More actions
→Active tanking: Rewrote paragraph on Ancils Again |
m →= Ancillary Repair Modules: forgot a = |
||
| Line 32: | Line 32: | ||
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. | ||
=== Ancillary Repair Modules == | === Ancillary Repair Modules === | ||
Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB) are another way to field strong active tank for a short duration. 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 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 armor repairer becomes very weak and inefficient, and the shield booster becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to reload their charges. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. Because of the combination of reload time and charge consumption, ancillary repair modules are almost never used in PvE, however they are very popular in solo PvP. | Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB) are another way to field strong active tank for a short duration. 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 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 armor repairer becomes very weak and inefficient, and the shield booster becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to reload their charges. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. Because of the combination of reload time and charge consumption, ancillary repair modules are almost never used in PvE, however they are very popular in solo PvP. | ||