User:Breeze one/sandbox2

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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