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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 | 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 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 | 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 | 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 | ||