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Shield Tanking: Focuses on maximizing your shields' ability to withstand and/or repair damage. This is the most common type of defense for ships with larger numbers of mid-slots, where most shield modules are fitted. It should be remembered that shields on T1 hulls are naturally weak to EM damage. | Shield Tanking: Focuses on maximizing your shields' ability to withstand and/or repair damage. This is the most common type of defense for ships with larger numbers of mid-slots, where most shield modules are fitted. It should be remembered that shields on T1 hulls are naturally weak to EM damage. | ||
The | The versatility of shield modules is somewhat more limited than that of armor modules. Most notable is the lack of good passive shield hardeners. As a result even buffer fit shield ships are often vulnurable to suficiently large number of neuting. | ||
Shield modules generally fit on mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result shield ships generally have higher damage output than their armored cousins. But on the other hand using mid slots for tank limits the ship fitt into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules. | Shield modules generally fit on mid slots. This leaves low slots for damage modules, fitting modules or piloting modules. As a result shield ships generally have higher damage output than their armored cousins. But on the other hand using mid slots for tank limits the ship fitt into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules. | ||
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Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired. This passive regeneration is taken to extreme on passive shield fits described below. | Shields heal themselves over time at a natural recharge rate. Armor and Hull damage taken is going to sit there until it is repaired. This passive regeneration is taken to extreme on passive shield fits described below. | ||
In short advantages of shields: | |||
*Does not reduce speed or maneuverability | |||
*As a first line of defense, leaves you with Armor and Hull as a fallback if shields go down | |||
*Recharge on their own – no need to dock for repairs | |||
*Shield recharge modules work more quickly than armor repair modules | |||
*Low slots are available for weapon enhancing modules | |||
Disatvantages of shields: | |||
*Increases signature radius – ship becomes easier to target | |||
*Fewer kinds of enhancement modules – less choice than with armor | |||
*Shield recharge modules use more capacitor power than armor repair modules | |||
*Mid slots are not available for EWAR, propulsion and scanning modules | |||
=== Passive Shield Tanking === | === Passive Shield Tanking === | ||
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In many cases the technical construction of the ship dictates the use of Shields (or Armor) as its primary defense. Any ship receiving a bonus to shield capabilites would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields. Though the purpose of the ship can never be ignored. As a shield ships use mainly mid slots for defence they can fit much higher damage output and are often faster. | In many cases the technical construction of the ship dictates the use of Shields (or Armor) as its primary defense. Any ship receiving a bonus to shield capabilites would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields. Though the purpose of the ship can never be ignored. As a shield ships use mainly mid slots for defence they can fit much higher damage output and are often faster. | ||
Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice.<br> | |||
That said, here are the factors that you look for when you are thinking about shields: | |||
* Shield specific hull bonus. | |||
* Surplus of mid slots or shortage of low slots. | |||
* More need to favor modules that improve weapons (which tend to need low slots). | |||
* Less need for EWAR modules (which tend to need mid slots). | |||
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