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==Battle Ventures== | == Battle Ventures == | ||
{| 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|ore|48}}</div>[[File:Venture.jpg|128px|]]</div> | | 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|ore|48}}</div>[[File:Venture.jpg|128px|]]</div> | ||
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==Implementation== | == Implementation == | ||
Make no mistake, Battle Ventures is a “gimmick” doctrine – there is no situation where this doctrine has any advantage over any doctrine built on combat hulls (except fun!). However they should still not be underestimated. A blaster fit Battle Venture with all V skills puts out close to 125 DPS with Void ammunition, which in enough numbers can potentially take down Battleship sized targets | Make no mistake, Battle Ventures is a “gimmick” doctrine – there is no situation where this doctrine has any advantage over any doctrine built on combat hulls (except fun!). However they should still not be underestimated. A blaster fit Battle Venture with all V skills puts out close to 125 DPS with Void ammunition, which in enough numbers can potentially take down Battleship sized targets | ||
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As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets | As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets | ||
===Strengths:=== | === Strengths: === | ||
*Fun | * Fun | ||
*Cheap | * Cheap | ||
*Accessible | * Accessible | ||
*…that’s kinda it… | * …that’s kinda it… | ||
===Weaknesses:=== | === Weaknesses: === | ||
*All the obvious ones | * All the obvious ones | ||
*Additional issue to bear in mind is Ventures have an AWFUL lock range (19km with max skills). You’re unlikely to be able to lock anything much outside of tackle range – making gate camping without a dedicated gate camp ship almost impossible | * Additional issue to bear in mind is Ventures have an AWFUL lock range (19km with max skills). You’re unlikely to be able to lock anything much outside of tackle range – making gate camping without a dedicated gate camp ship almost impossible | ||
==Fleet Composition== | == Fleet Composition == | ||
The base fit is effectively a poor man’s Magic Merlin. MWD and Shield Extender in the mids, with the fleet using the third mid for a selection of scrams, points and webs to cover all options (similar to Punisher fleets) | The base fit is effectively a poor man’s Magic Merlin. MWD and Shield Extender in the mids, with the fleet using the third mid for a selection of scrams, points and webs to cover all options (similar to Punisher fleets) | ||
High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon (Pulse Lasers, Autocannons etc..) can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull by default, this makes for a very inclusive fleet | High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon (Pulse Lasers, Autocannons etc..) can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull by default, this makes for a very inclusive fleet | ||
==== Damp Banana ==== | |||
====Damp Banana==== | |||
The tackle module slot can be exchanged for an EWAR module of your choice on a couple of ships. Multispectral ECM can be devastating if you get lucky, but its success chance is pretty poor. For a more guaranteed impact, try fitting sensor dampeners, to stop ships from kiting you out from range | The tackle module slot can be exchanged for an EWAR module of your choice on a couple of ships. Multispectral ECM can be devastating if you get lucky, but its success chance is pretty poor. For a more guaranteed impact, try fitting sensor dampeners, to stop ships from kiting you out from range | ||
==== Logi ==== | |||
====Logi==== | |||
Don't bother. No really. You have a paper thin tank, and a terrible resist profile. You'll be dead before a logistics ship can even lock you. Try not to fight things that shoot back. | Don't bother. No really. You have a paper thin tank, and a terrible resist profile. You'll be dead before a logistics ship can even lock you. Try not to fight things that shoot back. | ||
[[Category:Doctrines]] | |||