Difference between revisions of "Good Omens"
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Revision as of 17:20, 27 May 2020
Template:FCC Links Template:FCC Doctrine Links
Good Omens
While these Omens are ostensibly brawler fit (using Pulse Lasers), what sets them apart from any other T1 Brawling Cruiser doctrine such as TWEET Thoraxes, is their flexibility in range. In addition to brawling with Multifrequency crystals, these Omens can switch to T2 Scorch ammunition and effectively project excellent damage out to 20km, allowing the fleet some flexibility in pulling range and, to a limited extent, kiting an opponent. The tactical flexibility that comes from this provides an FC with a good evolution from pure brawling doctrines, and is a move towards proper skirmish doctrines such as Caracals
In addition to their flexibility in range, the Omens carry a substantial tank, and move at a relatively good 1.6km/s without overheating or command bursts, making them a fairly dangerous opponent at whichever range they choose to engage |
Implementation
While the Omens have the optionality to be used to brawl up close just like a Blaster Thorax, they are at their best when utilizing their range
T2 Lasers will project excellent Scorch damage out to 24km, and T1 fits will project a little less damage to the same range with Radio crystals. Therefore if facing a superior opponent where you don’t fancy committing to a close range fight, try to pull range (or start at range) and make them chase you. Your speed, plus range projection should let you pick off a few ships as you burn away, and let you gain an advantage, or at the least, let you disengage with a few cheap kills
On the flip-side of this though, be aware that although Pulse lasers are primarily a short range weapons system, they don’t quite have the awesome tracking of Blasters, and the Omen itself doesn’t get a tracking bonus to the hull. Frigates who get up close to you can therefore out-track your guns, even with close range ammunition loaded - so tackle (Scrams + Webs) and using “Keep at Range” commands rather than “Orbit” are essential to hit smaller targets like this. The FC may elect to have the fleet anchored on him for this purpose
Imperial Navy Multifrequency is your default short range option for both fits (8km optimal). Conflagration can be useful for some added DPS in close range fights with larger opponents, but the tracking penalty hurts against anything equal or smaller than you. Scorch/Microwave (20km+ optimal) are your long range ammunition options
Your drones are a useful source of ancillary DPS at any range. 3x Mediums and 2x Lights is your best damage combination given your bandwidth. Gallente (Hobgoblins + Hammerheads) offers the best DPS, but their lack of speed makes them useless against anything that isn’t tackled, which removes their usefulness in a kiting situation. Acolytes and Valkyries offer a more flexible option
Pulse Omens are optimized for Low Sec roaming, where range can be controlled to some extent by plex mechanics, and where small ships are prevalent, making the better tracking of Pulse Lasers necessary compared to Beam Lasers. For Null Sec roaming, in addition to the usual Caracals, an FC might prefer to look towards Rail Moas, or even Beam Omens, in order to engage in the Null meta where mid-long range fights are more common, and fleets are more likely to involve larger ships such as Battlecruisers where tracking is less of an issue
Fleet Composition and Fits
Mainline DD
With all V skills, the T2 “Dream Fit” has a 35k EHP tank, 464 DPS with Multifrequency + Drones, and moves at 1.6km/s. The Scorch ammunition which comes with T2 weapons is a key part of the fleet’s effectiveness, however lower skilled players can use T1 Weapons and Imperial Navy Microwave or Radio ammunition to achieve the same range, albeit at lower damage levels
Note that you only have room for one tackle module, so a split of scrams, points and webs is very useful. The exact ratio should take into account how many dedicated long webbing ships you also have in fleet (see below for comments on support ships)
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
50MN Cold-Gas Enduring Microwarpdrive
Small Electrochemical Capacitor Booster I, Navy Cap Booster 400
Faint Epsilon Scoped Warp Scrambler
Damage Control II
1600mm Rolled Tungsten Compact Plates
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II
Medium Energy Locus Coordinator II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Valkyrie II x3
Acolyte II x2
Navy Cap Booster 400 x21
Conflagration M x5
Scorch M x5
Imperial Navy Multifrequency M x5
Nanite Repair Paste x50
- With all V skills:
- 35k EHP
- 392 DPS with Scorch at 24km optimal
- 1,651m/s unheated
- Cap stable
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
50MN Y-T8 Compact Microwarpdrive
Initiated Compact Warp Scrambler
Small Electrochemical Capacitor Booster I
Damage Control II
1600mm Rolled Tungsten Compact Plates
Prototype Energized Adaptive Nano Membrane I
Prototype Energized Adaptive Nano Membrane I
Heat Sink II
Heat Sink II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Acolyte I x2
Infiltrator I x3
Imperial Navy Multifrequency M x5
Imperial Navy Microwave M x5
Navy Cap Booster 400 x20
- With Max Alpha Skills
- 31.6k EHP
- 207 DPS with IN Microwave at 19km optimal
- 1,296m/s unheated
- Cap stable
Logistics
As this is a fairly fast moving MWD fleet, we need an equally fast moving Logi. That basically rules out Augorors, which are slow, and rely on cap chains which can become strained as the fleet moves quickly around grid. The Exequeror is more suitable for fast moving, semi-independent Logi squads
Medium Solace Scoped Remote Armor Repairer
Medium Solace Scoped Remote Armor Repairer
Medium Solace Scoped Remote Armor Repairer
50MN Quad LiF Restrained Microwarpdrive
Small Capacitor Booster II, Navy Cap Booster 400
Small Capacitor Booster II, Navy Cap Booster 400
Sensor Booster II, ECCM Script
800mm Steel Plates II
Damage Control II
Explosive Armor Hardener II
Kinetic Armor Hardener II
Thermal Armor Hardener II
Adaptive Nano Plating II
Medium EM Armor Reinforcer I
Medium Trimark Armor Pump I
Medium Remote Repair Augmentor I
Light Hull Maintenance Bot II x5
Warrior II x5
Navy Cap Booster 400 x41
ECCM Script x1
Nanite Repair Paste x50
Targeting Range Script x1
Scan Resolution Script x1
Support Ships
As with any brawling doctrine, long webs are invaluable for locking down targets. You don’t want to undock without at least one long webbing ship. One for every 10 other ships is a good ratio
Hyena, Huginn or Ashimmu all do very nicely here, and have the speed to keep up with the main fleet. A combination of Hyena and Ashimmu in particular does very well, with the Hyena grabbing an initial web with its longer range bonus, then the Ashimmu bringing in secondary tackle with its considerably larger tank. The Ashimmu’s Neuts also offer a nice tactical option
Medium Infectious Scoped Energy Neutralizer
Medium Infectious Scoped Energy Neutralizer
Medium Infectious Scoped Energy Neutralizer
Medium Ghoul Compact Energy Nosferatu
Medium Ghoul Compact Energy Nosferatu
50MN Y-T8 Compact Microwarpdrive
Stasis Webifier II
Stasis Webifier II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
Energized Explosive Membrane II
Energized Kinetic Membrane II
Energized Thermal Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
1600mm Steel Plates II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Infiltrator II x4
Navy Cap Booster 400 x31
A Command Destroyer also adds a lot to the doctrine. Armor Command Bursts can boost your already solid tank, and a Skirmish Command Burst with Rapid Deployment can get the ships up to the all-important 2km/s speed (2.4km/s overheated) which gives a good chance to catch all but the fastest kiting ships. Plus the MJFG gives plenty of tactical options both for repositioning your fleet, or splitting up an enemy. Given you’ll be using both Armor and Skirmish boosts, the Magus is your best option
Armor Command Burst II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Skirmish Command Burst II
1MN Y-S8 Compact Afterburner
5MN Y-T8 Compact Microwarpdrive
Micro Jump Field Generator
Initiated Compact Warp Scrambler
Dark Blood Adaptive Nano Plating
Corpii B-Type Explosive Plating
Damage Control II
400mm Rolled Tungsten Compact Plates
Small Command Processor I
Small Trimark Armor Pump II
Hobgoblin II x3
Warrior II x5
Hammerhead II x2
Barrage S x2400
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x300
Evasive Maneuvers Charge x300
Rapid Deployment Charge x300