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{| 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;"></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;"></div>[[File:Venture.jpg|128px|]]</div> | ||
| valign="middle" style="padding:4px;" | | | valign="middle" style="padding:4px;" | Remember when you were a kid and pretended Bananas were guns? Welcome to the EVE Version! Battle Ventures! Or…the Battle Bananas! | ||
|} | |} | ||
==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 | |||
As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets | |||
Strengths: | |||
*Fun | |||
*Cheap | |||
*Accessible | |||
*…that’s kinda it… | |||
*Well…Ventures do get a bonus to warp core strength, so a single scram wont stop you from warping. Use this to warp out as soon as you’re targeted and bounce back to a fight | |||
Weaknesses: | |||
*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 | |||
==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) | |||
High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull, this makes for a very inclusive fleet | |||
==== | ====T2 Blaster Banana==== | ||
==== | ====T1 Blaster Banana==== | ||
==== | ====Damp Banana==== | ||
==== | ====Paper Scout==== | ||