Omen Navy Issue
RELATED UNI-WIKI REFERENCES
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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 Skill Bonus:
Ship Attributes
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Summary
The Omen Navy Issue is very similar in purpose to the
Zealot
Zealot
Heavy Assault Cruisers Omen Class
5 (0/5) 3 7
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 venerable 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
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
Experimental 10MN Afterburner I
Phased Muon Sensor Disruptor I
Fleeting Propulsion Inhibitor I
1600mm Reinforced Steel Plates II
Heat Sink II
Heat Sink II
Heat Sink II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hobgoblin II
Imperial Navy Multifrequency M x1
Scorch M x1
Conflagration M x1
- This nomen has no-cap tank, and a slightly larger raw HP buffer than a hardener based set up.
- It also does greater dps, in fact thanks to its drone bay, a max skilled Nomen can match a Zealot almost exactly, albeit at lower ranges due to the lack of a range bonus
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
Experimental 10MN Afterburner I
Phased Muon Sensor Disruptor I
Fleeting Propulsion Inhibitor I
1600mm Reinforced Steel Plates II
Heat Sink II
Heat Sink II
Armor Explosive Hardener II
Armor Kinetic Hardener II
Armor Thermic Hardener II
Damage Control II
Medium Anti-EM Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Hobgoblin II
Imperial Navy Multifrequency M x1
Scorch M x1
Conflagration M x1
- This Nomen should have an overall better resist profile than a passive tanked one, but keep in mind that it is also possible for your tank to get neuted out
- Has lower dps than triple heat sink passive nomen, but should survive longer in logi situations given that no heavy neuting ships are on field
Tactics
- These ships work best in a larger fleets or as support for Zealots. For solo or small gang work, a normal Omen or Maller is probably a better choice
- 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.
- 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 damp is a solid choice as in numbers you can severely hamper the abilities of enemy logi or ewar. If they are at range, use a range dampening script to force them closer. If they start close or have been forced to move in close, swap to scan resolution script to maximize the amount of time you have to burn down a target before reps apply, or until they can move their ewar to a different fleetmate.
- Also consider a cap booster if using hardeners.
Notes
You can write additional notes for Omen Navy Issue here.