More actions
No edit summary |
|||
| Line 41: | Line 41: | ||
Capacitor stability is important because it allows you to leave your Tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your repair modules can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as perma-tanking. If incoming damage exceeds your repair capacity you will gradually run out of Hit Points and die. This is commonly referred to as breaking the tank. | Capacitor stability is important because it allows you to leave your Tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your repair modules can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as perma-tanking. If incoming damage exceeds your repair capacity you will gradually run out of Hit Points and die. This is commonly referred to as breaking the tank. | ||
For PvP purposes a cap booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your capacitor booster, you quickly run out of capacitor, your tank will fail and you will die horribly. Cap booster will also offer some safety against [[neuting]] allowing you to keep on cycling modules even when your capacitor disappears in few seconds. | For PvP purposes a cap booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your capacitor booster, you quickly run out of capacitor, your tank will fail and you will die horribly. Cap booster will also offer some safety against [[Capacitor warfare|neuting]] allowing you to keep on cycling modules even when your capacitor disappears in few seconds. | ||
Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the capacitor booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed. | Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the capacitor booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed. | ||
| Line 65: | Line 65: | ||
Armor tank generally has much stronger buffer than shield ships. There are more different kid of armor tanking modules than shield tanking modules, most notably energized adaptive memrane and reactive armor hardener do not have counterparts on shield. | Armor tank generally has much stronger buffer than shield ships. There are more different kid of armor tanking modules than shield tanking modules, most notably energized adaptive memrane and reactive armor hardener do not have counterparts on shield. | ||
Armor tanking modules are quite light on CPU usage but use lots of powergrid instead. Low slot using armor modules also leave all the mid slots free for various [[propulsion modules]], [[electronic | Armor tanking modules are quite light on CPU usage but use lots of powergrid instead. Low slot using armor modules also leave all the mid slots free for various [[Propulsion equipment|propulsion modules]], [[Electronic warfare|electronic attack]] modules, capacitor modules or application modules. This freedom on mid slots makes armor tanked fits versatile. But using low slot for armor prevents you from using damage modules resulting in lower damage output. | ||
Armor repairers are more efficient at using capacitor but on the other hand single armor repairer repairs considerably less HP than corresponding shield booster. Armor repairs also apply the repair at the end of the module cycle requiring pilot to anticipate ehwn the repair is needed. | Armor repairers are more efficient at using capacitor but on the other hand single armor repairer repairs considerably less HP than corresponding shield booster. Armor repairs also apply the repair at the end of the module cycle requiring pilot to anticipate ehwn the repair is needed. | ||
| Line 257: | Line 257: | ||
|[[File:Icon module damage control.png]] | |[[File:Icon module damage control.png]] | ||
|'''Damage control''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with | |'''Damage control''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module. | ||
|- | |- | ||
| Line 392: | Line 392: | ||
|} | |} | ||
Hull tanking is onlu improved by a single skill: | |||
*{{sk|Hull Upgrades}} | |||
** 5% hull HP per level. Required for damage control. | |||
==Remote repairing== | ==Remote repairing== | ||