Difference between revisions of "Battle Ventures"
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− | ==Battle Ventures== | + | == Battle Ventures == |
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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|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 | ||
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− | ====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 ==== | |
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− | ====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. | ||
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[[Category:Doctrines]] | [[Category:Doctrines]] |
Latest revision as of 17:58, 15 January 2023
Battle Ventures
Remember when you were a kid and pretended Bananas were guns? Welcome to the EVE Version! Battle Ventures! Or…the Battle Bananas!
Yes, Ventures can fit weapons. In fact, they can fit them surprisingly well, with a 4k EHP tank, and up to 125 DPS with T2 Blasters. While some may view the "Battle Venture" as a trolling doctrine, there are few pilots who will react to being slowly chewed apart by these little yellow pests as anything other than an amusement. You may be surprised the fights you get even in a large swarm of these ships. Everyone loves a Battle Venture fleet. |
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…
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
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
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
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.