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

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====T2 Blaster Banana====
 
====T2 Blaster Banana====
 +
{{ShipFitting
 +
| ship=Venture
 +
| shipTypeID=32880
 +
| fitName=NOP Gunboat - Blasters T2
 +
| fitID=NOP-Gunboat---Blasters-T2
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| mid1name=J5b Enduring Warp Scrambler
 +
| mid1typeID=5439
 +
| mid2name=5MN Y-T8 Compact Microwarpdrive
 +
| mid2typeID=5973
 +
| mid3name=Medium Shield Extender II
 +
| mid3typeID=3831
 +
| high1name=Light Electron Blaster II, Void S
 +
| high1typeID=3162
 +
| charge1name=Void S x1
 +
| charge1typeID=12612
 +
| high2name=Light Electron Blaster II, Void S
 +
| high2typeID=3162
 +
| high3name=Small Gremlin Compact Energy Neutralizer
 +
| high3typeID=4477
 +
| rig1name=Small Core Defense Field Extender I
 +
| rig1typeID=31788
 +
| rig2name=Small Core Defense Field Extender I
 +
| rig2typeID=31788
 +
| rig3name=Small Anti-EM Screen Reinforcer I
 +
| rig3typeID=31716
 +
| drone1name=Hobgoblin II x2
 +
| drone1typeID=2456
 +
| charge2name=Null S x800
 +
| charge2typeID=12614
 +
| charge3name=Caldari Navy Antimatter Charge S x800
 +
| charge3typeID=23009
 +
| charge4name=open
 +
| charge5name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=Y
 +
| shipDNA=32880:2048;1:5439;1:5973;1:3831;1:3162;2:12612;1:4477;1:31788;2:31716;1:2456;2:12614;800:23009;800::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
  
 
====T1 Blaster Banana====
 
====T1 Blaster Banana====

Revision as of 14:52, 19 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!

Yes, Ventures can fit weapons. In fact, they can fit them surprisingly well, with a 4k EHP tank, and up to 125 DPS with T2 Blasters. While some may view the "Battle Venture" as a trolling doctrine, there are few pilots who will react to being slowly chewed apart by these little yellow pests as anything other than an amusement. You may be surprised the fights you get even in a large swarm of these ships. Everyone loves a Battle Venture fleet.

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…

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 (Pulse Lasers, Autocannons etc..) can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull by default, this makes for a very inclusive fleet

T2 Blaster Banana

NOP Gunboat - Blasters T2
Venture: NOP Gunboat - Blasters T2
EFT
[Venture, NOP Gunboat - Blasters T2]
Light Electron Blaster II, Void S
Light Electron Blaster II, Void S
Small Gremlin Compact Energy Neutralizer

J5b Enduring Warp Scrambler
5MN Y-T8 Compact Microwarpdrive
Medium Shield Extender II

Damage Control II

Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Anti-EM Screen Reinforcer I


Hobgoblin II x2

Void S x1
Null S x800
Caldari Navy Antimatter Charge S x800

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


T1 Blaster Banana

Damp Banana

The tackle module slot can be exchanged for an EWAR module of your choice on a couple of ships. Multispectral ECM can be devastating if you get lucky, but its success chance is pretty poor. For a more guaranteed impact, try fitting sensor dampeners, to stop ships from kiting you out from range

Paper Scout

As your aim is to gank lone targets, ships which are ratting or running missions are a great target. For this, combat probes are essential. You can bring a dedicated ship for this (an exploration ship, or a T3D), or take advantage of the innocuous appearance of the Venture and fit a few Ventures with probes. Yes. it'll take you a bit longer to probe them down given the lack of bonuses, but at the same time, who would expect Venture fleet to warp into your mission pocket?

Logi

Don't bother. No really. You have a paper thin tank, and a terrible resist profile. You'll be dead before a logistics ship can even lock you. Try not to fight things that shoot back.