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Fitting ships: Difference between revisions

From EVE University Wiki
Arin Mara (talk | contribs)
m Renamed EM Ward Field to Anti-EM Shield Hardener
Don't mix tanks: Expanded on further drawbacks
Line 28: Line 28:


Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots.
Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots.
Furthermore, fitting Shield Extenders and Shield Rigs increase Signature Radius, and fitting Armor Plates and Armor Rigs reduce your speed, both of which will cause you to get hit more and get hit harder, thus burning through your hitpoints faster.
This rule also applies to mixing buffer tank with active tank. Buffer and active tank modules both require heavy powergrid and CPU, both consume the same limited set of slots, and both fitting theories satisfy different, usually mutually exclusive, goals and conditions.


If you mount two tanks, even if they're both buffer tanks, your ship won't be very useful except as a target.
If you mount two tanks, even if they're both buffer tanks, your ship won't be very useful except as a target.