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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. | ||
In short, the advantages of armor tanks are: | |||
* A wide range of modules available to enhance resistances | |||
* Armor repairers use less capacitor than shield boosters | |||
* Relatively limited CPU demand and capacitor burden | |||
* Mid slots are available for propulsion, tackle, EWAR, and damage-application modules | |||
And the disadvantages of armor tanks are: | |||
* (active tanks only) armor repairers only repair at the end of their cycle, requiring precise management from pilots | |||
* Many armor tanking modules and rigs slow the ship down | |||
* Use of low slots reduces space for damage-boosting modules | |||
* Relatively greater powergrid demand | |||
* Armor doesn't repair naturally on its own over time as shields do, so pilots might have to dock up and pay for repairs | |||
Armor tanking is most common in Amarr and Gallente ships, which tend to have lots of low slots and sometimes have bonuses for armor resistance (Amarr) or active armor repairers (Gallente). Minmatar ships and even some Caldari ships are sometimes also given armor tanks: the [[Hurricane]] and [[Blackbird]] are two examples. | |||
===Racial Resistances=== | ===Racial Resistances=== | ||