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Undo revision 147045 by Arexand oskold (talk) Yes, either do a proper swap and fix formatting, or don't change it at all. Don't leave it half-broken with different sized icons. |
m →Shield vs armour doctrines: After several years, things have changed, both slot layouts, price differences etc has left the difference mostly to skill requirements and immediate reps vs delayed reps. |
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Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits. | Incursions can be done with both armour and shield doctrines, but there is a certain game design bias towards shield ships and fits. | ||
* Shield tanking modules are | * Shield tanking modules are less skill-dependant compared to armour, since the passive armour modules require high armour compensation skills to function effectively. | ||
* | * Armour tanking modules have much stronger passive resists, allowing them to ensure high resists despite being neuted out. This is more of a benefit for headquarter sites as there are more neuting capable ships there, unlike vanguards where the neuting risk can be removed reliably. | ||
* Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics. | * Remote shield booster modules apply their repairs at the beginning of the cycle, while remote armour repairers apply their repairs at the end of the cycle. This makes it easier to manage sudden aggro-shifts with shield logistics. | ||
In the [[EVE University Incursion Community]] we run almost exclusively shield fleets due to the fact that it's slightly faster to train the shield skills. | |||
In the [[EVE University Incursion Community]] we run almost exclusively shield fleets | |||
== Omni damage and resists == | == Omni damage and resists == | ||