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One major consideration when choosing resistance modules is that different races' Tech 1 ships have slightly different base armor resistances. This is explained in the article on [[Natural Resistances]], however for a discussion of tanking, there are four major takeaways: | One major consideration when choosing resistance modules is that different races' Tech 1 ships have slightly different base armor resistances. This is explained in the article on [[Natural Resistances]], however for a discussion of tanking, there are four major takeaways: | ||
*Amarr ships can generally get sufficient resistances | *Amarr ships can generally get sufficient resistances using a combination of Multispectrum Energized Membranes, a Damage Control, and/or a Reactive Armor Hardener. | ||
*Gallente ships generally need to run one Explosive Membrane, Coating, or Hardener | *Gallente ships generally need to run one Explosive Membrane, Coating, or Hardener | ||
*Caldari ships are generally not armor-tanked at all, however on the rare occasion that they are, they generally need an Explosive, and possibly a Kinetic, resist module | *Caldari ships are generally not armor-tanked at all, however on the rare occasion that they are, they generally need an Explosive, and possibly a Kinetic, resist module | ||