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→Armor tanking: Rewrote section with more details and slight grammar tweaks. Added new sections on Natural Resists and "Rainbow -1". Also redid most Module descriptions. Did not totally overhaul the content this time though. |
→Armor tanking: a few more section headers to make the Table of Contents look better |
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==Armor tanking== | ==Armor tanking== | ||
===General Approach=== | |||
Armor tanking emphasizes the use of Low slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and thus you should plan your resistance modules accordingly. | Armor tanking emphasizes the use of Low slot modules to increase armor hit points, resistance to damage, and gain the ability to repair damage taken by armor. Regardless of the approach taken to armor tanking, understand that armor on T1 hulls has an inherent weakness to Explosive damage, and usually a mild weakness to Kinetic damage, and thus you should plan your resistance modules accordingly. | ||
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Armor Plates have a unique penalty to them: increased ship mass. This penalty reduces ship agility (acceleration and alignment time), and reduces the speed bonus gained from [[Propulsion equipment]]. Armor Rigs also (usually) reduce ship max speeds. As a result, heavily armored ships tend to be significantly slower than heavily shielded ships. | Armor Plates have a unique penalty to them: increased ship mass. This penalty reduces ship agility (acceleration and alignment time), and reduces the speed bonus gained from [[Propulsion equipment]]. Armor Rigs also (usually) reduce ship max speeds. As a result, heavily armored ships tend to be significantly slower than heavily shielded ships. | ||
===Sample Fit=== | |||
Here is a sample cruiser fitted with an armor tank: | Here is a sample cruiser fitted with an armor tank: | ||
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