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*How to decide whether a ship is better armor or shield tanked | *How to decide whether a ship is better armor or shield tanked | ||
*Why slot layout tends to dictate this | *Why slot layout tends to dictate this | ||
== The Golden Rules == | |||
'''DON'T MIX GUNS'''<br>Why not | |||
*Mixed optimals | |||
*Reduced dps at any given range | |||
*Neither one thing or the other | |||
'''DON'T MIX TANKS'''<br>Why not | |||
*Reduced efficiency of each tank | |||
*Better to be great at one than mediocre at both | |||
'''Real Men Hull Tank'''<br>Why it is daft | |||
*No safety margin | |||
*Hull reppers repair very little each cycle | |||
== Modules and meta levels, tech 2 modules == | == Modules and meta levels, tech 2 modules == | ||
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t2<br>'''+ '''often as good or better than the meta 4 equivalent, at a fraction of the price<br>'''- '''harder to fit, needs more skills | t2<br>'''+ '''often as good or better than the meta 4 equivalent, at a fraction of the price<br>'''- '''harder to fit, needs more skills | ||
<br> | |||
'''Stacking Penalties'''<br> | '''Stacking Penalties'''<br> | ||
Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire<br> | Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire<br> | ||
the more modules the add the less each module does | the more modules the add the less each module does<br> | ||
as a general rule of thumb,try not to use more than 3 modules that affect one stat, is 2 ODI and 1 Nano, but not 2 ODI and 2 Nano | as a general rule of thumb,try not to use more than 3 modules that affect one stat, is 2 ODI and 1 Nano, but not 2 ODI and 2 Nano<br> | ||
[[Stacking_penalties]] | [[Stacking_penalties]]<br> | ||
[[Module_Stacking_and_Speed_Modules]] | [[Module_Stacking_and_Speed_Modules]] | ||
== Types of tank == | == Types of tank == | ||