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Line 87: |
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| ==Fitting== | | ==Fitting== |
| + | For more info on fittings, please go [[Omen_Navy_Issue/Fittings|here]] |
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− | {{ShipFitting|
| + | ==Fleet-Up Fittings== |
− | ship=Omen Navy Issue|
| + | For more info on fittings, please go [[Omen_Navy_Issue/Fittings|here]] |
− | shipTypeID=17709|
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− | fitName=Heavy Pulse Laser - Kiting|
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− | fitID=Heavy-Pulse-Laser|
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− | high1name=Heavy Pulse Laser II|
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− | high1typeID=3520|
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− | high2name=Heavy Pulse Laser II|
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− | high2typeID=3520|
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− | high3name=Heavy Pulse Laser II|
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− | high3typeID=3520|
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− | high4name=Heavy Pulse Laser II|
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− | high4typeID=3520|
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− | high5name=Small Unstable Power Fluctuator I|
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− | high5typeID=4475|
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− | mid1name=Experimental 10MN Microwarpdrive I|
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− | mid1typeID=5975|
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− | mid2name=Warp Disruptor II|
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− | mid2typeID=3244|
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− | mid3name=Medium Electrochemical Capacitor Booster I|
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− | mid3typeID=4833|
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− | low1name=Damage Control II|
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− | low1typeID=2048|
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− | low2name=Heat Sink II|
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− | low2typeID=2364|
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− | low3name=Heat Sink II|
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− | low3typeID=2364|
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− | low4name=Heat Sink II|
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− | low4typeID=2364|
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− | low5name=Energized Adaptive Nano Membrane II|
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− | low5typeID=11269|
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− | low6name=Nanofiber Internal Structure II|
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− | low6typeID=2605|
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− | low7name=Medium Ancillary Armor Repairer|
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− | low7typeID=33101|
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− | drone1name=Warrior II x5|
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− | drone1typeID=2488|
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− | drone2name=Hobgoblin II x5|
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− | drone2typeID=2456|
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− | drone3name=open|
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− | drone4name=open|
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− | drone5name=open|
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− | charge1name=Nanite Repair Paste x1|
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− | charge1typeID=28668|
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− | charge2name=Navy Cap Booster 400 x1|
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− | charge2typeID=32006|
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− | charge3name=Imperial Navy Multifrequency M x4|
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− | charge3typeID=23089|
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− | charge4name=Imperial Navy Ultraviolet M x4|
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− | charge4typeID=23095|
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− | charge5name=Scorch M x4|
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− | charge5typeID=12818|
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− | rig1name=Medium Auxiliary Nano Pump I|
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− | rig1typeID=31047|
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− | rig2name=Medium Auxiliary Nano Pump I|
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− | rig2typeID=31047|
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− | rig3name=Medium Energy Locus Coordinator I|
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− | rig3typeID=31480|
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− | difficulty=2|
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− | warsop=S|
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− | warsopReason=|
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− | version=RUBI 1.0|
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− | shipDNA=17709:3520;4:4475;1:3244;1:4833;1:5975;1:2048;1:2364;3:2605;1:11269;1:33101;1:31047;2:31480;1:2456;5:2488;5:12818;4:23089;4:23095;4:28668;1:32006;1::|
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− | skills=|
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− | notes=A kiting fit with Heavy Pulse Laser. Try to maintain range at 25 to 40 km.</li><li>Fitting requires a 3% powergrid implant.</li><li>With all skills at V and before boosts, this ship has 16.6 K EHP, flies at 2506 m/s (3578 m/s with MWD overheated) and align in 5.4 s (3.7 s with MWD off).</li><li>The capacitor will last for 1 min 19 s with all modules on (using UV crystals). It is stable at 45% with the MWD and neut off.</li><li>Damage varies between 511 dps at 13 + 3.8 km with Imperial Navy Multifrequency to 428 dps at 39 + 5 km with Scorch.</li><li>Peak repair rate is 208 EHP/s.</li><li>The optimal range rig can be replaced by a tracking or a damage rig}}
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− | ==Fleet Up Fittings==
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− | <wikifit>17709</wikifit>
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| ==Tactics== | | ==Tactics== |
High Amount of Low Slots
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES
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Development 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 bonuses (per skill level): 10% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret optimal range
Required Skills
Training Time what's this?22h 29m 40s
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Grouping
▪ Variations Zealot
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High Amount of Low Slots
1,180 MW 340 tf
210 m/sec
440 m³
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,Omen
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1,000 MW 330 tf
260 m/sec
400 m³
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Ship Attributes
Fittings |
High 5
Launchers 0
Turrets 4
Rig
3
medium
Calibration 400
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Navigation |
Base Time to Warp 6.47 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.
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Drones |
Drone Bandwidth 50 Mbit/sec
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Targeting |
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Structure |
Structure Hitpoints 2,250 HP
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Armor |
Armor Hitpoints 2,550 HP
Armor Resistances
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Shields |
Shield Capacity 1,800 HP
Shield Resistances
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Summary
The Omen Navy Issue is very similar in purpose to the
Zealot
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High Amount of Low Slots
1,180 MW 340 tf
210 m/sec
440 m³
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and arguably processes the best turret based projection of any non-pirate T1 cruiser. With bonuses towards turret damage and optimal range, the Omen Navy Issue is essentially an oversized Imperial Navy Slicer; with Scorch loaded this ship can easy hit ships hard at range due to a whooping 35km optimal with good skills.
The Omen Navy Issue also has a 50m3 drone bay and bandwidth. While a full flight of medium drones may increase its DPS against cruisers, the dronebay is not big enough to carry a seperate flight of light drones and, combined with a relatively small tank for an armor tanked ship, leaves this ship vulnerable to smaller frigates.
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
For more info on fittings, please go here
Fleet-Up Fittings
For more info on fittings, please go here
Tactics
- 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. Try to maintain range: once scrambled and webbed, the weak tank of the Omen Navy Issue makes it unlikely you will survive.
- 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 point is by far the most common choice. A damp is uncommon but can be a solid choice if your fleet has plenty of tacklers.
- The weak capacitor of the Omen Navy Issue normally makes a cap booster necessary
Notes
You can write additional notes for Omen Navy Issue here.
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