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

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Alpha Birds)==
+
==Good Omens==
 
{| style="padding:0px;"
 
{| style="padding:0px;"
| 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;">{{icon|caldari|48}}</div>[[File:Kestrel.jpg|128px|]]</div>
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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;">{{icon|amarr|48}}</div>[[File:Omen.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | Much like the [[Hyperkittens]], Alpha Birds are a cheap skirmishing frigate doctrine, used as an introduction for FC’s into skirmish tactics. They use Light Missiles to avoid any complications which would arise from turret tracking considerations, and also benefit substantially from a huge range (up to 60km with good skills), and high volley damage which, in numbers, can be enough to volley smaller targets off the field similar to [[Basic_Learning_for_Aspiring_Pilots/Doctrines#Talwars|BLAP Talwars]]
+
| valign="middle" style="padding:4px;" | 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 of close to 40k EHP, and move at a relatively good 1.5km/s, making them a fairly dangerous opponent at whichever range they choose to engage
 
|}
 
|}
  
 
==Implementation==
 
==Implementation==
  
The strengths of the Alpha Bird are its excellent speed, excellent range, and its utility mid slot (discussed more in the fitting section below)
+
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
  
The paper thin tank of Alpha Birds means more than ever that taking any damage at all is fairly disastrous for the fleet. Alpha Birds therefore work best at long range (even outside of Warp Disrupter range) where they can volley opponents. As a skirmish doctrine, the optimal situation is where you can anchor up on your FC, pull range from a fleet which is chasing you, or a fight which is already occurring, and circle round at 40-50km, picking off soft targets with your LML volleys
+
T2 Lasers will project excellent Scorch damage out to 20km, 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
  
Against smaller gangs, you may close range to apply your warp disrupters to hold something on grid, however this is likely only once/if you have established grid supremacy
+
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
  
The low sustained DPS (and high volley damage) means that numbers are important to make Alpha Birds work. A high skill player can deal around 1k volley damage, however with Uni pilots, the expectation should be set closer to 600-700. 10 Alpha birds can therefore take out most T1 frigates in a single volley. 20 can instantly kill T2 Frigates, Destroyers etc
+
Imperial Navy Multifrequency is your default short range option for both fits (7km 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/Radio (20km+ optimal) are your long range ammunition options
  
Light Missile skirmish doctrines such as this are a staple of the game right the way from Kestrels, to Talwars, to Caracals, and the Alpha Birds are a cheap and simple introduction to this essential part of EVE Online fleets. However some FCs may wish to skip directly to Talwars due to their slightly higher tank and volley damage, for only a marginal increase in SP and ISK cost. Alpha Birds however get the advantage of relative unfamiliarity, compared to the very widely known Talwar doctrine, and are more frequently underestimated
+
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
  
Other LML or RLML ships are the worst enemy of the Alpha Bird, as they can match your range, and apply damage regardless of your speed and tracking. Brawling ships are your natural prey, as they will be largely unable to apply to your ships at range. It should also be noted that the excellent speed of the Alpha Bird allows you to outrun most drones should your opponent deploy them
+
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==
 
==Fleet Composition and Fits==
  
The basic Alpha Bird is a very simple fit. The only layer of complexity sits with the utility mid-slot. A wide selection of EWAR can, and should, be spread across the fleet in this slot. Damps, and Tracking Disrupters will help limit your opponent’s ability to apply damage to you, while Target Painters will maximize your damage application on a target
+
====Mainline DD====
 +
 
 +
With all V skills, the T2 “Dream Fit” has a 39k EHP tank, 420 DPS with Multifrequency, and moves at 1.5km/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 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)
 +
 
 +
 
 +
{{ShipFitting
 +
| ship=Omen
 +
| shipTypeID=2006
 +
| fitName=Pulse Omen
 +
| fitID=Pulse-Omen
 +
| low1name=Damage Control II
 +
| low1typeID=2048
 +
| low2name=1600mm Steel Plates II
 +
| low2typeID=20353
 +
| low3name=Energized Adaptive Nano Membrane II
 +
| low3typeID=11269
 +
| low4name=Energized Adaptive Nano Membrane II
 +
| low4typeID=11269
 +
| low5name=Heat Sink II
 +
| low5typeID=2364
 +
| low6name=Heat Sink II
 +
| low6typeID=2364
 +
| mid1name=50MN Y-T8 Compact Microwarpdrive
 +
| mid1typeID=35659
 +
| mid2name=Initiated Compact Warp Scrambler
 +
| mid2typeID=5445
 +
| mid3name=Small Electrochemical Capacitor Booster I
 +
| mid3typeID=5011
 +
| high1name=Focused Medium Pulse Laser II
 +
| high1typeID=3512
 +
| high2name=Focused Medium Pulse Laser II
 +
| high2typeID=3512
 +
| high3name=Focused Medium Pulse Laser II
 +
| high3typeID=3512
 +
| high4name=Focused Medium Pulse Laser II
 +
| high4typeID=3512
 +
| high5name=Focused Medium Pulse Laser II
 +
| high5typeID=3512
 +
| rig1name=Medium Trimark Armor Pump I
 +
| rig1typeID=31055
 +
| rig2name=Medium Trimark Armor Pump I
 +
| rig2typeID=31055
 +
| rig3name=Medium Ancillary Current Router I
 +
| rig3typeID=31360
 +
| drone1name=Infiltrator II x3
 +
| drone1typeID=2175
 +
| drone2name=Acolyte II x2
 +
| drone2typeID=2205
 +
| charge1name=Scorch M x5
 +
| charge1typeID=12818
 +
| charge2name=Imperial Navy Multifrequency M x5
 +
| charge2typeID=23089
 +
| charge3name=Imperial Navy Standard M x5
 +
| charge3typeID=23097
 +
| charge4name=Imperial Navy Radio M x5
 +
| charge4typeID=23103
 +
| charge5name=Navy Cap Booster 400 x20
 +
| charge5typeID=32006
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=Y
 +
| shipDNA=2006:2048;1:20353;1:11269;2:2364;2:35659;1:5445;1:5011;1:3512;5:31055;2:31360;1:2175;3:2205;2:12818;5:23089;5:23097;5:23103;5:32006;20::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
  
As you rely almost entirely on not getting hit in this doctrine, the preference is for the defensive EWAR modules such as Damps
+
{{ShipFitting
 +
| ship=Omen
 +
| shipTypeID=2006
 +
| fitName=T1 Pulse Omen copy
 +
| fitID=T1-Pulse-Omen-copy
 +
| low1name=IFFA Compact Damage Control
 +
| low1typeID=5839
 +
| low2name=1600mm Rolled Tungsten Compact Plates
 +
| low2typeID=11325
 +
| low3name=Prototype Energized Adaptive Nano Membrane I
 +
| low3typeID=16391
 +
| low4name=Prototype Energized Adaptive Nano Membrane I
 +
| low4typeID=16391
 +
| low5name=Extruded Compact Heat Sink
 +
| low5typeID=5849
 +
| low6name=Extruded Compact Heat Sink
 +
| low6typeID=5849
 +
| mid1name=50MN Y-T8 Compact Microwarpdrive
 +
| mid1typeID=35659
 +
| mid2name=Initiated Compact Warp Scrambler
 +
| mid2typeID=5445
 +
| mid3name=Small Electrochemical Capacitor Booster I
 +
| mid3typeID=5011
 +
| high1name=Focused Modulated Pulse Energy Beam I
 +
| high1typeID=6809
 +
| high2name=Focused Modulated Pulse Energy Beam I
 +
| high2typeID=6809
 +
| high3name=Focused Modulated Pulse Energy Beam I
 +
| high3typeID=6809
 +
| high4name=Focused Modulated Pulse Energy Beam I
 +
| high4typeID=6809
 +
| high5name=Focused Modulated Pulse Energy Beam I
 +
| high5typeID=6809
 +
| rig1name=Medium Trimark Armor Pump I
 +
| rig1typeID=31055
 +
| rig2name=Medium Trimark Armor Pump I
 +
| rig2typeID=31055
 +
| rig3name=Medium Ancillary Current Router I
 +
| rig3typeID=31360
 +
| drone1name=Acolyte I x2
 +
| drone1typeID=2203
 +
| drone2name=Infiltrator I x3
 +
| drone2typeID=2173
 +
| charge1name=Imperial Navy Multifrequency M x5
 +
| charge1typeID=23089
 +
| charge2name=Imperial Navy Standard M x5
 +
| charge2typeID=23097
 +
| charge3name=Imperial Navy Microwave M x5
 +
| charge3typeID=23101
 +
| charge4name=Navy Cap Booster 400 x20
 +
| charge4typeID=32006
 +
| charge5name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills=
 +
| showSKILLS=N
 +
| notes=
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=LATEST
 +
| showTOC=Y
 +
| shipDNA=2006:5839;1:11325;1:16391;2:5849;2:35659;1:5445;1:5011;1:6809;5:31055;2:31360;1:2203;2:2173;3:23089;5:23097;5:23101;5:32006;20::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
 +
====Logistics====
  
Use Faction Missiles (even if you have T2 skills) due to the range bonus they provide
+
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
  
====Alpha Bird====
 
 
{{ShipFitting
 
{{ShipFitting
| ship=Kestrel
+
| ship=Exequror
| shipTypeID=602
+
| shipTypeID=634
| fitName=Light Missile Kiter
+
| fitName=Tweetfleet T2 Reps
| fitID=Light-Missile-Kiter
+
| fitID=Tweetfleet-T2-Reps
| low1name=Micro Auxiliary Power Core I
+
| low1name=Energized Kinetic Membrane II
| low1typeID=11563
+
| low1typeID=11249
| low2name=Nanofiber Internal Structure II
+
| low2name=800mm Steel Plates II
| low2typeID=2605
+
| low2typeID=20351
| mid1name=5MN Cold-Gas Enduring Microwarpdrive
+
| low3name=Energized Explosive Membrane II
| mid1typeID=5971
+
| low3typeID=11229
| mid2name=Medium Azeotropic Restrained Shield Extender
+
| low4name=Energized Adaptive Nano Membrane II
| mid2typeID=8433
+
| low4typeID=11269
| mid3name=J5 Enduring Warp Disruptor
+
| low5name=Damage Control II
| mid3typeID=5399
+
| low5typeID=2048
| mid4name=Parallel Enduring Target Painter
+
| low6name=Energized Thermal Membrane II
| mid4typeID=19812
+
| low6typeID=11259
| high1name=Light Missile Launcher II
+
| mid1name=Small Electrochemical Capacitor Booster I
| high1typeID=2404
+
| mid1typeID=5011
| high2name=Light Missile Launcher II
+
| mid2name=Small Electrochemical Capacitor Booster I
| high2typeID=2404
+
| mid2typeID=5011
| high3name=Light Missile Launcher II
+
| mid3name=Alumel-Wired Enduring Sensor Booster
| high3typeID=2404
+
| mid3typeID=6159
| high4name=Light Missile Launcher II
+
| mid4name=50MN Cold-Gas Enduring Microwarpdrive
| high4typeID=2404
+
| mid4typeID=5975
| rig1name=Small Warhead Calefaction Catalyst I
+
| high1name=Medium I-ax Enduring Remote Armor Repairer
| rig1typeID=31620
+
| high1typeID=16441
| rig2name=Small Warhead Calefaction Catalyst I
+
| high2name=Medium I-ax Enduring Remote Armor Repairer
| rig2typeID=31620
+
| high2typeID=16441
| charge1name=Caldari Navy Scourge Light Missile x500
+
| high3name=Medium I-ax Enduring Remote Armor Repairer
| charge1typeID=27361
+
| high3typeID=16441
| charge2name=Caldari Navy Inferno Light Missile x500
+
| rig1name=Medium Anti-Explosive Pump I
| charge2typeID=27371
+
| rig1typeID=31011
| charge3name=Nova Fury Light Missile x500
+
| rig2name=Medium Trimark Armor Pump I
| charge3typeID=24497
+
| rig2typeID=31055
| charge4name=Inferno Fury Light Missile x500
+
| rig3name=Medium Anti-EM Pump I
| charge4typeID=24499
+
| rig3typeID=30999
| charge5name=Caldari Navy Nova Light Missile x500
+
| drone1name=Medium Armor Maintenance Bot I x5
| charge5typeID=27381
+
| drone1typeID=23709
| charge6name=Caldari Navy Mjolnir Light Missile x500
+
| charge1name=Nanite Repair Paste x150
| charge6typeID=27387
+
| charge1typeID=28668
| charge7name=Mjolnir Fury Light Missile x500
+
| charge2name=Targeting Range Script x1
| charge7typeID=2613
+
| charge2typeID=29009
| rig3name=open
+
| charge3name=Scan Resolution Script x1
 +
| charge3typeID=29011
 +
| charge4name=Navy Cap Booster 400 x30
 +
| charge4typeID=32006
 +
| charge5name=ECCM Script x1
 +
| charge5typeID=41155
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
Line 83: Line 236:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=602:11563;1:2605;1:5971;1:8433;1:5399;1:19812;1:2404;4:31620;2:27361;500:27371;500:24497;500:24499;500:27381;500:27387;500:2613;500::
+
| shipDNA=634:11249;1:20351;1:11229;1:11269;1:2048;1:11259;1:5011;2:6159;1:5975;1:16441;3:31011;1:31055;1:30999;1:23709;5:28668;150:29009;1:29011;1:32006;30:41155;1::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
Line 89: Line 242:
 
====Support Ships====
 
====Support Ships====
  
The ability to spread EWAR through your mainline ships reduces the need for dedicated EWAR ships, however their bonused modules can still be very useful additions. In particular, ECM such as the [[Griffin]], can be very useful, as this is the one EWAR module which is inefficient when fitted on the Alpha Bird (due to the need to have a range of racial jammers)
+
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
 +
 
 +
{{ShipFitting
 +
| ship=Ashimmu
 +
| shipTypeID=17922
 +
| fitName=BLAP Support
 +
| fitID=BLAP-Support
 +
| low1name=Energized Explosive Membrane II
 +
| low1typeID=11229
 +
| low2name=Energized Kinetic Membrane II
 +
| low2typeID=11249
 +
| low3name=Energized Thermal Membrane II
 +
| low3typeID=11259
 +
| low4name=Energized Adaptive Nano Membrane II
 +
| low4typeID=11269
 +
| low5name=Damage Control II
 +
| low5typeID=2048
 +
| low6name=1600mm Steel Plates II
 +
| low6typeID=20353
 +
| mid1name=50MN Y-T8 Compact Microwarpdrive
 +
| mid1typeID=35659
 +
| mid2name=Stasis Webifier II
 +
| mid2typeID=527
 +
| mid3name=Stasis Webifier II
 +
| mid3typeID=527
 +
| mid4name=Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400
 +
| mid4typeID=4833
 +
| charge1name=Navy Cap Booster 400 x31
 +
| charge1typeID=32006
 +
| high1name=Medium Infectious Scoped Energy Neutralizer
 +
| high1typeID=16469
 +
| high2name=Medium Infectious Scoped Energy Neutralizer
 +
| high2typeID=16469
 +
| high3name=Medium Infectious Scoped Energy Neutralizer
 +
| high3typeID=16469
 +
| high4name=Medium Ghoul Compact Energy Nosferatu
 +
| high4typeID=16505
 +
| high5name=Medium Ghoul Compact Energy Nosferatu
 +
| high5typeID=16505
 +
| rig1name=Medium Ancillary Current Router I
 +
| rig1typeID=31360
 +
| rig2name=Medium Trimark Armor Pump I
 +
| rig2typeID=31055
 +
| rig3name=Medium Trimark Armor Pump I
 +
| rig3typeID=31055
 +
| drone1name=Infiltrator II x4
 +
| drone1typeID=2175
 +
| charge2name=open
 +
| charge3name=open
 +
| 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=17922:11229;1:11249;1:11259;1:11269;1:2048;1:20353;1:35659;1:527;2:4833;1:32006;31:16469;3:16505;2:31360;1:31055;2:2175;4::
 +
| fleetup=
 +
| alphacanuse=N
 +
}}
 +
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
 +
 
 +
{{ShipFitting
 +
| ship=Magus
 +
| shipTypeID=37483
 +
| fitName=Boy Wizard
 +
| fitID=Boy-Wizard
 +
| low1name=Dark Blood Adaptive Nano Plating
 +
| low1typeID=14003
 +
| low2name=Corpii B-Type Explosive Plating
 +
| low2typeID=18744
 +
| low3name=Damage Control II
 +
| low3typeID=2048
 +
| low4name=400mm Rolled Tungsten Compact Plates
 +
| low4typeID=11309
 +
| mid1name=1MN Y-S8 Compact Afterburner
 +
| mid1typeID=6001
 +
| mid2name=5MN Y-T8 Compact Microwarpdrive
 +
| mid2typeID=5973
 +
| mid3name=Micro Jump Field Generator
 +
| mid3typeID=37479
 +
| mid4name=Initiated Compact Warp Scrambler
 +
| mid4typeID=5445
 +
| high1name=Armor Command Burst II
 +
| high1typeID=43552
 +
| high2name=125mm Gatling AutoCannon II
 +
| high2typeID=2873
 +
| high3name=125mm Gatling AutoCannon II
 +
| high3typeID=2873
 +
| high4name=125mm Gatling AutoCannon II
 +
| high4typeID=2873
 +
| high5name=Skirmish Command Burst II
 +
| high5typeID=43556
 +
| rig1name=Small Command Processor I
 +
| rig1typeID=43894
 +
| rig2name=Small Trimark Armor Pump II
 +
| rig2typeID=31057
 +
| drone1name=Hobgoblin II x3
 +
| drone1typeID=2456
 +
| drone2name=Warrior II x5
 +
| drone2typeID=2488
 +
| drone3name=Hammerhead II x2
 +
| drone3typeID=2185
 +
| charge1name=Barrage S x2400
 +
| charge1typeID=12625
 +
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Interceptors as always for scouting

Revision as of 07:52, 20 November 2017

Template:FCC Links Template:FCC Doctrine Links

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 of close to 40k EHP, and move at a relatively good 1.5km/s, 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 20km, 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 (7km 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/Radio (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 39k EHP tank, 420 DPS with Multifrequency, and moves at 1.5km/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 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)


Pulse Omen
Omen: Pulse Omen
EFT
[Omen, Pulse Omen]
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

50MN Y-T8 Compact Microwarpdrive
Initiated Compact Warp Scrambler
Small Electrochemical Capacitor Booster I

Damage Control II
1600mm Steel Plates II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Heat Sink II
Heat Sink II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I


Infiltrator II x3
Acolyte II x2

Scorch M x5
Imperial Navy Multifrequency M x5
Imperial Navy Standard M x5
Imperial Navy Radio M x5
Navy Cap Booster 400 x20

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


T1 Pulse Omen copy
Omen: T1 Pulse Omen copy
EFT
[Omen, T1 Pulse Omen copy]
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I
Focused Modulated Pulse Energy Beam I

50MN Y-T8 Compact Microwarpdrive
Initiated Compact Warp Scrambler
Small Electrochemical Capacitor Booster I

IFFA Compact Damage Control
1600mm Rolled Tungsten Compact Plates
Prototype Energized Adaptive Nano Membrane I
Prototype Energized Adaptive Nano Membrane I
Extruded Compact Heat Sink
Extruded Compact Heat Sink

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Ancillary Current Router I


Acolyte I x2
Infiltrator I x3

Imperial Navy Multifrequency M x5
Imperial Navy Standard M x5
Imperial Navy Microwave M x5
Navy Cap Booster 400 x20

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FITTING DIFFICULTY
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LATEST
ALPHA CAN USE
NO
EFT
SKILLS
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RECOMMENDED SKILLS
NOTES

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


Tweetfleet T2 Reps
Exequror: Tweetfleet T2 Reps
EFT
[Exequror, Tweetfleet T2 Reps]
Medium I-ax Enduring Remote Armor Repairer
Medium I-ax Enduring Remote Armor Repairer
Medium I-ax Enduring Remote Armor Repairer

Small Electrochemical Capacitor Booster I
Small Electrochemical Capacitor Booster I
Alumel-Wired Enduring Sensor Booster
50MN Cold-Gas Enduring Microwarpdrive

Energized Kinetic Membrane II
800mm Steel Plates II
Energized Explosive Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Energized Thermal Membrane II

Medium Anti-Explosive Pump I
Medium Trimark Armor Pump I
Medium Anti-EM Pump I


Medium Armor Maintenance Bot I x5

Nanite Repair Paste x150
Targeting Range Script x1
Scan Resolution Script x1
Navy Cap Booster 400 x30
ECCM Script x1

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FITTING DIFFICULTY
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ALPHA CAN USE
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EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

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


BLAP Support
Ashimmu: BLAP Support
EFT
[Ashimmu, BLAP Support]
Medium Infectious Scoped Energy Neutralizer
Medium Infectious Scoped Energy Neutralizer
Medium Infectious Scoped Energy Neutralizer
Medium Ghoul Compact Energy Nosferatu
Medium Ghoul Compact Energy Nosferatu

50MN Y-T8 Compact Microwarpdrive
Stasis Webifier II
Stasis Webifier II
Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400

Energized Explosive Membrane II
Energized Kinetic Membrane II
Energized Thermal Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
1600mm Steel Plates II

Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Infiltrator II x4

Navy Cap Booster 400 x31

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

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


Boy Wizard
Magus: Boy Wizard
EFT
[Magus, Boy Wizard]
Armor Command Burst II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
125mm Gatling AutoCannon II
Skirmish Command Burst II

1MN Y-S8 Compact Afterburner
5MN Y-T8 Compact Microwarpdrive
Micro Jump Field Generator
Initiated Compact Warp Scrambler

Dark Blood Adaptive Nano Plating
Corpii B-Type Explosive Plating
Damage Control II
400mm Rolled Tungsten Compact Plates

Small Command Processor I
Small Trimark Armor Pump II


Hobgoblin II x3
Warrior II x5
Hammerhead II x2

Barrage S x2400
Armor Energizing Charge x300
Rapid Repair Charge x300
Armor Reinforcement Charge x300
Evasive Maneuvers Charge x300
Rapid Deployment Charge x300

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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Interceptors as always for scouting