Difference between revisions of "User:Breeze one/sandbox2"

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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;"></div>[[File:Venture.jpg|128px|]]</div>
 
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| valign="middle" style="padding:4px;" | The Golden Horde are Blaster MWD Punishers. They take advantage of the Punisher’s natural resist bonus, and huge amount of low slots to fit a frankly ridiculous armor tank. A well skilled Punisher has by far the highest EHP of any T1 frigate, and is on a par with most T2 frigates (for around a fifth of the cost). Due to the high resists, they also catch reps exceptionally well. With a good Logi wing, the Golden Horde can punch well above its weight.
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| valign="middle" style="padding:4px;" | Remember when you were a kid and pretended Bananas were guns? Welcome to the EVE Version! Battle Ventures! Or…the Battle Bananas!
 
 
As the Punisher has no damage bonus to a particular weapons type (only a capacitor bonus for lasers) it can be fitted effectively with any weapons system. This doctrine uses Neutron Blasters for the highest possible close range DPS of any weapons system. Four turret slots mean the overall DPS exceeds even Magic Merlins.
 
 
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==Implementation==
 
==Implementation==
  
Your basic strategy is to use the MWD to get into range, using Null ammo for mid-ranged damage, then once scrams/webs are applied to your opponent, orbit at 500m, deactivate the MWD (to reduce signature radius) and switch to short range Void ammo for max DPS.
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Make no mistake, Battle Ventures is a “gimmick” doctrine – there is no situation where this doctrine has any advantage over any doctrine built on combat hulls (except fun!). However they should still not be underestimated. A blaster fit Battle Venture with all V skills puts out close to 125 DPS with Void ammunition, which in enough numbers can potentially take down Battleship sized targets
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As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets
  
The Punisher’s main weakness is its speed. With the Microwarpdrive it can catch almost anything Battlecruiser and above, but fast nano-kiting Cruisers and smaller will still be able to pull range if not scrammed immediately. Watch your opponent’s speed and disengage if he’s kiting you.
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Strengths:
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*Fun
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*Cheap
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*Accessible
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*…that’s kinda it…
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*Well…Ventures do get a bonus to warp core strength, so a single scram wont stop you from warping. Use this to warp out as soon as you’re targeted and bounce back to a fight
  
The second weakness is that it only has two mid-slots. One is always used for the MWD, while the second can hold either a Warp Scrambler, or a Web. Your fleet needs both, so make sure you have your fleet swap modules around to ensure a good spread of both.
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Weaknesses:
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*All the obvious ones
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*Additional issue to bear in mind is Ventures have an AWFUL lock range (19km with max skills). You’re unlikely to be able to lock anything much outside of tackle range – making gate camping without a dedicated gate camp ship almost impossible
  
 
==Fleet Composition==
 
==Fleet Composition==
  
3:1 ratio of DD to Logi is ideal
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The base fit is effectively a poor man’s Magic Merlin. MWD and Shield Extender in the mids, with the fleet using the third mid for a selection of scrams, points and webs to cover all options (similar to Punisher fleets)
 
 
Tackle frigates need to have scrams fitted (as well as the usual warp disrupter) to try and help slow down anything moving fast
 
 
 
ECM is the preferred EWAR, although any EWAR will help
 
  
An Armor Command Destroyer offers huge flexibility with the MJD, while Command Bursts can give push the already high tank even higher, however it is an extremely expensive addition to an otherwise very cheap doctrine
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High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull, this makes for a very inclusive fleet
  
====Primary DD Fit====
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====T2 Blaster Banana====
  
====Pulse Laser DD Fit====
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====T1 Blaster Banana====
  
====Autocannon DD Fit====
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====Damp Banana====
  
====Inquisitor MWD Armor Logi====
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====Paper Scout====

Revision as of 12:24, 18 November 2017

Template:FCC Links Template:FCC Doctrine Links

Battle Ventures

Venture.jpg
Remember when you were a kid and pretended Bananas were guns? Welcome to the EVE Version! Battle Ventures! Or…the Battle Bananas!

Implementation

Make no mistake, Battle Ventures is a “gimmick” doctrine – there is no situation where this doctrine has any advantage over any doctrine built on combat hulls (except fun!). However they should still not be underestimated. A blaster fit Battle Venture with all V skills puts out close to 125 DPS with Void ammunition, which in enough numbers can potentially take down Battleship sized targets

As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets

Strengths:

  • Fun
  • Cheap
  • Accessible
  • …that’s kinda it…
  • Well…Ventures do get a bonus to warp core strength, so a single scram wont stop you from warping. Use this to warp out as soon as you’re targeted and bounce back to a fight

Weaknesses:

  • All the obvious ones
  • Additional issue to bear in mind is Ventures have an AWFUL lock range (19km with max skills). You’re unlikely to be able to lock anything much outside of tackle range – making gate camping without a dedicated gate camp ship almost impossible

Fleet Composition

The base fit is effectively a poor man’s Magic Merlin. MWD and Shield Extender in the mids, with the fleet using the third mid for a selection of scrams, points and webs to cover all options (similar to Punisher fleets)

High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull, this makes for a very inclusive fleet

T2 Blaster Banana

T1 Blaster Banana

Damp Banana

Paper Scout