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 vulnerable 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
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Heavy Pulse Laser II
Small Unstable Power Fluctuator I
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Medium Electrochemical Capacitor Booster I
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Energized Adaptive Nano Membrane II
Nanofiber Internal Structure II
Medium Ancillary Armor Repairer
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Energy Locus Coordinator I
Warrior II x5
Hobgoblin II x5
Nanite Repair Paste x1
Navy Cap Booster 400 x1
Imperial Navy Multifrequency M x4
Imperial Navy Ultraviolet M x4
Scorch M x4
- A kiting fit with Heavy Pulse Laser. Try to maintain range at 25 to 40 km.
- Fitting requires a 3% powergrid implant.
- With all skills at V and before boosts, this ship has 16.6 K EHP, flies at 2506 m/s (3578 m/s with MWD overheated) and align in 5.4 s (3.7 s with MWD off).
- The capacitor will last for 1 min 19 s with all modules on (using UV crystals). It is stable at 45% with the MWD and neut off.
- Damage varies between 511 dps at 13 + 3.8 km with Imperial Navy Multifrequency to 428 dps at 39 + 5 km with Scorch.
- Peak repair rate is 208 EHP/s.
- The optimal range rig can be replaced by a tracking or a damage rig
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Focused Medium Pulse Laser II
Medium Unstable Power Fluctuator I
Experimental 10MN Microwarpdrive I
Warp Disruptor II
Medium Electrochemical Capacitor Booster I
Damage Control II
Heat Sink II
Heat Sink II
Heat Sink II
Energized Adaptive Nano Membrane II
Nanofiber Internal Structure II
Medium Ancillary Armor Repairer
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Energy Metastasis Adjuster I
Hornet EC-300 x5
Hobgoblin II x5
Nanite Repair Paste x1
Navy Cap Booster 400 x1
Scorch M x4
Imperial Navy Ultraviolet M x4
Imperial Navy Multifrequency M x4
- A skirmishing fit with Focused Medium Pulse Lasers. The smaller lasers allow this ship to use a medium neut. The longer neuting range fits the skirmishing role better.
- With all skills at V and before boosts, this ship has 16.6 K EHP, flies at 2506 m/s (3578 m/s with MWD overheated) and align in 5.4 s (3.7 s with MWD off).
- The capacitor will last for 1 min 23 s with all modules on (using UV crystals). It is stable at 76% with the MWD and neut off.
- Damage varies between 455 dps at 10 + 3.8 km with Imperial Navy Multifrequency to 383 dps at 30 + 5 km with Scorch.
- Peak repair rate is 208 EHP/s.
- The tracking rig can be replaced by an optimal range or a damage rig
Tactics
- 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. Try to maintain range: once scrambled and webbed, the weak tank of the Omen Navy Issue makes it unlikely you will survive.
- 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 point is by far the most common choice. A damp is uncommon but can be a solid choice if your fleet has plenty of tacklers.
- The weak capacitor of the Omen Navy Issue makes a cap booster necessary
Notes
You can write additional notes for Omen Navy Issue here.