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→Remote Repair: Comparing Shield, Armor, and Hull: swapped icon |
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*<span style="color: yellow">Remote armor repairers have longer optimal range than remote shield boosters.</span> Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships. As the chart shows, ship-bonused armor repairers have fairly long optimal range, and an {{sh|Exequror}}—a Tech I armor logistics cruiser—can apply full armor repairs from 50 km away. The optimal range of a {{sh|Scythe}}, the matching Tech I shield logistics cruiser, is less than two-thirds as long. As a result, it is easier to keep armor-repairing ships out of harm's way than it is shield-repairing ships. | *<span style="color: yellow">Remote armor repairers have longer optimal range than remote shield boosters.</span> Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships. As the chart shows, ship-bonused armor repairers have fairly long optimal range, and an {{sh|Exequror}}—a Tech I armor logistics cruiser—can apply full armor repairs from 50 km away. The optimal range of a {{sh|Scythe}}, the matching Tech I shield logistics cruiser, is less than two-thirds as long. As a result, it is easier to keep armor-repairing ships out of harm's way than it is shield-repairing ships. | ||
*<span style="color: yellow">Because shield boosters deliver HP at the beginning of the module cycle, no cycles are wasted.</span> Armor repairers, by contrast, deliver repairs at the end of the module cycle. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, each module's repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. This never happens with remote shield boosters, because a shield booster delivers HP at the beginning its module cycle. This may sound like an unusual situation—how is it possible that a ship is destroyed in just 6 seconds? In fact, this happens frequently in large fleet fights, where tens of opponent damage dealers are focusing fire on a single ship. But wasted cycles also affect longer fights, where each wasted cycle diminishes the overall, average efficiency of repairs. Not only does shield repair involve no wasted cycles, but because shield disappears before armor, shield logistics pilots have a little more time to rescue their fleetmates than armor logistics pilots do. As a result, shield logistics is better than armor in very large fleet engagements, or in any situation where you expect your fleetmates to die quickly. | *<span style="color: yellow">Because shield boosters deliver HP at the beginning of the module cycle, no cycles are wasted.</span> Armor repairers, by contrast, deliver repairs at the end of the module cycle. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, each module's repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. This never happens with remote shield boosters, because a shield booster delivers HP at the beginning of its module cycle. This may sound like an unusual situation—how is it possible that a ship is destroyed in just 6 seconds? In fact, this happens frequently in large fleet fights, where tens of opponent damage dealers are focusing fire on a single ship. But wasted cycles also affect longer fights, where each wasted cycle diminishes the overall, average efficiency of repairs. Not only does shield repair involve no wasted cycles, but because shield disappears before armor, shield logistics pilots have a little more time to rescue their fleetmates than armor logistics pilots do. As a result, shield logistics is better than armor in very large fleet engagements, or in any situation where you expect your fleetmates to die quickly. | ||
*<span style="color: yellow">Remote shield boosters deliver more HP/cycle, so they have more repair "alpha".</span> Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers—they repair more damage, right away. | *<span style="color: yellow">Remote shield boosters deliver more HP/cycle, so they have more repair "alpha".</span> Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers—they repair more damage, right away. | ||