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Oneiros: Difference between revisions

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Fitting: - Added common fitting debates and reasonings
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|recommended3=
|notes= For general PVE, to include missions, Worm Holes, Complexes and scan sites.  The Tracking Link can be scripted to help increase effective DPS of your gun ships (Range bonus for Autocannon Ships, Tracking bonus for Rails / Blasters)  The repper is there to allow you to recover after warping away from too much NPC aggro.  You have 5x medium drones to assist with DPS and help ensure you collect rat bounties.
|notes= For general PVE, to include missions, Worm Holes, Complexes and scan sites.  The Tracking Link can be scripted to help increase effective DPS of your gun ships (Range bonus for Autocannon Ships, Tracking bonus for Rails / Blasters)  The repper is there to allow you to recover after warping away from too much NPC aggro.  You have 5x medium drones to assist with DPS and help ensure you collect rat bounties.
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* Fitting Theory: <br> <br>
<br><br>  This theory is aimed at helping logistic level IV pilots get up and running and avoid common mistakes.  Fitting a ship using logistics V is a very different animal since cap is no longer an issue.  If you have logistics V you should be experienced enough to understand how a logistics boat works and utilize your own or check up on battleclinic. <br><br>
Unlike a Guardian, an oneros doesn't ask "How many reppers will I be mounting today?" (in regards to reps vs cap transfer), but rather "What am I going to be doing today?"  The oneros simply doesn't have a set universal fitting, so when putting kit on you need to figure out what exactly your going to be doing with the ship. <br><br>
* Large Fleet Support: <br><br> Your not a guardian.  Don't try to be a guardian.  What you do have to match though is the range guardians sport with their large armor reppers.  That means you have to fit large armor reppers to reach battleships or support ships the 'anchor' may be just barely keeping in range at 60 km.  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.  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>
* Remote Repair Augmentors VS Cap Control Circuts: <br><br> A lot of newer players say the cap reduction modules are the way to go on a remote repair ship.  This is a valid statement for '''battleships''' not logistics pilots.  It is much more mathmatically efficient to get a logistic cruisers cap recharge rate over the cap usage of remote repair modules utilizing cap control circuts, cap rechargers and cap batteries.  Remote Repair Augmentors also slow your ship down, hurting your speed / signature tank, while doing nothing to improve your defensive capabilities.  If you really want to be cap stable, skip the Augmentor rigs and load two CC rigs. <br><br>
* Cap Batteries VS Cap Boosters: <br><br> Cap Batteries and Cap Boosters on the other hand is a difference of playstyle.  Cap Battaries 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 expexting 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==