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{{Merge|Passive shield tanking|target= Tanking}} | {{Merge|Passive shield tanking|target= Tanking}} | ||
In EVE Online, '''Tanking''' is the combat science of | In EVE Online, '''Tanking''' is the combat science of absorbing and reducing incoming damage. A player upgrades their ship's defense grid, commonly called its '''tank''', to prevent or delay their ship's destruction. | ||
Tanking is a core part of most ship combat in EVE Online. | Tanking is a core part of most ship combat in EVE Online. Different tanking approaches exist, split into passive or active tanking and focusing on upgrading one of a ship's defense pools: its shield, armor, or hull. The [[damage types]] of EVE Online — energy, thermal, kinetic, and explosive damage — affect shield, armor, and hull differently through resistances, and these resistances can also be upgraded by fitting modules and rigs. Shields regenerate over time, while armor and hull do not, though with the right equipment each defense pool can be repaired by the self or remotely repaired by other ships. | ||
Even a basic understanding of tanking can greatly increase survivability in EVE, while more advanced knowledge and optimization can give competitive pilots and ship planners an edge. [[EVE University]] members are encouraged to direct questions to experienced corporation mates or to the #fitting-chat channel on the University [[Discord]]. | |||
Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage. | Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage. | ||
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# armor (middle semicircle) | # armor (middle semicircle) | ||
# and structure (also called "hull"; inner semicircle) | # and structure (also called "hull"; inner semicircle) | ||
Ship defenses suffer damage in this order, marked by red coloring filling | Ship defenses suffer damage in this order, marked by red coloring filling each ring. When the last ring (the structure ring) is completely red, the ship's hull has been breached and the ship is destroyed, ejecting the pilot into space as an escape pod. | ||
Tanking follows one of two general approaches: | |||
* Buffer tanking – raising the ship's raw HP | * Buffer tanking – raising the ship's raw HP | ||
* Active tanking – repairing damage received | * Active tanking – repairing damage received | ||
Buffer tanking involves fitting passive armor, shield, or hull HP modules. These passive modules do not require control, but generally come paired with negative side effects. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition. | Buffer tanking involves raising HP by fitting passive armor, shield, or hull HP modules. These passive modules do not require control or ammunition, but they generally come paired with negative side effects like reduced evasion. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition. | ||
Damage-type resistances reduce incoming | Damage-type resistances reduce incoming damage by a percentage and increase a ship's effective health points, or EHP. Tanking builds generally combine raw HP increases with damage resistance to maximize EHP. | ||
=== Buffer tanking === | === Buffer tanking === | ||
Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields. | Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields. | ||
Buffer tanking has low or | Buffer tanking has low or zero [[capacitor]] demands, freeing up the capacitor for other tactical equipment. In the same way, having no active modules to manage liberates a pilot's attention for other challenges. However, a buffer tank without repair support has a set lifespan. Once the HP buffer is compromised, an unsupported buffer tank will soon reach the end of its engagement value. | ||
Any damage threat that can overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to focus fire. | Any damage threat that can overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to heavy focus fire. In contrast, solo PvE [[missions]] have more sustained damage threats that limit the value of solo buffer tanks, though group PvE fleets may use buffer tanks and [[Logistics|logistics]] support together: this is common in [[Incursions]] and in [[wormhole]] PvE battles. | ||
When expecting remote repairs, a ship planner may focus their build on more damage resistance, at the expense of EHP, to enhance the value of repairs by decreasing damage suffered. | |||
Buffer tanking comes in three flavors: [[#Armor tanking|armor buffer tanking]], [[#Passive shield tanking|passive shield tanking]], and [[#Hull tanking|hull tanking]]. | Buffer tanking comes in three flavors: [[#Armor tanking|armor buffer tanking]], [[#Passive shield tanking|passive shield tanking]], and [[#Hull tanking|hull tanking]]. | ||
=== Active tanking === | === Active tanking === | ||
An "active tank" uses armor repair or shield booster modules to restore damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure. | An "active tank" uses armor repair or shield booster modules to restore the damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure. | ||
Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks | Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry. | ||
==== Sustained active tanks ==== | ==== Sustained active tanks ==== | ||
In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever. | In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever. | ||
A PvE active tank uses one or more armor repairers or shield boosters, modules to boost either shield or armor resistances to damage, and modules to support the recharging of the ship's capacitor so that the rest of the tank can keep on running. For most PvE combat, players can look up ahead of time what types of damage they are likely to receive, and will fit modules | A PvE active tank uses one or more armor repairers or shield boosters, modules to boost either shield or armor resistances to damage, and modules to support the recharging of the ship's capacitor so that the rest of the tank can keep on running. For most PvE combat, players can look up ahead of time what types of damage they are likely to receive, and will fit modules that harden their resistances against that type of damage in particular. | ||
Sustained active tanks are rare in PvP. | Sustained active tanks are rare in PvP. | ||
==== Burst active tanks ==== | ==== Burst active tanks ==== | ||
Though fleet PvP can deliver incoming damage beyond the capacity of any | Though fleet PvP can deliver incoming damage beyond the capacity of any sub-capital sustained active tank, solo and small gang PvP often involves lower incoming damage, which a short-term active tank can fend off. The modules central to this tactic are Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB). These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor energy to cycle. | ||
However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the AAR becomes very weak and inefficient, and the ASB becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to refresh their charges from your cargo hold. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. | However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the AAR becomes very weak and inefficient, and the ASB becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to refresh their charges from your cargo hold. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. | ||
The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste | The size of charges used and the rate at which they are consumed is based on the size of the module. Larger ancillary armor repairers hold more paste but consume more paste per cycle, and larger ancillary shield boosters require larger cap charges to be loaded. While ancillary shield boosters may have multiple different sizes of charges loaded, larger charges offer no benefit over smaller charges (and with their larger volume, allow fewer charges to be loaded at once), and so only the smallest available charge should be used. | ||
Because [[Overheating]] repair modules | Because [[Overheating]] repair modules increase both the cycle speed and the number of hitpoints repaired, ancillary repair modules should always be run overheated to maximize the value of their limited cycles. (The overheat damage sustained can then be repaired while the modules are reloading.) | ||
Another module often important to a burst active tank is the capacitor booster. A cap booster uses charges to fire more energy into your capacitor, allowing a ship to exceed its normal power output for a limited time. Ancillary repairers/boosters and cap boosters offer some protection against capacitor warfare, and a burst active tank can achieve a startlingly-high rate of restoration, especially on a ship with bonuses like those found on the [[Maelstrom]] or [[Hyperion]]. | Another module often important to a burst active tank is the capacitor booster. A cap booster uses charges to fire more energy into your capacitor, allowing a ship to exceed its normal power output for a limited time. Ancillary repairers/boosters and cap boosters offer some protection against capacitor warfare, and a burst active tank can achieve a startlingly-high rate of restoration, especially on a ship with bonuses like those found on the [[Maelstrom]] or [[Hyperion]]. | ||