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==Shield tanking== | ==Shield tanking== | ||
A shield tank icreases 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. | |||
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 | 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 [[Capacitor warfare|energy neutralizers]]. | ||
Shield modules generally fit | Shield modules generally fit in 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 using mid slots for tank can sometimes limit the ship fit into more or less pure damage dealing as the tank competes with tackling, EWAR, and propulsion modules. | ||
Shield extenders and shield rigs | Shield extenders and shield rigs apply a penalty to the ship's signature radius: they make it larger, making the ship easier to hit with turrets and easier to damage with missiles. Shields generally also have less buffer than armor ships. This is most notable when fighting against ships larger than your own. | ||
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor. | Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers. Shield boosters also repair much faster and more than armor repairers. This comes at cost of using more capacitor. | ||
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After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error. | After shields are exhausted there is still some armor and hull remaining, leaving a little more room for error. | ||
Shields | Shields naturally recharge themselves over time, while armor and hull damage remains until it is repaired. This passive regeneration is taken to extreme in "passive shield tanking", described below. | ||
In short the advantages of | In short, the advantages of shield tanking are: | ||
*Does not reduce speed or maneuverability. | *Does not reduce speed or maneuverability. | ||
*As a first line of defense, leaves you with | *As a first line of defense, leaves you with armor and hull as a fallback if shields go down. | ||
* | *Shields recharge on their own - no need to dock and pay for repairs. | ||
*Shield boosting modules work more quickly than armor repair modules and apply effects immediately. | *Shield boosting modules work more quickly than armor repair modules and apply effects immediately. | ||
*Low slots are available for weapon enhancing modules. | *Low slots are available for weapon enhancing modules. | ||
And the disadvantages of | And the disadvantages of shield tanking are: | ||
*Increases signature radius – ship becomes easier to hit. | *Increases signature radius – ship becomes easier to hit. | ||
*Fewer kinds of enhancement modules – less choice than with armor. | *Fewer kinds of enhancement modules – less choice than with armor. | ||
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*Mid slots are not available for EWAR, tackle or propulsion modules. | *Mid slots are not available for EWAR, tackle or propulsion modules. | ||
Shield tanks are most common on Caldari ships, followed by Minmatar ships. Both races' ships tend to have adequate numbers of mid slots; some Caldari ships have bonuses to shield resistances, and some Minmatar ships have bonuses to shield boosters. Shield tanks also synergize well with Minmatar ships' emphasis on speed. Some Gallente and Amarr ships are sometimes shield-tanked: one example is the [[Curse]]. | |||
===Active Shield Tanking=== | |||
Active shield tanking is most commonly used in higher-level PvE, but also has a place in solo or small-gang PvP. Active shield tanking is based on using a shield booster to recover shield HP faster than incoming damage can deplete it, while also fitting modules to harden the shields' resistances. | |||
=== Passive Shield Tanking === | |||
Unlike Armor hit points, shields will recharge themselves after taking damage. A passive Shield tank maximizes this natural recharge rate without the use of active booster modules. The shields of a ship have two stats that are relevant to passive recharge: shield capacity and shield recharge time. The shield capacity is simply the maximum HP for the shields while the recharge time tells how long it takes for the shields to recharge. | |||
The concept behind the Passive Shield Tank is deceptively simple: find a ship with a relatively high natural recharge rate (Shield HP / Recharge time = Average recharge rate), then add as many additional shield hit points to your ship as possible using shield extenders. Because the recharge time for a given ship is a fixed amount no matter how many points of shields you have, adding more shield HP indirectly increases the recharge rate, because more HP are being recharged in the same amount of time. Now add passive modules that increase the recharge rate even further, such as Shield Rechargers, Shield Power Relays and Power Diagnostic Systems, and you have a monster sized buffer tank that also regenerates very quickly, without using any capacitor. Shield Flux Coils also increase recharge rate, but should be avoided because they also lower your shield hit points, which is self-defeating. | |||
As the name implies, a fully passive tank does not require any modules that need to be “turned on” to function, and therefore does not require capacitor. The drawback to Passive Shield tanking is the number of modules required to pull it off, which leaves very little room to fit other useful modules such as damage improvement and tackling equipment, which makes this fitting of limited use outside of PvE combat. | |||
Adding resistance modules will greatly increase the effectiveness of passive recharge. Some passive shield tanks also use Multispectrum Shield Hardeners and Shield Hardeners to improve damage resistance. Note that these do put a (gentle) load on the capacitor, and the capacitor's own recharge rate is reduced by the Shield Power Relays that increase shield recharge rates. Careful balancing is therefore necessary to make a passive shield tank work. When done correctly, however, this approach can be used to handle tough missions with a single ship. | |||
It is generally advised '''NOT''' to mix modules that increase shield recharge rate (a passive shield tank) rate with modules that repair shield damage (an active shield tank). | |||
==== Understand Shield Recharge Rates ==== | |||
All ships have shields, and all shields have a recharge rate. | |||
A ship's information screen, on the attributes tab, under the shield heading, lists the total shield amount of the hull and the shield recharge time. The recharge time expresses how long it will take to go from 0% shields to roughly 98% shields when the ship is sitting idle in space and no one is repairing the shields or damaging them. That last ~2% of your shields will take much longer. | |||
To get a crude measure of recharge rate, you can simply divide the shield HP by the time listed for recharging. But shields do not recharge at a constant rate: this only calculates an average rate. The ''actual'' behavior is that when the shield is near 0% or 100% it replenishes slower. The ''peak recharge'' rate will be 2.5x the average rate and will occur when the shields are damaged to 25% of shield maximum capacity. | |||
Shield recharge rates above ~98% shield arr extremely low. For ships with small shield capacity it is essentially non-existent. The shield recharge rate also drops sharply below 25% capacity. Once shields have been damaged beyond 25% the passive tank "breaks" and the ship dies rapidly. | |||
Shield recharge rates above ~98% shield | |||
[[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]] | [[File:Shield_recharge.png|400px|thumb|Measured shield HP during passive recharge from zero and theoretical shield HP from formula plotted. Click to enlarge.]] | ||
[[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]] | [[File:Shield recharge rate.png|400px|thumb|Shield recharge rate as function of shield HP according to the formula. Click to enlarge.]] | ||
As the shield takes damage, its level goes | As the shield takes damage, its level goes ''down''. In response, the rate at which it rebuilds itself goes ''up''. The increase in shield recharge rate continues until it peaks at 25% of shield capacity. At this threshold, the default ship Health Alert noise will sound to warn the pilot that the shield is at its recharging limit. If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it. | ||
{{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}} | {{ note box | THE MAIN POINT: In combat the shield will recharge at an increasing rate until 25% of its capacity remains; then the rate will fall off quickly towards zero.}} | ||
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;Consequences | ;Consequences | ||
The fact that these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity | The fact that these attributes are both set has some interesting consequences. Notably for this calculation, recharge time is ''not'' dependent on anything else, including maximum shield capacity, as you might have intuitively expected. This has the effect that if two ships have the same "recharge time" attribute, and one has more capacity, then the one with the larger capacity will get more raw HP/s regeneration, and appear to "repair faster" in a passive tank despite reaching its maximum level in the same time. | ||
;Calculating Average rate | ;Calculating Average rate | ||
=== Fitting a shield tank === | === Fitting a shield tank === | ||
In many cases the technical construction of the ship dictates the use of | 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. 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> | Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice.<br> | ||