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Rewrote intro and start of page up to buffer tanking, for trimming and readability. Placed some key shield facts at the top of the shield tanking heading. |
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{{Merge|Passive shield tanking|target= Tanking}} | {{Merge|Passive shield tanking|target= Tanking}} | ||
In EVE Online, '''Tanking''' is the combat science of resisting, absorbing, or mitigating incoming damage. A player upgrades their ship's defense grid, commonly called its '''tank''', to prevent or delay their ship's destruction. | |||
Tanking is a core part of most ship combat in EVE Online, | Tanking is a core part of most ship combat in EVE Online. Ships may specialize in different variations of shield, armor, or hull tanking, each with its own resistance to different [[damage types]]. Damage-type resistances reduce damage by a percentage and can be improved by fitting modules and rigs. Shields regenerate over time, while armor and hull do not, though with the right equipment each defense pool can be repaired by the self or remotely repaired by other ships. Even a basic understanding of tanking can greatly increase survivability in EVE, while more advanced knowledge and optimization can give competitive pilots and ship planners an edge. [[EVE University]] members are encouraged to direct questions to experienced corporation mates or to the #fitting-chat channel on the University [[Discord]]. | ||
Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage. | |||
==Basic concepts== | ==Basic concepts== | ||
[[file:402status panel.jpg|thumb|450px|right|Ship Status Panel]] | [[file:402status panel.jpg|thumb|450px|right|Ship Status Panel]] | ||
The | The Ship Status Panel shows the hitpoints of the player's ship with three rings, from outside to inside: | ||
# shield (outer semicircle) | |||
# armor (middle semicircle) | |||
# and structure (also called "hull"; inner semicircle) | |||
Ship defenses suffer damage in this order, marked by red coloring filling in each ring. When the last ring, the structure ring is completely red, the ship's hull has been breached and the ship is destroyed, ejecting the pilot into space as an escape pod. | |||
Increasing damage survivability follows one of two tactical approaches: | |||
* | * Buffer tanking – raising the ship's raw HP | ||
* | * Active tanking – repairing damage received | ||
Buffer tanking involves fitting passive armor, shield, or hull HP modules. These passive modules do not require control, but generally come paired with negative side effects. In contrast, active tanking employs equipment that requires capacitor energy or specialized ammunition. | |||
Damage-type resistances reduce incoming energy, thermal, kinetic, or explosive damage by a percentage, increasing a ship's effective hit points, or EHP. Shields, armor, and hull have their own innate type resistances, and modules can further increase specific resistances for each. | |||
=== Buffer tanking === | === Buffer tanking === | ||
Buffer tanking boosts raw HP to increase a ship's survivability between repairs, at the expense of self-repairing capability. In fleet battles, a buffer tank can survive heavier bursts of damage between remote repairs. Note that a ship's hull is far slower to remote repair than armor or shields. | |||
Buffer tanking has low or nonexistent capacitor demands, freeing up the capacitor for other tactical equipment. In the same way, having no active modules to manage liberates a pilot's attention for other challenges. However, a buffer tank without repair support has a set lifespan. Once the HP buffer is compromised, an unsupported buffer tank must retreat or be destroyed. | |||
Any damage threat that could overwhelm a ship before it can actively repair itself calls for buffer tanking. PvP fleet combat is a key example as it subjects players to focus fire. Solo PvE [[missions]] have high sustained damage threats that limit the value of buffer tanks, though group PvE fleets may use buffer tanks and [[Logistics|logistics]] support together: this is common in [[Incursions]] and in [[Wormholes|wormhole]] PvE battles. | |||
Note that damage resistance increases the mileage of remote repairs. Pilots not concerned with repairs can focus on optimizing EHP through the most effective spread of resistance and raw HP. | |||
Buffer tanking comes in three flavors: [[Tanking#Armor tanking|armor buffer tanking]], [[Tanking#Passive shield tanking|passive shield tanking]], and [[Tanking#Hull tanking|hull tanking]]. | |||
=== Active tanking=== | === Active tanking=== | ||
An "active tank" uses armor repair or shield booster modules to restore damage done to the ship | An "active tank" uses armor repair or shield booster modules to restore damage done to the ship. Active tanks use energy from the ship's capacitor to run local armor-repairing or shield-boosting modules. So long as the incoming damage never exceeds your restoration capacity and your capacitor never gives out under the pressure, an active tank can last forever ("perma-tanking"). If either of these two things happens, your tank will collapse ("break") under the pressure. | ||
Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks, and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry. | Active tanks can achieve either high burst restoration or sustained restoration over a long (potentially endless) time period. They require more management from the pilot than buffer tanks, and are often vulnerable to [[Capacitor Warfare]] that drains the ship's capacitor dry. | ||
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==Shield tanking== | ==Shield tanking== | ||
Shield tanking employs buffer tanking with passive shield regeneration (aka. passive shield tanking) or active shield boosting to withstand damage. Shields are innately resistant to explosive damage and weak to EM damage. | |||
Note that, like a ship's capacitor, shield regeneration is strongest when shields are at 25% of their capacity, regenerating slower as shield levels rise above or sink below this value. (For more information on shield regeneration, see [[Tanking#Shield recharge rate|shield recharge rate]].) Note also that damage can bypass shields, and that the amount bypassed increases as shield levels fall. | |||
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 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. | ||
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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). | 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). | ||
==== | ==== Shield recharge rate ==== | ||
All ships have shields, and all shields have a recharge rate. | All ships have shields, and all shields have a recharge rate. | ||