Difference between revisions of "Oneiros"
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− | * SHIP ATTRIBUTES SECTION (last update : | + | * SHIP ATTRIBUTES SECTION (last update : 2019-10-15) |
------------------------------------------------------------- | ------------------------------------------------------------- | ||
* on editing the attributes, please make sure that you don't | * on editing the attributes, please make sure that you don't | ||
− | * leave/ | + | * leave/mistype any tags required. please follow the same |
* format below and edit only the values (after the = sign). | * format below and edit only the values (after the = sign). | ||
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Line 10: | Line 10: | ||
| shipimg=Oneiros.jpg | | shipimg=Oneiros.jpg | ||
| shipname=Oneiros | | shipname=Oneiros | ||
− | + | | class=Logistics Cruiser | |
− | | class=Logistics | + | | grouping=Logistics Cruisers |
− | | grouping=Logistics | ||
| hulltype=Exequror Class | | hulltype=Exequror Class | ||
− | | faction=Gallente Federation | + | | faction=Gallente Federation |
− | + | | variations={{Ship|Exequror}}, {{Ship|Exequror Navy Issue}} | |
− | + | | tech=2 | |
− | | variations={{Ship|Exequror | ||
− | | tech=2 | ||
− | |||
| powergrid=1,050 MW | | powergrid=1,050 MW | ||
| cpu=370 tf | | cpu=370 tf | ||
− | | capacitor=1, | + | | capacitor=1,925 GJ |
| highs=4 | | highs=4 | ||
| turrets=2 | | turrets=2 | ||
Line 29: | Line 25: | ||
| lows=5 | | lows=5 | ||
| mass=13,160,000 kg | | mass=13,160,000 kg | ||
− | | volume=113,000 | + | | volume=113,000 m³ |
− | | cargohold=600 | + | | cargohold=600 m³ |
| extrahold= | | extrahold= | ||
| extraholdtype= | | extraholdtype= | ||
− | | dronebay=50 | + | | dronebay=50 m³ |
| bandwidth=50 Mbit/sec | | bandwidth=50 Mbit/sec | ||
− | | info= | + | | quote=Choose to work together, and you choose victory. |
− | | bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br> | + | | quote_attribution=President Jacus Roden |
+ | | info=Designed specifically as an armor augmenter, the Oneiros provides added defensive muscle to fighters on the front lines. Additionally, its own formidable defenses make it a tough nut to crack. Breaking through a formation supported by an Oneiros is no mean feat. | ||
+ | |||
+ | Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros. Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations.<br><br> | ||
+ | | bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>5% bonus to Remote Tracking Computer falloff<br>20% bonus to Logistic Drone transfer amount<br>60% bonus to Remote Armor Repairer optimal range and falloff<br><b>Logistics bonuses (per skill level):</b><br>15% reduction in Remote Armor Repairer activation cost<br>10% bonus to Remote Tracking Computer effectiveness<br><b>Role Bonus:</b><br>65% reduction in Remote Armor Repairer powergrid requirement<br> | ||
| structurehp=2,285 HP | | structurehp=2,285 HP | ||
| shieldhp=1,280 HP | | shieldhp=1,280 HP | ||
Line 50: | Line 50: | ||
| maxvelocity=230 m/sec | | maxvelocity=230 m/sec | ||
| inertia=0.615 | | inertia=0.615 | ||
− | | warpspeed= | + | | warpspeed=4.5 AU/s |
| warptime=11.22 s | | warptime=11.22 s | ||
| targetrange=70.00 km | | targetrange=70.00 km | ||
Line 59: | Line 59: | ||
| scanres=365 mm | | scanres=365 mm | ||
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}} | | reqskills=*{{RequiredSkill|Gallente Cruiser|V}} | ||
− | **{{RequiredSkill|Spaceship Command|II}} | + | ** {{RequiredSkill|Spaceship Command|II}} |
− | **{{RequiredSkill|Gallente Destroyer|III}} | + | ** {{RequiredSkill|Gallente Destroyer|III}} |
− | ***{{RequiredSkill|Gallente Frigate|III}} | + | *** {{RequiredSkill|Gallente Frigate|III}} |
− | ****{{RequiredSkill|Spaceship Command|I}} | + | **** {{RequiredSkill|Spaceship Command|I}} |
− | *{{RequiredSkill|Logistics|I}} | + | * {{RequiredSkill|Logistics Cruisers|I}} |
− | **{{RequiredSkill|Spaceship Command|III}} | + | ** {{RequiredSkill|Spaceship Command|III}} |
− | **{{RequiredSkill|Signature Analysis|V}} | + | ** {{RequiredSkill|Signature Analysis|V}} |
− | ***{{RequiredSkill|CPU Management|I}} | + | *** {{RequiredSkill|CPU Management|I}} |
− | **{{RequiredSkill|Long Range Targeting|V}} | + | ** {{RequiredSkill|Long Range Targeting|V}} |
− | ***{{RequiredSkill|CPU Management|II}} | + | *** {{RequiredSkill|CPU Management|II}} |
| totaltraintime=48d 9h 37m 10s | | totaltraintime=48d 9h 37m 10s | ||
| forumlinks= | | forumlinks= | ||
| wikireferences= | | wikireferences= | ||
− | | externallinks= | + | | externallinks= |
| highlights1= | | highlights1= | ||
| highlights2= | | highlights2= | ||
Line 84: | Line 84: | ||
-------------------------------------------------------------------------------------------> | -------------------------------------------------------------------------------------------> | ||
− | ==Summary== | + | == Summary == |
− | The Oneiros was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. | + | The '''Oneiros''' was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. In contrast to the [[Guardian]], the Oneiros does not cap transfer with other logistics ships and is fit to cover its own capacitor needs. This makes an Oneiros more vulnerable to neuting than a Guardian and have more exacting skill requirements to fit for cap stability. To make up for this the Oneiros is quite a bit faster than the Guardian and has an expanded drone bay. |
− | ==Skills== | + | == Skills == |
− | As with any T2 cruiser hull, the | + | As with any T2 cruiser hull, the Oneiros is skill intensive and is not recomended for low skill pilots. |
− | The ship description itself gives an excellent starting point: | + | The ship description itself gives an excellent starting point: |
Line 99: | Line 99: | ||
It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation:<br><br> | It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation:<br><br> | ||
− | * Logistics IV – The heavy capacitor use of remote repair modules are difficult to overcome without this. <br> | + | * {{sk|Logistics Cruisers|IV}} – The heavy capacitor use of remote repair modules are difficult to overcome without this. <br> |
* Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots <br> | * Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots <br> | ||
* High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times <br><br> | * High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times <br><br> | ||
Line 105: | Line 105: | ||
Additional Tanking / Fitting skills: <br><br> | Additional Tanking / Fitting skills: <br><br> | ||
− | * | + | * {{sk|CPU Management|V}} - To maximize available CPU <br> |
− | * | + | * {{sk|Power Grid Management|V}} - To maximize available powergrid <br> |
− | * Hull Upgrades V – To Fit T2 armor tank modules<br> | + | * {{sk|Hull Upgrades|V}} – To Fit T2 armor tank modules<br> |
* Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive <br> | * Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive <br> | ||
− | * Jury Rigging III – To fit Cap Control Rigs and Ancillary Current Routers <br> | + | * {{sk|Jury Rigging|III}} – To fit Cap Control Rigs and Ancillary Current Routers <br> |
− | * Armor Rigging III – To fit Armor Rigs and diminish their speed drawbacks <br><br> | + | * {{sk|Armor Rigging|III}} – To fit Armor Rigs and diminish their speed drawbacks <br><br> |
Utility Skills: <br><br> | Utility Skills: <br><br> | ||
− | * Electronic Warfare IV – To Fit T2 ECCM modules <br> | + | * {{sk|Electronic Warfare|IV}} – To Fit T2 ECCM modules <br> |
− | * Sensor Linking IV – To fit Tracking Links (uncommon fits) <br> | + | * {{sk|Sensor Linking|IV}} – To fit Tracking Links (uncommon fits) <br> |
− | * Drones V – To enable a full flight of five drones <br> | + | * {{sk|Drones|V}} – To enable a full flight of five drones <br> |
− | * | + | * {{sk|Advanced Drone Avionics|II}} – To use ECCM Drones <br> |
− | * Repair Drone Operation IV or V – To field T1 or T2 repair Drones | + | * {{sk|Repair Drone Operation}} IV or V – To field T1 or T2 repair Drones |
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== Fitting Theory: == | == Fitting Theory: == | ||
− | <br><br> | + | <br><br> The following is aimed at helping logistics cruisers level IV pilots get up and running and avoid common mistakes. Fitting a ship using logistics cruisers V is a very different animal since you no longer have to bend over backwards to solve cap issues. By the time you reach Logistics Cruisers Level V you should have a good idea about what works or understand which fits from battle clinic are solid fits, and which ones are EFT theory crafting. <br><br> |
− | The | + | The Onerios simply doesn't have a set universal fitting like its cousin the dual guardian setup. When putting kit on your ship you need to figure out what exactly you're going to be doing with the ship. Also ask yourself: Should I bring this, or another Damage Ship? Would ECM be a stronger choice to mitigate damage? A good rule of thumb is that if your hull is the most expensive ship in the fleet composition, go home and get another boat.<br><br> |
− | * Large Fleet Support: <br><br> You're not a guardian. | + | * Large Fleet Support: <br><br> You're not a guardian. Don't try to be a guardian. However, you have to match a guardian on the range it sports with their large armor reppers. That means you have to fit large armor reppers as well. No way to get around that. FC's like to park battleships or heavy interdictors out at range from the core of the fleet. The 'anchor' may be positioning fleet logi in range at 60 km and you have to be able to apply reps to those ships the same as a guardian. If you know you're going to be in a close quarters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow. <br><br> |
− | * 800mm Vs 1600mm plate:<br><br> | + | * 800mm Vs 1600mm plate:<br><br> There is a debate here whether you want to fit an 800mm plate to squeeze a 4th Large Remote Rep into that last high slot. This is not recomended unless you have logistics V. It increases the likely hood that you will be alpha'd (Instantly killed by a coodinated attack) and oneiros logistics IV pilots have no hope of running that 4th repper for more than 20 seconds before going cap dead, requiring them to break a guardian cap chain to get back in the action. <br><br> |
− | * Fit a propulsion module and keep moving: <br><br> The | + | * Fit a propulsion module and keep moving: <br><br> The Oneiros has a relatively small signature radius and strong resistances. Because of that, as long as the boat is moving it is taking less damage from all forms of damage. Some players will forgo their prop module in favor of an additional cap recharger or to save on PG to fit that last large repper. That is a good way to be killed very quickly, making all four of your repair modules inactive. You're not a guardian, you can't fit your boat that way. <br><br> |
− | * Remote Repair Augmentors VS Cap Control | + | * Remote Repair Augmentors VS Cap Control Circuits: <br><br> A lot of newer players try to use remote repair - cap reduction rigs on their logistics. This is a valid strategy for '''battleships''' not logistics pilots. It is mathematically easier to get a logistics ship cap stable using cap rigs, cap rechargers, cap batteries or cap boosters. Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities. <br><br> |
− | * Cap Batteries VS Cap Boosters: <br><br> Cap Batteries and Cap Boosters on the other hand is a difference of playstyle. | + | * Cap Batteries VS Cap Boosters: <br><br> Cap Batteries and Cap Boosters on the other hand is a difference of playstyle. Cap Batteries are great for increasing overall cap, which can easily push a logi cruiser into cap stability with all reppers going. This is for when you are expecting prolonged and continual fleet operations and you may or may not be able to refil on those space hogging cap booster 800's. Cap Boosters on the other hand are great to load up if you are expecting to be neuted, or you are trying to run a large remote armor rep fit. As a logi IV pilot it is one of the very few ways to keep all four of those LAR's running and still keep some defensive modules in your lows to stay alive. The big drawback to a fit utilizing Cap Boosters is that once you are out, you are done repping. |
− | ==Tactics== | + | == Tactics == |
The tactics you use will depend on the fit and the fleet composition that you are flying in.<br><br> | The tactics you use will depend on the fit and the fleet composition that you are flying in.<br><br> | ||
− | * Large Fleets (30-255 pilots): <br><br> If you are in a large fleet using an oneiros, you are there as a supplemental pilot to the guardians. | + | * Large Fleets (30-255 pilots): <br><br> If you are in a large fleet using an oneiros, you are there as a supplemental pilot to the guardians. Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do. Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts. FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders. Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance. This means whenever you are on grid with that person you orbit them at the specified distance. The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive. <br><br> |
− | * Micro Fleets | + | * Micro Fleets (5-30 pilots): <br><br> You have a lot to juggle with this. If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat. If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap. Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in. Warp to your fleet at 30-40km. You need range from your targets to keep you safe. Put your ECM drones on the highest DPS target out there and do your best to stay out of web range.<br><br> It takes a lot of courage to fly in a small gang as a solo oneiros pilot as you will be primaried in every engagement by the enemy fleet and ewar. If done correctly you can allow your squad to take on fleets larger / more powerful than what your squad composition would suggest.<br><br> |
− | * PVE: <br><br> This is a lot easier than the PVP situations. | + | * PVE: <br><br> This is a lot easier than the PVP situations. Your biggest threat in PVE are NPC’s that web and scramble you. Use your broadcast target command to flag any ship that has a web or scram and have your fleet take those out asap. Keep your ship moving. Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly. Make sure your squad mates are all on your watch list and keep them in range. Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away. Take a minute to rep up then re-join the fight. |
− | ==Notes== | + | == Notes == |
There are indications that the Oneiros will change significantly in the next expansion. | There are indications that the Oneiros will change significantly in the next expansion. | ||
− | {{ShipsMatrix}} | + | In ancient Greek mythology, Oneiros was a deity personifying and/or controlling dreams; his name was also the classical Greek word for "dream". |
− | + | ||
+ | == Patch History == | ||
+ | {{Expansion past| | ||
+ | '''October 2019 Release - 2019-10-15.1''' | ||
+ | |||
+ | ''Every Cruiser, Battlecruiser and Battleship now warps faster than before.'' | ||
+ | |||
+ | * Warp Speed increased from 3.3 AU/s to 4.5 AU/s (+1.2 AU/s) | ||
+ | }} | ||
+ | |||
+ | {{ShipsMatrix|expgroup=cruisers}} | ||
+ | |||
+ | [[Category:Ship Database]] | ||
+ | [[Category:Logistics Cruisers]] |
Latest revision as of 23:48, 16 November 2024
RELATED UNI-WIKI REFERENCES
|
Choose to work together, and you choose victory.
Deciding that added defensive capabilities would serve to strengthen the overall effectiveness of Gallente ships, who traditionally have favored pure firepower over other aspects, Roden Shipyards came up with the Oneiros. Intrigued, Gallente Navy officials are reportedly considering incorporating this powerful defender into their fleet formations. SHIP BONUSES
Gallente Cruiser bonuses (per skill level):
Ship Attributes
|
Summary
The Oneiros was previously considered by far the weakest of the logistic boats because of a lack of low slots and low power grid that severely restricted its tank, however that changed with a rebalance in late 2011. In contrast to the Guardian, the Oneiros does not cap transfer with other logistics ships and is fit to cover its own capacitor needs. This makes an Oneiros more vulnerable to neuting than a Guardian and have more exacting skill requirements to fit for cap stability. To make up for this the Oneiros is quite a bit faster than the Guardian and has an expanded drone bay.
Skills
As with any T2 cruiser hull, the Oneiros is skill intensive and is not recomended for low skill pilots.
The ship description itself gives an excellent starting point:
- Core Competency - Standard [Certificate]
- Armor Tanking - Standard [Certificate]
- Logistics Chief - Standard [Certificate]
It is highly recommended that you acquire a few more skill sets before committing a 150 million-isk ship into a combat situation:
- Logistics Cruisers IV – The heavy capacitor use of remote repair modules are difficult to overcome without this.
- Core Capacitor Elite [Certificate] – Capacitor skills are critical to logi pilots
- High Velocity Helmsman Standard [Certificate] – Allows for the use of Afterburners and ensures good align times
Additional Tanking / Fitting skills:
- CPU Management V - To maximize available CPU
- Power Grid Management V - To maximize available powergrid
- Hull Upgrades V – To Fit T2 armor tank modules
- Armor Compensation skills to IV: EM, Thermal, Kenetic and Explosive
- Jury Rigging III – To fit Cap Control Rigs and Ancillary Current Routers
- Armor Rigging III – To fit Armor Rigs and diminish their speed drawbacks
Utility Skills:
- Electronic Warfare IV – To Fit T2 ECCM modules
- Sensor Linking IV – To fit Tracking Links (uncommon fits)
- Drones V – To enable a full flight of five drones
- Advanced Drone Avionics II – To use ECCM Drones
- Repair Drone Operation IV or V – To field T1 or T2 repair Drones
Fitting Theory:
The following is aimed at helping logistics cruisers level IV pilots get up and running and avoid common mistakes. Fitting a ship using logistics cruisers V is a very different animal since you no longer have to bend over backwards to solve cap issues. By the time you reach Logistics Cruisers Level V you should have a good idea about what works or understand which fits from battle clinic are solid fits, and which ones are EFT theory crafting.
The Onerios simply doesn't have a set universal fitting like its cousin the dual guardian setup. When putting kit on your ship you need to figure out what exactly you're going to be doing with the ship. Also ask yourself: Should I bring this, or another Damage Ship? Would ECM be a stronger choice to mitigate damage? A good rule of thumb is that if your hull is the most expensive ship in the fleet composition, go home and get another boat.
- Large Fleet Support:
You're not a guardian. Don't try to be a guardian. However, you have to match a guardian on the range it sports with their large armor reppers. That means you have to fit large armor reppers as well. No way to get around that. FC's like to park battleships or heavy interdictors out at range from the core of the fleet. The 'anchor' may be positioning fleet logi in range at 60 km and you have to be able to apply reps to those ships the same as a guardian. If you know you're going to be in a close quarters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow. - 800mm Vs 1600mm plate:
There is a debate here whether you want to fit an 800mm plate to squeeze a 4th Large Remote Rep into that last high slot. This is not recomended unless you have logistics V. It increases the likely hood that you will be alpha'd (Instantly killed by a coodinated attack) and oneiros logistics IV pilots have no hope of running that 4th repper for more than 20 seconds before going cap dead, requiring them to break a guardian cap chain to get back in the action. - Fit a propulsion module and keep moving:
The Oneiros has a relatively small signature radius and strong resistances. Because of that, as long as the boat is moving it is taking less damage from all forms of damage. Some players will forgo their prop module in favor of an additional cap recharger or to save on PG to fit that last large repper. That is a good way to be killed very quickly, making all four of your repair modules inactive. You're not a guardian, you can't fit your boat that way. - Remote Repair Augmentors VS Cap Control Circuits:
A lot of newer players try to use remote repair - cap reduction rigs on their logistics. This is a valid strategy for battleships not logistics pilots. It is mathematically easier to get a logistics ship cap stable using cap rigs, cap rechargers, cap batteries or cap boosters. Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities. - Cap Batteries VS Cap Boosters:
Cap Batteries and Cap Boosters on the other hand is a difference of playstyle. Cap Batteries are great for increasing overall cap, which can easily push a logi cruiser into cap stability with all reppers going. This is for when you are expecting prolonged and continual fleet operations and you may or may not be able to refil on those space hogging cap booster 800's. Cap Boosters on the other hand are great to load up if you are expecting to be neuted, or you are trying to run a large remote armor rep fit. As a logi IV pilot it is one of the very few ways to keep all four of those LAR's running and still keep some defensive modules in your lows to stay alive. The big drawback to a fit utilizing Cap Boosters is that once you are out, you are done repping.
Tactics
The tactics you use will depend on the fit and the fleet composition that you are flying in.
- Large Fleets (30-255 pilots):
If you are in a large fleet using an oneiros, you are there as a supplemental pilot to the guardians. Ensure that you are NOT part of the cap transfer chains those pilots will be setting up, you don’t need it as much as they do. Remember to add two other logi pilots and the fleet commander to your watch list and have your broadcast window open so you know who to start repping when the fight starts. FC’s will have their logis stay with the fleet at all times, so pay attention to warp and jump orders. Most fleet commanders in this situation will tell you to ‘anchor’ down on someone at a set distance. This means whenever you are on grid with that person you orbit them at the specified distance. The anchor will ensure that all the logistics pilots are in the right place to rep the fleet, you just concentrate on keeping everyone alive. - Micro Fleets (5-30 pilots):
You have a lot to juggle with this. If your fleet is small enough, add everyone to your watch list and lock up everyone when you are on grid, whether or not you are in combat. If anyone automatically locks you back, have them shut off their auto targeting option to prevent a blue on blue misshap. Your Squad leader will either have you stay on grid with the group, or in an ambush situation, you will be the last person to warp in. Warp to your fleet at 30-40km. You need range from your targets to keep you safe. Put your ECM drones on the highest DPS target out there and do your best to stay out of web range.
It takes a lot of courage to fly in a small gang as a solo oneiros pilot as you will be primaried in every engagement by the enemy fleet and ewar. If done correctly you can allow your squad to take on fleets larger / more powerful than what your squad composition would suggest. - PVE:
This is a lot easier than the PVP situations. Your biggest threat in PVE are NPC’s that web and scramble you. Use your broadcast target command to flag any ship that has a web or scram and have your fleet take those out asap. Keep your ship moving. Your small signature radius and high resistances allow you to tank most level IV’s solo if you fly correctly. Make sure your squad mates are all on your watch list and keep them in range. Know your agro spawns and if you do start taking damage, tell your fleet over com’s and warp away. Take a minute to rep up then re-join the fight.
Notes
There are indications that the Oneiros will change significantly in the next expansion.
In ancient Greek mythology, Oneiros was a deity personifying and/or controlling dreams; his name was also the classical Greek word for "dream".
Patch History
A long, long time ago... |
---|
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
|