Pages: [1]
|
 |
|
Author
|
Topic: PvE Omen Setup (Read 4405 times)
|
Raging Turtle
Terracotta Army
Posts: 1885
|
For level 2 missions:
High: 4x Medium Pulse Laser 1 (small gun) using Gammas, 1x Medium named Nos Medium: 10mn AB, Named Webber, 15% cap recharger Low: Med Armor Rep (need to get a named), 2x Heat Sink I, 400mm nano plate, 800mm Nano plate
I feel like I'm not using this ship to its full potential. The extra armor buys me enough time to do some damage, but just barely. Even with the recharger, the armor rep eats through my cap in no time. I'm tempted to drop the Nos for a rocket launcher, but I worry that I'll lose a chunk of necessary cap. Thinking about swapping out the 400mm plate for an adaptive nano membrane, see how it does.
I use small guns because I'm training small energy turrents up to V and my missions are filled with frigate sized targets anyway.
Thoughts?
|
|
|
|
gimpyone
Terracotta Army
Posts: 592
|
Why the double plates?
|
|
|
|
Raging Turtle
Terracotta Army
Posts: 1885
|
More armor = more gooder.
Takes about 3 hours to align for warp though.
|
|
|
|
gimpyone
Terracotta Army
Posts: 592
|
Omen - Vanguard design Purpose: A vanguard omen is meant to be on the front lines quickly, able to deliver devestating damage to cruiser-class ships and higher. It's philosophy is to kill the target before the target can eliminate the omen. It is not meant for solo PvP, can be used for low-sec PvE, but is highly recommended in a situation where there is a supporting interceptor or frigate pilot to scramble and/or web the primary target.
Highs: 2xHeavy Pulse Laser I 2xFocused Pulse Laser I 1xAssault Missile Launcher I
Reasoning: I didn't put a full rack of heavy pulses because the extra powergrid is certainly appreciated, but moreso the extra CPU is GREATLY appreciated. The Assault launcher holds more missiles than the standard launcher and I did not choose the rocket launcher because of it's short range (4,500m in a straight line) while my guns have a 5.5k range. The longer range on the missiles may mean slightly less Damage over Time when compared to rockets, but that additional range allows basic anti-frigate coverfire when combined with drones. Flameburst missiles for the all-around useful thermal damage. Multifrequency crystals for damage, Microwave crystals for the closing. Consider using Gamma crystals instead of Multifrequency if your capacitor skills are not up to par. Similar damage but at a reduced capacitor cost.
Mediums: 1x10mn Afterburner I 2xCap Recharger I
Reasoning:The AB is a must for closing purposes, putting the Omen's top speed at over 400m/s. A MWD is not possible due to initial Powergrid and CPU requirements, but a trained pilot with Electronics V and Engineering V could squeeze it on. The initial reason for choosing the AB over the MWD is because of the capacitor cost and size of your signature radius. Because it is not meant to heavily tank, that initial incoming damage when you engage your primary could mean you are up in flames before you can open fire. Again, MWD is possible, but use with extreme caution. The two Cap Rechargers are to help counter a medium NOS, help sustain the pulses, and helps to ensure that your emergency repairer has enough juice to keep things ticking. Remember, no webber or scrambler needed. That isn't the role of this design.
Lows: 1xSmall Armor Repairer I 1x200mm Reinforced Steel Plate I 3xHeat Sink I
Reasoning: With the ship's design meant to focus primarily on damage, tanking becomes a secondary. With a Small Armor Repairer and a 200mm plate, the natural battle-endurance of the ship is increased to give the ship a buffer during it's initial approach and time for the armor repairer to activate. It isn't meant to hold for long against focused fire, just long enough for the target to warp away in their escape pod. And naturally, the three heat sinks give the guns an incredible Rate of Fire and additional Damage Modifier without letting the stacking penalty take too much of an effect. With those three you shoot ~.5 seconds (half a second) faster on the Focused Pulse Laser I's, and ~0.65 seconds faster (over half a second) faster on the Heavy Pulse Laser I's. The damage mod jumps up 0.439 on the Focused Pulse Lasers, and a jump of 0.659 on the Heavy Pulse Lasers. With additional levels in cruiser the Rate of Fire will go even higher, resulting not only in a great deal of Damage over Time, but excellent Damage per Second.
Drone Bay: 3xWarrior Light Scout Drones
Reasoning: A much higher orbital speed than even hornets to help evade normal enemy frigate turret fire, the warriors also deal explosive damage. With the assault launcher, shield elimination of frigates-interceptors will be simple enough, leaving the warriors to break the frigates armor tank (the most common form of tanking).
|
|
|
|
Raging Turtle
Terracotta Army
Posts: 1885
|
I've seen that build on the boards. I'm sure it works great for pvp damage and belt ratting, but there's no way I could tank the 10-20 frigates in some of these missions with that little armor. Plus my missle skills and drone skills are next to nothing.
|
|
|
|
gimpyone
Terracotta Army
Posts: 592
|
I habve no armor plates on my rupture, just energized resist.
|
|
|
|
Hoax
Terracotta Army
Posts: 8110
l33t kiddie
|
If your not using active hardeners versus npc's your gimping yourself, well depending on what you are fighting. Several npc factions only do two damage types, which means you drop two hardeners and you've got damn good resist levels.
|
A nation consists of its laws. A nation does not consist of its situation at a given time. If an individual's morals are situational, then that individual is without morals. If a nation's laws are situational, that nation has no laws, and soon isn't a nation. -William Gibson
|
|
|
|
Pages: [1]
|
|
|
 |