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Logistics: Difference between revisions

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Djavin novienta (talk | contribs)
m Logistics Modules and Mechanics: Revisions and coloration.
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As the comparison chart above shows, ancillary remote shield boosters (ARSBs) have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do (and so, while the exact numbers in this table will change according to the ship they are fitted to, the comparison will not). These are pretty significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.
As the comparison chart above shows, ancillary remote shield boosters (ARSBs) have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do (and so, while the exact numbers in this table will change according to the ship they are fitted to, the comparison will not). These are pretty significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.


Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module. (Most shield logistics ships don't have enough capacitor for the second option.) As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I [[Scythe]] pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.
Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module. (Most shield logistics ships don't have enough capacitor for the second option.) As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I {{sh|Scythe}} pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.


====Ancillary Remote Armor Repairers====
====Ancillary Remote Armor Repairers====