Good Omens

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Good Omens

Logo faction amarr empire.png
Omen.jpg
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)


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


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

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