2364
| mid1name=50MN Cold-Gas Enduring Microwarpdrive
+
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=5975
+
| mid1typeID=35659
| mid2name=Small Electrochemical Capacitor Booster I, Navy Cap Booster 400
+
| mid2name=Small Capacitor Booster II
| mid2typeID=5011
+
| mid2typeID=3568
| charge1name=Navy Cap Booster 400 x21
+
| mid3name=Optical Compact Tracking Computer
| charge1typeID=32006
+
| mid3typeID=6173
| mid3name=Faint Epsilon Scoped Warp Scrambler
+
| mid4name=Optical Compact Tracking Computer
| mid3typeID=5443
+
| mid4typeID=6173
| high1name=Focused Medium Pulse Laser II
+
| high1name=Focused Medium Beam Laser II
| high1typeID=3512
+
| high1typeID=3009
| high2name=Focused Medium Pulse Laser II
+
| high2name=Focused Medium Beam Laser II
| high2typeID=3512
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| high2typeID=3009
| high3name=Focused Medium Pulse Laser II
+
| high3name=Focused Medium Beam Laser II
| high3typeID=3512
+
| high3typeID=3009
| high4name=Focused Medium Pulse Laser II
+
| high4name=Focused Medium Beam Laser II
| high4typeID=3512
+
| high4typeID=3009
| high5name=Focused Medium Pulse Laser II
+
| high5name=Focused Medium Beam Laser II
| high5typeID=3512
+
| high5typeID=3009
| rig1name=Medium Energy Locus Coordinator II
+
| high6name=Focused Medium Beam Laser II
| rig1typeID=31486
+
| high6typeID=3009
 +
| rig1name=Medium Trimark Armor Pump I
 +
| rig1typeID=31055
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig2typeID=31055
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| rig3typeID=31055
| drone1name=Valkyrie II x3
+
| drone1name=Valkyrie II x5
 
| drone1typeID=21640
 
| drone1typeID=21640
| drone2name=Acolyte II x2
+
| drone2name=Warrior II x5
| drone2typeID=2205
+
| drone2typeID=2488
| charge2name=Conflagration M x5
+
| charge1name=Aurora M x6
| charge2typeID=12814
+
| charge1typeID=12822
| charge3name=Scorch M x5
+
| charge2name=Gleam M x6
| charge3typeID=12818
+
| charge2typeID=12826
| charge4name=Imperial Navy Multifrequency M x5
+
| charge3name=Imperial Navy Multifrequency M x6
| charge4typeID=23089
+
| charge3typeID=23089
| charge5name=Nanite Repair Paste x50
+
| charge4name=Optimal Range Script x2
| charge5typeID=28668
+
| charge4typeID=28999
 +
| charge5name=Tracking Speed Script x2
 +
| charge5typeID=29001
 +
| charge6name=Navy Cap Booster 400 x29
 +
| charge6typeID=32006
 +
| high7name=open
 
| drone3name=open
 
| drone3name=open
 
| drone4name=open
 
| drone4name=open
Line 89: Line 92:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=With all V skills:</li><li>35k EHP</li><li>392 DPS with Scorch at 24km optimal</li><li>1,651m/s unheated</li><li>Cap stable
+
| notes=
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=0
 
| difficulty=0
Line 96: Line 99:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=2006:2048;1:11325;1:11269;2:2364;2:5975;1:5011;1:32006;21:5443;1:3512;5:31486;1:31055;2:21640;3:2205;2:12814;5:12818;5:23089;5:28668;50::
+
| shipDNA=24696:2048;1:20353;1:11269;2:2364;2:35659;1:3568;1:6173;2:3009;6:31055;3:21640;5:2488;5:12822;6:12826;6:23089;6:28999;2:29001;2:32006;29::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
}}
+
}} {{ShipFitting
 
+
| ship=Harbinger
{{ShipFitting
+
| shipTypeID=24696
| ship=Omen
+
| fitName=Harbinger T1
| shipTypeID=2006
+
| fitID=Harbinger-T1
| fitName=T1 Pulse Omen copy
 
| fitID=T1-Pulse-Omen-copy
 
 
| low1name=Damage Control II
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low1typeID=2048
| low2name=1600mm Rolled Tungsten Compact Plates
+
| low2name=1600mm Steel Plates II
| low2typeID=11325
+
| low2typeID=20353
| low3name=Prototype Energized Adaptive Nano Membrane I
+
| low3name=Energized Adaptive Nano Membrane II
| low3typeID=16391
+
| low3typeID=11269
| low4name=Prototype Energized Adaptive Nano Membrane I
+
| low4name=Energized Adaptive Nano Membrane II
| low4typeID=16391
+
| low4typeID=11269
 
| low5name=Heat Sink II
 
| low5name=Heat Sink II
 
| low5typeID=2364
 
| low5typeID=2364
Line 120: Line 121:
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=35659
 
| mid1typeID=35659
| mid2name=Initiated Compact Warp Scrambler
+
| mid2name=Small Capacitor Booster II
| mid2typeID=5445
+
| mid2typeID=3568
| mid3name=Small Electrochemical Capacitor Booster I
+
| mid3name=Tracking Computer II
| mid3typeID=5011
+
| mid3typeID=1978
| high1name=Focused Modulated Pulse Energy Beam I
+
| mid4name=Tracking Computer II
| high1typeID=6809
+
| mid4typeID=1978
| high2name=Focused Modulated Pulse Energy Beam I
+
| high1name=Focused Modulated Medium Energy Beam I
| high2typeID=6809
+
| high1typeID=6863
| high3name=Focused Modulated Pulse Energy Beam I
+
| high2name=Focused Modulated Medium Energy Beam I
| high3typeID=6809
+
| high2typeID=6863
| high4name=Focused Modulated Pulse Energy Beam I
+
| high3name=Focused Modulated Medium Energy Beam I
| high4typeID=6809
+
| high3typeID=6863
| high5name=Focused Modulated Pulse Energy Beam I
+
| high4name=Focused Modulated Medium Energy Beam I
| high5typeID=6809
+
| high4typeID=6863
 +
| high5name=Focused Modulated Medium Energy Beam I
 +
| high5typeID=6863
 +
| high6name=Focused Modulated Medium Energy Beam I
 +
| high6typeID=6863
 
| rig1name=Medium Trimark Armor Pump I
 
| rig1name=Medium Trimark Armor Pump I
 
| rig1typeID=31055
 
| rig1typeID=31055
Line 140: Line 145:
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3name=Medium Trimark Armor Pump I
 
| rig3typeID=31055
 
| rig3typeID=31055
| drone1name=Acolyte I x2
+
| drone1name=Valkyrie II x5
| drone1typeID=2203
+
| drone1typeID=21640
| drone2name=Infiltrator I x3
+
| drone2name=Warrior II x5
| drone2typeID=2173
+
| drone2typeID=2488
| charge1name=Imperial Navy Multifrequency M x5
+
| charge1name=Imperial Navy Multifrequency M x6
 
| charge1typeID=23089
 
| charge1typeID=23089
| charge2name=Imperial Navy Microwave M x5
+
| charge2name=Imperial Navy Ultraviolet M x6
| charge2typeID=23101
+
| charge2typeID=23095
| charge3name=Navy Cap Booster 400 x20
+
| charge3name=Imperial Navy Microwave M x6
| charge3typeID=32006
+
| charge3typeID=23101
| charge4name=open
+
| charge4name=Optimal Range Script x2
| charge5name=open
+
| charge4typeID=28999
 +
| charge5name=Tracking Speed Script x2
 +
| charge5typeID=29001
 +
| charge6name=Navy Cap Booster 400 x29
 +
| charge6typeID=32006
 +
| high7name=open
 
| drone3name=open
 
| drone3name=open
 
| drone4name=open
 
| drone4name=open
Line 157: Line 167:
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
| notes=With Max Alpha Skills</li><li>31.6k EHP</li><li>207 DPS with IN Microwave at 19km optimal</li><li>1,296m/s unheated</li><li>Cap stable
+
| notes=
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=0
 
| difficulty=0
Line 164: Line 174:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=2006:2048;1:11325;1:16391;2:2364;2:35659;1:5445;1:5011;1:6809;5:31055;3:2203;2:2173;3:23089;5:23101;5:32006;20::
+
| shipDNA=24696:2048;1:20353;1:11269;2:2364;2:35659;1:3568;1:1978;2:6863;6:31055;3:21640;5:2488;5:23089;6:23095;6:23101;6:28999;2:29001;2:32006;29::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
}}
+
}}  
 
 
====Logistics====
 
 
 
As this is a fairly fast moving MWD fleet, we need an equally fast moving Logi. That basically rules out Augorors, which are slow, and rely on cap chains which can become strained as the fleet moves quickly around grid. The Exequeror is more suitable for fast moving, semi-independent Logi squads
 
 
 
 
{{ShipFitting
 
{{ShipFitting
| ship=Exequror
+
| ship=Harbinger
| shipTypeID=634
+
| shipTypeID=24696
| fitName=Standard Exequror Logi
+
| fitName=Harbinger Command Burst
| fitID=Standard Exequror Logi
+
| fitID=Harbinger Command Burst
| low1name=Energized Kinetic Membrane II
+
| low1name=Damage Control II
| low1typeID=11249
+
| low1typeID=2048
| low2name=800mm Steel Plates II
+
| low2name=1600mm Steel Plates II
| low2typeID=20351
+
| low2typeID=20353
| low3name=Energized Explosive Membrane II
+
| low3name=Energized Adaptive Nano Membrane II
| low3typeID=11229
+
| low3typeID=11269
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4name=Energized Adaptive Nano Membrane II
 
| low4typeID=11269
 
| low4typeID=11269
| low5name=Damage Control II
+
| low5name=Co-Processor II
| low5typeID=2048
+
| low5typeID=3888
| low6name=Energized Thermal Membrane II
+
| low6name=Heat Sink II
| low6typeID=11259
+
| low6typeID=2364
| mid1name=Small Electrochemical Capacitor Booster I
+
| mid1name=50MN Y-T8 Compact Microwarpdrive
| mid1typeID=5011
+
| mid1typeID=35659
| mid2name=Small Electrochemical Capacitor Booster I
+
| mid2name=Small Capacitor Booster II
| mid2typeID=5011
+
| mid2typeID=3568
| mid3name=Alumel-Wired Enduring Sensor Booster
+
| mid3name=Optical Compact Tracking Computer
| mid3typeID=6159
+
| mid3typeID=6173
| mid4name=50MN Cold-Gas Enduring Microwarpdrive
+
| mid4name=Optical Compact Tracking Computer
| mid4typeID=5975
+
| mid4typeID=6173
| high1name=Medium I-ax Enduring Remote Armor Repairer
+
| high1name=Focused Medium Beam Laser II
| high1typeID=16441
+
| high1typeID=3009
| high2name=Medium I-ax Enduring Remote Armor Repairer
+
| high2name=Focused Medium Beam Laser II
| high2typeID=16441
+
| high2typeID=3009
| high3name=Medium I-ax Enduring Remote Armor Repairer
+
| high3name=Focused Medium Beam Laser II
| high3typeID=16441
+
| high3typeID=3009
| rig1name=Medium Anti-Explosive Pump I
+
| high4name=Focused Medium Beam Laser II
| rig1typeID=31011
+
| high4typeID=3009
 +
| high5name=Focused Medium Beam Laser II
 +
| high5typeID=3009
 +
| high6name=Focused Medium Beam Laser II
 +
| high6typeID=3009
 +
| high7name=Armor Command Burst II
 +
| high7typeID=43552
 +
| rig1name=Medium Trimark Armor Pump I
 +
| rig1typeID=31055
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig2typeID=31055
| rig3name=Medium Anti-EM Pump I
+
| rig3name=Medium Trimark Armor Pump I
| rig3typeID=30999
+
| rig3typeID=31055
| drone1name=Medium Armor Maintenance Bot I x5
+
| drone1name=Valkyrie II x5
| drone1typeID=23709
+
| drone1typeID=21640
| charge1name=Nanite Repair Paste x150
+
| drone2name=Warrior II x5
| charge1typeID=28668
+
| drone2typeID=2488
| charge2name=Targeting Range Script x1
+
| charge1name=Aurora M x6
| charge2typeID=29009
+
| charge1typeID=12822
| charge3name=Scan Resolution Script x1
+
| charge2name=Gleam M x6
| charge3typeID=29011
+
| charge2typeID=12826
| charge4name=Navy Cap Booster 400 x30
+
| charge3name=Imperial Navy Multifrequency M x6
| charge4typeID=32006
+
| charge3typeID=23089
| charge5name=ECCM Script x1
+
| charge4name=Optimal Range Script x2
| charge5typeID=41155
+
| charge4typeID=28999
| drone2name=open
+
| charge5name=Tracking Speed Script x2
 +
| charge5typeID=29001
 +
| charge6name=Navy Cap Booster 400 x29
 +
| charge6typeID=32006
 
| drone3name=open
 
| drone3name=open
 
| drone4name=open
 
| drone4name=open
Line 235: Line 251:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=634:11249;1:20351;1:11229;1:11269;1:2048;1:11259;1:5011;2:6159;1:5975;1:16441;3:31011;1:31055;1:30999;1:23709;5:28668;150:29009;1:29011;1:32006;30:41155;1::
+
| shipDNA=24696:2048;1:20353;1:11269;2:3888;1:2364;1:35659;1:3568;1:6173;2:3009;6:43552;1:31055;3:21640;5:2488;5:12822;6:12826;6:23089;6:28999;2:29001;2:32006;29::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
  
====Support Ships====
+
====Logi====
 
+
As a fighting doctrine, Harbingers need a good Logistics wing to maximize their sustained damage over the course of a pitched battle. Either the Augoror or Exequeror are fine here, although need to be MWD fitted to keep up with the mainline ships - so unfortunately BLAP Augorors dont work here. The Augoror does offer a more forgiving fitting however, and better tank for Uni fleets
As with any brawling doctrine, long webs are invaluable for locking down targets. You don’t want to undock without at least one long webbing ship. One for every 10 other ships is a good ratio
 
 
 
[[Hyena]], [[Huginn]] or [[Ashimmu]] all do very nicely here, and have the speed to keep up with the main fleet. A combination of Hyena and Ashimmu in particular does very well, with the Hyena grabbing an initial web with its longer range bonus, then the Ashimmu bringing in secondary tackle with its considerably larger tank. The Ashimmu’s Neuts also offer a nice tactical option
 
 
 
 
{{ShipFitting
 
{{ShipFitting
| ship=Ashimmu
+
| ship=Augoror
| shipTypeID=17922
+
| shipTypeID=625
| fitName=Support
+
| fitName=T1 MWD Aug
| fitID=Support
+
| fitID=T1-MWD-Aug
| low1name=Energized Explosive Membrane II
+
| low1name=IFFA Compact Damage Control
| low1typeID=11229
+
| low1typeID=5839
| low2name=Energized Kinetic Membrane II
+
| low2name=Energized Thermal Membrane II
| low2typeID=11249
+
| low2typeID=11259
| low3name=Energized Thermal Membrane II
+
| low3name=Energized Kinetic Membrane II
| low3typeID=11259
+
| low3typeID=11249
| low4name=Energized Adaptive Nano Membrane II
+
| low4name=800mm Rolled Tungsten Compact Plates
| low4typeID=11269
+
| low4typeID=11317
| low5name=Damage Control II
+
| low5name=Energized Explosive Membrane II
| low5typeID=2048
+
| low5typeID=11229
| low6name=1600mm Steel Plates II
 
| low6typeID=20353
 
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1name=50MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=35659
 
| mid1typeID=35659
| mid2name=Stasis Webifier II
+
| mid2name=F-90 Compact Sensor Booster, ECCM Script
| mid2typeID=527
+
| mid2typeID=6160
| mid3name=Stasis Webifier II
+
| charge1name=ECCM Script x1
| mid3typeID=527
+
| charge1typeID=41155
| mid4name=Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
+
| mid3name=F-23 Compact Remote Sensor Booster, Scan Resolution Script
| mid4typeID=4833
+
| mid3typeID=5279
| charge1name=Navy Cap Booster 400 x31
+
| charge2name=Scan Resolution Script x1
| charge1typeID=32006
+
| charge2typeID=29011
| high1name=Medium Infectious Scoped Energy Neutralizer
+
| high1name=Medium Coaxial Compact Remote Armor Repairer
| high1typeID=16469
+
| high1typeID=16443
| high2name=Medium Infectious Scoped Energy Neutralizer
+
| high2name=Medium Coaxial Compact Remote Armor Repairer
| high2typeID=16469
+
| high2typeID=16443
| high3name=Medium Infectious Scoped Energy Neutralizer
+
| high3name=Medium Coaxial Compact Remote Armor Repairer
| high3typeID=16469
+
| high3typeID=16443
| high4name=Medium Ghoul Compact Energy Nosferatu
+
| high4name=Medium 'Regard' Remote Capacitor Transmitter
| high4typeID=16505
+
| high4typeID=16495
| high5name=Medium Ghoul Compact Energy Nosferatu
+
| high5name=Medium 'Regard' Remote Capacitor Transmitter
| high5typeID=16505
+
| high5typeID=16495
| rig1name=Medium Ancillary Current Router I
+
| rig1name=Medium Trimark Armor Pump I
| rig1typeID=31360
+
| rig1typeID=31055
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2name=Medium Trimark Armor Pump I
 
| rig2typeID=31055
 
| rig2typeID=31055
| rig3name=Medium Trimark Armor Pump I
+
| rig3name=Medium Ancillary Current Router I
| rig3typeID=31055
+
| rig3typeID=31360
| drone1name=Infiltrator II x4
+
| drone1name=Acolyte II x4
| drone1typeID=2175
+
| drone1typeID=2205
| charge2name=open
 
 
| charge3name=open
 
| charge3name=open
 
| charge4name=open
 
| charge4name=open
Line 308: Line 317:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=17922:11229;1:11249;1:11259;1:11269;1:2048;1:20353;1:35659;1:527;2:4833;1:32006;31:16469;3:16505;2:31360;1:31055;2:2175;4::
+
| shipDNA=625:5839;1:11259;1:11249;1:11317;1:11229;1:35659;1:6160;1:41155;1:5279;1:29011;1:16443;3:16495;2:31055;2:31360;1:2205;4::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
A Command Destroyer also adds a lot to the doctrine. Armor Command Bursts can boost your already solid tank, and a Skirmish Command Burst with Rapid Deployment can get the ships up to the all-important 2km/s speed (2.4km/s overheated) which gives a good chance to catch all but the fastest kiting ships. Plus the MJFG gives plenty of tactical options both for repositioning your fleet, or splitting up an enemy. Given you’ll be using both Armor and Skirmish boosts, the [[Magus]] is your best option
 
  
 +
====Support Ships====
 +
Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles.
 +
A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns, or for ships trying to pull range
 +
 +
As mentioned, Command Destroyers work well in this fleet, both for use of command bursts and for the MJFG. Your primary Command Bursts are your tanking ones, so there is little to choose between the Pontifex and Magus for the role. Magus is marginally preferred for skirmish boosts, but either works fine.
 
{{ShipFitting
 
{{ShipFitting
 
| ship=Magus
 
| ship=Magus
 
| shipTypeID=37483
 
| shipTypeID=37483
| fitName=Double Burst Magus
+
| fitName=Support Magus
| fitID=Double Burst Magus
+
| fitID=Support Magus
 
| low1name=Dark Blood Adaptive Nano Plating
 
| low1name=Dark Blood Adaptive Nano Plating
 
| low1typeID=14003
 
| low1typeID=14003
Line 382: Line 395:
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
Interceptors as always for scouting
 

Latest revision as of 08:52, 22 May 2022

Beam Harbingers

Logo faction amarr empire.png
Harbinger.jpg
Beam Harbingers follow a fairly standard fitting philosophy for T1 Battlecruiser doctrines – using long range weapons (beam lasers in this case) to project up to a substantial range, while still holding a decent tank and reasonable close range application for brawling

Beam Harbingers are a solid all-rounder of a combat doctrine. They lack the double range bonus of the Ferox, or the high volley damage of the Hurricane, instead gaining a larger overall damage boost, and marginally improved tracking. In general, Harbingers are usually considered a second tier doctrine for most groups, but they still make for an effective, well rounded fleet – and one which can sometimes surprise an opponent due to not being as ubiquitous as Feroxes or Hurricanes

Implementation

Beam Harbingers are essentially a well-rounded fighting doctrine, as opposed to a skirmish (Hurricanes) or sniping doctrine (Feroxes). They can opt to fight at 60-70km with Aurora crystals and out-range some other doctrines, however this is still only considered mid-range by EVE standards, and they can and will be kited at this range by Feroxes, sniper Battleships, or doctrines such as Cerberuses. Instead, Harbingers are best used as flexible mid-range brawlers

As well as being out-ranged, the Harbinger is slightly slower than the FCC Feroxes, but its unique strengths are its higher tank and low signature radius (due to an armor tank), superior overall damage output from its damage bonus and drone bay, and good tracking compared to railgun fitted ships, especially when using tracking scripts in its tracking computer in its mid-slots. The instant ammunition switching of laser turrets is also a useful strength

Given these features, its slight advantage over its comparables is in its combination of strong close ranged performance and good projection. As an example of how this might work; against a Ferox fleet, a Harbinger fleet would aim to start a fight in brawl range, taking advantage of its superior damage (630 DPS at 20km), tracking and signature radius, then as an opponent pulls range on you, rapidly switch through the longer range crystals to maintain damage – taking advantage of their laser’s instant ammunition switches. Most times, by the time a doctrine such as Feroxes has pulled enough range to kite you, you will have applied a substantial blow to their fleet via your superior close range damage. If not, now is the time to disengage

While the Harbinger isnt fast at 900m/s unheated, this is still only 200m/s slower than an FCC Ferox, meaning that the Feroxes will only slowly pull range on your fleet if you can start up close

Against other doctrines with shorter ranges than the Harbinger (such as most Cruiser doctrines or actual brawlers), a Harbinger fleet may choose to pull range and snipe from up to 70km with Aurora which it can do equally effectively

The worst case for a Harbinger fleet is to start a fight with a sniping doctrine at range already, forcing you to slowly burn in towards them. An interesting way to maximize the Harbingers effectiveness is in combination with a Command Destroyer with a Micro-Jump Field Generator. This can allow the fleet to instantly jump 100km in any direction, letting you jump on top of, or at least closer to, a kiting doctrine set up at range, or slowly pulling out of your range. With a couple of these ships, it is very difficult for any fleet to kite you out permanently

Multifrequency is your highest damage and default ammunition for brawling. Aurora is your best long range damage for those with T2 guns, or Radio for T1. Standard crystals are your mid-range choice. Given you will swap crystals frequently and rapidly, its easiest to call for colors – Red = Radio/Aurora, White = Multifrequency, Yellow - Standard

Fleet Composition and Fits

Primary DD Fit

The only real point of contention of a Harbinger fleet is the mid slots. An MWD and Cap Booster are essential to allow mobility and cap stability respectively, yet this leaves two mid-slots free. At least one is used for a tracking computer, usually with tracking speed script loaded by default. The second can be used for unbonused EWAR – Damps are often used to shut down enemy kiting ships or Logi. However for simplicity, and also to compensate for low skills, the Uni suggested fit below uses two tracking computers instead. Scripts should be swapped depending on engagement tactics, and also on skills – if a pilot cannot reach the range that the fleet is fighting at, the scripts can be used to assist with this

As usual with battlecruiser fleets, you have the option to incorporate Command Bursts into the mainline DD themselves – this lets you maximize your DPS ships. However as noted above, Harbingers work well with Command Destroyers for the use of Micro Jump Field Generators, so this may be a case where you would be better placed to favor a dedicated ship for your command bursts

Harbinger T2
Harbinger: Harbinger T2
EFT
[Harbinger, Harbinger T2]
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II

50MN Y-T8 Compact Microwarpdrive
Small Capacitor Booster II
Optical Compact Tracking Computer
Optical Compact Tracking Computer

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Valkyrie II x5
Warrior II x5

Aurora M x6
Gleam M x6
Imperial Navy Multifrequency M x6
Optimal Range Script x2
Tracking Speed Script x2
Navy Cap Booster 400 x29

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Harbinger T1
Harbinger: Harbinger T1
EFT
[Harbinger, Harbinger T1]
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I
Focused Modulated Medium Energy Beam I

50MN Y-T8 Compact Microwarpdrive
Small Capacitor Booster II
Tracking Computer II
Tracking Computer II

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Valkyrie II x5
Warrior II x5

Imperial Navy Multifrequency M x6
Imperial Navy Ultraviolet M x6
Imperial Navy Microwave M x6
Optimal Range Script x2
Tracking Speed Script x2
Navy Cap Booster 400 x29

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Harbinger Command Burst
Harbinger: Harbinger Command Burst
EFT
[Harbinger, Harbinger Command Burst]
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Focused Medium Beam Laser II
Armor Command Burst II

50MN Y-T8 Compact Microwarpdrive
Small Capacitor Booster II
Optical Compact Tracking Computer
Optical Compact Tracking Computer

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Co-Processor II
Heat Sink II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Valkyrie II x5
Warrior II x5

Aurora M x6
Gleam M x6
Imperial Navy Multifrequency M x6
Optimal Range Script x2
Tracking Speed Script x2
Navy Cap Booster 400 x29

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Logi

As a fighting doctrine, Harbingers need a good Logistics wing to maximize their sustained damage over the course of a pitched battle. Either the Augoror or Exequeror are fine here, although need to be MWD fitted to keep up with the mainline ships - so unfortunately BLAP Augorors dont work here. The Augoror does offer a more forgiving fitting however, and better tank for Uni fleets

T1 MWD Aug
Augoror: T1 MWD Aug
EFT
[Augoror, T1 MWD Aug]
Medium Coaxial Compact Remote Armor Repairer
Medium Coaxial Compact Remote Armor Repairer
Medium Coaxial Compact Remote Armor Repairer
Medium 'Regard' Remote Capacitor Transmitter
Medium 'Regard' Remote Capacitor Transmitter

50MN Y-T8 Compact Microwarpdrive
F-90 Compact Sensor Booster, ECCM Script
F-23 Compact Remote Sensor Booster, Scan Resolution Script

IFFA Compact Damage Control
Energized Thermal Membrane II
Energized Kinetic Membrane II
800mm Rolled Tungsten Compact Plates
Energized Explosive Membrane II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I


Acolyte II x4

ECCM Script x1
Scan Resolution Script x1

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Support Ships

Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns, or for ships trying to pull range

As mentioned, Command Destroyers work well in this fleet, both for use of command bursts and for the MJFG. Your primary Command Bursts are your tanking ones, so there is little to choose between the Pontifex and Magus for the role. Magus is marginally preferred for skirmish boosts, but either works fine.

Support Magus
Magus: Support Magus
EFT
[Magus, Support Magus]
Armor Command Burst II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Skirmish Command Burst II

1MN Y-S8 Compact Afterburner
5MN Y-T8 Compact Microwarpdrive
Micro Jump Field Generator
Initiated Compact Warp Scrambler

Dark Blood Adaptive Nano Plating
Corpii B-Type Explosive Plating
Damage Control II
400mm Rolled Tungsten Compact Plates

Small Command Processor I
Small Trimark Armor Pump II


Hobgoblin II x3
Warrior II x5
Hammerhead II x2

Barrage S x2400
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x300
Evasive Maneuvers Charge x300
Rapid Deployment Charge x300

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES