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The oneros simply doesn't have a set universal fitting like its cousin the dual gardian setup. When putting kit on your ship need to figure out what exactly your 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> | The oneros simply doesn't have a set universal fitting like its cousin the dual gardian setup. When putting kit on your ship need to figure out what exactly your 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> 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. If you know your going to be in a close quaters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow. <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. If you know your going to be in a close quaters fleet, try to fit 1 large and 3 medium reppers if your powergrid will allow. <br><br> | ||
* 800mm Vs 1600mm plate:<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> | * 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> | ||
* Remote Repair Augmentors VS Cap Control Circuts: <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 mathmatically 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> | * Remote Repair Augmentors VS Cap Control Circuts: <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 mathmatically 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 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. | ||