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Tanking: Difference between revisions

From EVE University Wiki
Hirmuolio Pine (talk | contribs)
Armor tanking modules: Ancillary armor repairers use full capacitor ammount even wiht paste
Shield tanking modules: Typos, Cleanup, and more information
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|[[File:Icon shield extender.png|link=|]]
|[[File:Icon shield extender.png|link=|]]
|'''Shield extenders''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used. For example medium shield extender on a frigate.
|'''Shield extenders''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example).  
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|[[File:Icon resists.png|link=|]]
|[[File:Icon resists.png|link=|]]
|'''Shield hardeners''' are active modules that increase ship's shield resists. Adaptive invulnerablility field increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
|'''Shield hardeners''' are active modules that increase ship's shield resists. Adaptive invulnerability field increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
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|[[File:Icon thermal amplifier.png|link=|]]
|[[File:Icon thermal amplifier.png|link=|]]
|'''Shield resistance amplifiers''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with apropriate shield compnsation skill. There is no resistance amplifier that increases all resist types like there is for armor.
|'''Shield resistance amplifiers''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
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|[[File:Icon shield glow.png|link=|]]
|[[File:Icon shield glow.png|link=|]]
|'''Shield boosters''' consume ship's capacitor and repair, or ''boost'', the shields in exchange. The repair happens at the beginning of the module cycle.
|'''Shield boosters''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.
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|[[File:Icon ancillary shield booster.png|link=|]]
|[[File:Icon ancillary shield booster.png|link=|]]
|'''Ancillary shield booster'''  works in the same way as a normal Shield Booster does: it transfers capacitor energy into shield HP, but it repairs a lot more shield HP per cycle than a normal Shield Booster does. Repairs around 40% more than a normal shield booster. Can be loaded with cap boosters. While the module has cap boosters loaded it uses no capacitor at all.  After the cap boosters run out the ancillary shield booster uses over three times more capacitor than a normal shield booster. Reloading the cap boosters takes one minute. During this time the ancillary shield booster can not be used. The size of used cap booster has no effect. The smallest useable cap booster should always be used to maximize number of cycles. With smallest navy cap boosters the ancillary shield booster always fits 10 charges. This module is used to get very high active repair for short duration. More than one ancillary shield booster can be fitted.
|'''Ancillary shield booster'''  provides a capacitor-free method of active shield tanking. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor to provide a below-average repair. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time and the cost of Capacitor Booster Charges.
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|[[File:Icon shield boost amplifier.png|link=|]]
|[[File:Icon shield boost amplifier.png|link=|]]
|'''Shield boost amplifiers''' are passive mid slot modules that increase shield booster repair ammount by around 30%. The fitting requirements are about same as on a medium shield booster. This makes these impractical for sub battleship hulls. The repair increase is without additional capacitor usage. If capacitor is limiting then a boost amplifier can be used instead of second shield booster.<br>
|'''Shield boost amplifiers''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]]
Doubles the module damage from overheating.
Shield Boosters.
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|[[File:RemoteShieldBoostIcon.png|link=|]]
|[[File:RemoteShieldBoostIcon.png|link=|]]
|'''Remote shield boosters''' use capacitor to repair shields of a single target. You must target lock the ship to be repaired, and that your cannot repair your own ship with a remote shield booster.  
|'''Remote shield boosters''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.
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|[[File:RemoteShieldBoostIcon.png|link=|]]
|[[File:RemoteShieldBoostIcon.png|link=|]]
|'''Ancillary emote shield boosters''' are remote shield boosters that can be loaded with cap boosters. The acnillary remote shield booster repairs considerably more than the normal remote shield booster and while it is loaded with cap boosters it consumes no capacitor at all. Without cap boosters this module uses humogonous ammount of capacitor making it impractical to use them without cap boosters.
|'''Ancillary remote shield boosters''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.
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|[[File:Icon capacitor recharger.png|link=|]]
|[[File:Icon capacitor recharger.png|link=|]]
|'''Capacitor power relays'''are not exactly a shield modules. Passive low slot engineering modules that increase capacitor recharge rate at the expense of reduced shield booster repair ammount. Thse modules are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
|'''Capacitor power relays'''are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
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|[[File:Module icon shield rig tech1.png|link=|]]
|[[File:Module icon shield rig tech1.png|link=|]]
|'''Rigs'''
|'''Rigs'''
* Core defense field extenders increase shield capacity by a percentage ammount.  
* Core defense field extenders increase shield capacity by a percentage amount. They are popular on PvP fits, and thus are a bit more expensive due to the high demand.
* Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.
* Core defense field purgers increase the shield recharge rate. It is however, a lot more effective than a Shield Recharger, and is a staple on almost all passively-tanked ships.
* Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnurable to these damage types.
* Screen reinforcers increases a ship resistance to single type of damage. The most commonly used is the anti-EM and anti-thermal reinforcers as the shields are naturally vulnurable to these damage types.
* Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement
* Core defense capacitor safeguards make a shield booster run more efficiently reducing the cap requirement.
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armour equivalent, usually ignored in favour of a boost amplifier module.
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. Much cheaper than the general PG upgrade rig.
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig
* For active shield fits capacitor will be a major concern and many will rely on a capacitor control circuit I to make the tank work.
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* Slot 9: Zainou 'Gnome' Shield Operation SP-9XX series increases shield recharge rate. useful for passive tanks.
* Slot 9: Zainou 'Gnome' Shield Operation SP-9XX series increases shield recharge rate. useful for passive tanks.
* You can also pick up the 'Crystal' pirate implant set for a large amount of ISK.  This is a set of 6 implants that fit in slots 1-6, and taken together will increase your active shield boosting rates to fantastic levels. The 'Crystal' set comes in high-grade, mid-grade, and low-grade versions, low-grade being for the poor people out there that can't afford the real deal. You can mix and match from different grade sets for a final boost bonus somewhere in between the two values stated on the presentation.
* You can also pick up the 'Crystal' pirate implant set for a large amount of ISK.  This is a set of 6 implants that fit in slots 1-6, and taken together will increase your active shield boosting rates to fantastic levels. The 'Crystal' set comes in high-grade, mid-grade, and low-grade versions, low-grade being for the poor people out there that can't afford the real deal. You can mix and match from different grade sets for a final boost bonus somewhere in between the two values stated on the presentation.
* Unlike the armor 'Slave' set implants, there are no slot 1~6 implant sets that increase total shield hitpoints.
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|[[File:Icon blue pill.png|link=|]]
|[[File:Icon blue pill.png|link=|]]
|'''Blue Pill''' medical booster greatly increases the ship's active shield boosting ammount.
|'''Blue Pill''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity.  
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