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== Logistics Ships == | == Logistics Ships == | ||
Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race specializes in either cap-chain logistics, or not. It is important to note that capacitor chaining only works for | Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race specializes in either cap-chain logistics, or not. It is important to note that capacitor chaining only works for Logistics Cruisers; all frigate logistics ships, of all races, are "solo" logistics ships. | ||
:{| class="wikitable" style="text-align:center; margin-left:10px;" | :{| class="wikitable" style="text-align:center; margin-left:10px;" | ||
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|{{icon|minmatar|64|Minmatar}} | |{{icon|minmatar|64|Minmatar}} | ||
|style="font-size: 120%; background: DarkBlue"|Shield | |style="font-size: 120%; background: DarkBlue"|Shield | ||
|style="font-size: 120%; background: DarkSlateGrey"|Solo | |||
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|{{icon|triglavian|64|Triglavian}} | |||
|style="font-size: 120%; background: DarkRed"|Armor | |||
|style="font-size: 120%; background: DarkSlateGrey"|Solo | |style="font-size: 120%; background: DarkSlateGrey"|Solo | ||
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The cap-chain Tech II logistics cruisers are like their cap-chain Tech I relatives, in that they must work in groups, and they have enough capacitor to sustain a fit full of high-capacitor-demand modules. These cruisers have the broadest array of options in terms of modules they can fit. Tech II logistics pilots can fit faction, deadspace, or large-sized repair modules to the {{sh|Basilisk}} and {{sh|Guardian}} comfortably. These ships are strongest in large Tech II/III fleets, in high-skill PvE, and in medium-sized wormhole gangs where the group is expected to be able to handle incoming DPS. | The cap-chain Tech II logistics cruisers are like their cap-chain Tech I relatives, in that they must work in groups, and they have enough capacitor to sustain a fit full of high-capacitor-demand modules. These cruisers have the broadest array of options in terms of modules they can fit. Tech II logistics pilots can fit faction, deadspace, or large-sized repair modules to the {{sh|Basilisk}} and {{sh|Guardian}} comfortably. These ships are strongest in large Tech II/III fleets, in high-skill PvE, and in medium-sized wormhole gangs where the group is expected to be able to handle incoming DPS. | ||
===Triglavian Logistics Ships=== | |||
The Triglavian Collective offers a Tech I and a Tech II logistics ship: the {{sh|Rodiva}} and {{sh|Zarmazd}}. Both of these ships use the Heavy Mutadaptive Remote Armor Repairer, and both rely on local cap regeneration rather than a cap chain, however they have very different use cases than other logistics cruisers. The Rodiva acts similarly to an Exequeror or Oneiros, able to support a small gang either alone or in a pair, and can also somewhat defend itself using its drones. The Zarmazd has extremely thick armor, can apply high-powered repairs to an armor fleet, and brings a ridiculous range of other utilities, in particular including [[Smartbombs]] to push hostile drones away from friendly logistics ships. However, Triglavian logistics have a severe weakness relative to other logistics ships: when first activated, their single repair module is only as strong as 2 normal remote repair modules, and takes a full 90 seconds to reach its full strength (of ''5'' normal remote repair modules). This very long delay before reaching full strength means that Triglavian logistics are extremely bad at "catching" an allied ship when it first starts taking damage, and are thus also very bad at dealing with enemy fleets which change targets frequently. However, they can be very effective as secondary logistics ships, either at keeping a pre-selected allied ship alive against all opposition, or at holding an allied ship after it had been "caught" (by friendly Guardians most likely) thus freeing other logistics ships to be ready for a target swap, or at counteracting the slowly ramping damage of Triglavian Entropic Disintegrators. | |||
===Bonused and Unbonused Battleship Logistics=== | ===Bonused and Unbonused Battleship Logistics=== | ||