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Oneiros: Difference between revisions

From EVE University Wiki
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Unlike a Guardian, an oneiros 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>  
Unlike a Guardian, an oneiros 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.  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. <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.  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>
* Large Fleet Support: <br><br> Your 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. <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.  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>
* 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.  If the fitting is there to capitalize on the effectiveness of Cap Boosters (meaning more reps per cap booster charge), then you will also have to fit a cap batty to prevent wasting cap that cant be held by your cruiser sized resivior.  This causes other fitting issues. <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.
* 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.