Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Tanking: Difference between revisions

From EVE University Wiki
Mieh (talk | contribs)
m Buffer tanking: Proofreading
m Make on page links relative. Change unneeded piped link, making use of redirect. table maintenance.
Line 7: Line 7:
Note that while evading damage is also commonly called tanking, as in "speed tanking" and "signature tanking," this page focuses on reducing inflicted damage.
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|Ship Status Panel]]
The Ship Status Panel shows the hitpoints of the player's ship with three rings, from outside to inside:
The Ship Status Panel shows the hitpoints of the player's ship with three rings, from outside to inside:
# shield (outer semicircle)
# shield (outer semicircle)
Line 28: Line 28:
Buffer tanking has low or no [[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 will soon reach the end of its engagement value.
Buffer tanking has low or no [[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 will soon reach the end of its engagement value.


Any damage threat that can 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 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.
Any damage threat that can 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 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 [[wormhole]] PvE battles.


Ship planners can combine raw HP and damage resistance to achieve an optimum level of effective health points (EHP). Focusing on more damage resistance, at the expense of EHP, enhances the value of remote repairs by decreasing the damage others must repair.  
Ship planners can combine raw HP and damage resistance to achieve an optimum level of effective health points (EHP). Focusing on more damage resistance, at the expense of EHP, enhances the value of remote repairs by decreasing the damage others must repair.  


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]].
Buffer tanking comes in three flavors: [[#Armor tanking|armor buffer tanking]], [[#Passive shield tanking|passive shield tanking]], and [[#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. 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.
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.


====Sustained active tanks====
==== Sustained active tanks ====
 
In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever.
In PvE, players usually need a permanent tank that can consistently restore a steady stream of moderate damage, forever.


Line 48: Line 46:
Sustained active tanks are rare in PvP.
Sustained active tanks are rare in PvP.


====Burst active tanks====
==== Burst active tanks ====
 
Though fleet PvP can deliver incoming damage beyond the capacity of any subcapital sustained active tank, solo and small gang PvP often involves lower incoming damage, which a short-term active tank can fend off. The modules central to this tactic are Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB). These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor to cycle.
Though fleet PvP can deliver incoming damage beyond the capacity of any subcapital sustained active tank, solo and small gang PvP often involves lower incoming damage, which a short-term active tank can fend off. The modules central to this tactic are Ancillary Armor Repairers (AAR) and Ancillary Shield Boosters (ASB). These modules can be loaded with Nanite Repair Paste (armor) and Cap Boosters (shield). While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor to cycle.


Line 62: Line 59:
The drawbacks of a burst active tank are that it requires considerable attention from the pilot, takes up a lot of cargo space, and (most importantly) will eventually give out.
The drawbacks of a burst active tank are that it requires considerable attention from the pilot, takes up a lot of cargo space, and (most importantly) will eventually give out.


===Avoid mixing tanks===
=== Avoid mixing tanks ===
 
Modules are available to help both your shields and your armor, but it is a good rule of thumb to focus on ''either'' shields ''or'' armor, not both.
Modules are available to help both your shields and your armor, but it is a good rule of thumb to focus on ''either'' shields ''or'' armor, not both.


Line 72: Line 68:
Double-tanked ships are usually only used as specially-designed bait.
Double-tanked ships are usually only used as specially-designed bait.


===Resistances===
=== Resistances ===
 
Resistances (or "resists) on a ship reduce the damage taken. A resist figure is number that tells you by how large a percentage the incoming damage is reduced. For example, 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%: 100 hit points of shield damage becomes 70.
Resistances (or "resists) on a ship reduce the damage taken. A resist figure is number that tells you by how large a percentage the incoming damage is reduced. For example, 30% thermal resistance on shields means that all incoming thermal damage is reduced by 30%: 100 hit points of shield damage becomes 70.


Line 84: Line 79:
Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.  
Resistances are easier to figure out if you think in terms of "damage vulnerability" rather than "damage resistance". A ship with 60% EM resist is then going to take 40% EM damage received. Adding a 30% resist module multiplies the damage taken by 0.7, so you now take 0.7*0.4 = 0.28 = 28% of the raw damage.  


Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref name="100%resist">It ''is'' possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken—so don't do it.</ref>.
Because of [[stacking penalties]], and the way resistances multiply together, it is not possible to be 100% resistant to a damage type<ref>It ''is'' possible to have over 100% resist by overheating a deadspace hardener on a [[Deep Space Transport]] in a red giant wormhole system. This will result in '''immediate destruction''' of the ship if any damage is taken—so don't do it.</ref>.


For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula<br>
For those interested in the math (pilots do not need to know these details if they don't want to), the final resist with multiple modules and stacking penalties can be calculated with the formula


:<math> \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math>
:<math> \displaystyle \text{Resist} = 1 - ( 1 - R_0 )( 1 - R_1)( 1-R_2 \times 0.869)( 1 - R_3 \times 0.571)( 1 - R_4 \times 0.283)...</math>


where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.
where R0 is the hull resist and R1, R2, R3,... are module resists in descending order.


===Negative resistances===
=== Negative resistances ===
Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing, but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist.
Certain effects will apply negative resists to a ship. These include [[incursion]] effects, [[Abyssal Deadspace]] effects and [[Capital_Ship_Modules#Phenomena_Generator|phenomena generators]]. The way these are applied may seem confusing, but they are simpler than they seem. The idea is exactly same as with normal resists explained above where the percentage change is applied to vulnerability (100% - resist) instead of resist.


Line 102: Line 97:
The math is simply:
The math is simply:


:<math> \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math>
:<math> \displaystyle \text{New resist} = 1 - ( 1 - \text{Original resist} ) \times ( 1 + \text{Penalty} ) </math>


The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative, the new resist will simply be 0%.
The resist penalties will never cause the ship to have below 0% resist. If the penalty is big enough that the new resist would be negative, the new resist will simply be 0%.


==Armor tanking==
== Armor tanking ==
===General approach===
=== 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 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 you should plan your resistance modules accordingly.  


Line 135: Line 130:
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.
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 ===
''see also: [[Natural Resistances#Tech I armor resistances]]''
''see also: [[Natural Resistances#Tech I armor resistances]]''


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 using a combination of Multispectrum Energized Membranes, a Damage Control, and/or a Reactive Armor Hardener.
* 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
*Minmatar ships generally need to run both an Explosive and a Kinetic resist module, or in extreme cases run full "Rainbow -1"
* Minmatar ships generally need to run both an Explosive and a Kinetic resist module, or in extreme cases run full "Rainbow -1"
The reason for these takeaways is that one of the general goals in resistance modules is to have all four of your ship's resistances be at some fairly equal high value; and because different races have different base values, different amounts of effort are required to even the numbers.
The reason for these takeaways is that one of the general goals in resistance modules is to have all four of your ship's resistances be at some fairly equal high value; and because different races have different base values, different amounts of effort are required to even the numbers.


===Rainbow -1===
=== Rainbow -1 ===
"Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots require to do it. However, because of the distribution of base armor resistances, rainbow tanking is generally not quite the most efficient way to maximize resistances. What is generally more efficient is "Rainbow -1": One Membrane or Hardener for each of Explosive, Kinetic, and Thermal, and then a single Multispectrum Energized Membrane. This strategy takes advantage of armor's naturally high EM resistance, improves the other three resistances to match, then uses a single Multispec to further improve everything. This has the added advantage of only applying 1 layer of Stacking Penalties to most resists and no Stacking Penalties at all to the EM resist, and synergizes very well in a fleet setting with [[Command Bursts|Armored Command Bursts]].
"Rainbow" tanking refers to an attempt to maximize damage resistance by running one pure resistance module for each of the four damage types. This is generally only done on Battleships or Capital Ships, because of the large number of slots require to do it. However, because of the distribution of base armor resistances, rainbow tanking is generally not quite the most efficient way to maximize resistances. What is generally more efficient is "Rainbow -1": One Membrane or Hardener for each of Explosive, Kinetic, and Thermal, and then a single Multispectrum Energized Membrane. This strategy takes advantage of armor's naturally high EM resistance, improves the other three resistances to match, then uses a single Multispec to further improve everything. This has the added advantage of only applying 1 layer of Stacking Penalties to most resists and no Stacking Penalties at all to the EM resist, and synergizes very well in a fleet setting with [[Command Bursts|Armored Command Bursts]].


===Armor tanking modules===
=== Armor tanking modules ===


{|class=wikitable style="width: 900px;background:#111111"
{|class=wikitable style="width: 900px;"
|-
|-
|[[File:Icon armor plate.png|link=|]]
|[[File:Icon armor plate.png|link=|]]
|'''{{co|wheat|Armor plates}}''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser.
|'''{{co|wheat|Armor plates}}''' increase the ships armor HP by a flat number. The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example 1600mm plates on a cruiser.
|-
|-
|[[File:Icon energized membrane.png|link=|]]
|[[File:Icon energized membrane.png|link=|]]
|'''{{co|wheat|Energized membranes}}''' are passive modules which increase armor resists. The resist bonus is increased by Armor Compensation skills.
|'''{{co|wheat|Energized membranes}}''' are passive modules which increase armor resists. The resist bonus is increased by Armor Compensation skills.
Line 176: Line 171:
|[[File:Icon module damage control.png|link=|]]
|[[File:Icon module damage control.png|link=|]]
|'''{{co|wheat|Damage control}}''' is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only a Reactive Armor Hardener is stacking penalized with a damage control. As a result, this module is commonly seen as one of the most efficient defensive modules in the game.
|'''{{co|wheat|Damage control}}''' is a passive module that increases a ship's shield, armor, and hull resists. This module is not stacking penalized with most other resist modules. Only a Reactive Armor Hardener is stacking penalized with a damage control. As a result, this module is commonly seen as one of the most efficient defensive modules in the game.
|-
|-
|[[File:Icon assault damage control.png|link=|]]
|[[File:Icon assault damage control.png|link=|]]
|'''{{co|wheat|Assault damage control}}''' is a variant of the Damage Control which can only be used by [[Frigates#Assault Frigates|Assault Frigates]] and [[Heavy Assault Cruisers]]. Passively, it gives weaker bonuses to shield, armor, and hull resistances than a normal Damage Control. In exchange, the ADC can be activated once every two minutes to give 12 seconds of massive reduction to all incoming damage. Like the normal Damage Control, the ADC is stacking penalized with the Reactive Armor Hardener but not with any other resist modules.
|'''{{co|wheat|Assault damage control}}''' is a variant of the Damage Control which can only be used by [[Frigates#Assault Frigates|Assault Frigates]] and [[Heavy Assault Cruisers]]. Passively, it gives weaker bonuses to shield, armor, and hull resistances than a normal Damage Control. In exchange, the ADC can be activated once every two minutes to give 12 seconds of massive reduction to all incoming damage. Like the normal Damage Control, the ADC is stacking penalized with the Reactive Armor Hardener but not with any other resist modules.
|-
|-
|[[File:icon_reactive_armor_hardener.png|link=|]]
|[[File:icon_reactive_armor_hardener.png|link=|]]
|'''{{co|wheat|Reactive armor hardener}}''' is an active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When first activated, the module gives 15% resistance to each type of damage. As the ship receives armor damage, every time the RAH cycles its resistances will change to become more resistant to the damage which was last sustained, and less resistant to other damage types which were not sustained. The resists shift by up to 6% per cycle per resist. This module is not stacking penalized with other modules except for Damage Control.
|'''{{co|wheat|Reactive armor hardener}}''' is an active module that increases armor resists. it gives in total 60% resist bonus split across all four damage types. When first activated, the module gives 15% resistance to each type of damage. As the ship receives armor damage, every time the RAH cycles its resistances will change to become more resistant to the damage which was last sustained, and less resistant to other damage types which were not sustained. The resists shift by up to 6% per cycle per resist. This module is not stacking penalized with other modules except for Damage Control.
|-
|-
|[[File:Icon armor repairer i.png|link=|]]
|[[File:Icon armor repairer i.png|link=|]]
|'''{{co|wheat|Armor repairers}}''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br>  
|'''{{co|wheat|Armor repairers}}''' are modules that consume moderate amount of capacitor and use that to repair the ship's armor.<br>  
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.
The capacitor is consumed at the beginning of the cycle but the repair happens at the end of the cycle.
|-
|-
|[[File:Icon armor repairer i.png|link=|]]
|[[File:Icon armor repairer i.png|link=|]]
|'''{{co|wheat|Ancillary armor repairers}}''' ("Ancils") are similar to normal armor repairers. These modules can be loaded with Nanite Repair Paste to drastically increase the repair amount for the first 8 cycles it is used. With paste the ancillary armor repairers repair considerably (~1.7x) more than normal T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can still be used, however without paste the ancillary armor repairers repair considerably (~0.6x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used. As such, it is commonly recommended that pilots Disable Auto-Reload for ancillary armor repair modules, so that the module does not spontaneously become unavailable at an inopportune moment.
|'''{{co|wheat|Ancillary armor repairers}}''' ("Ancils") are similar to normal armor repairers. These modules can be loaded with Nanite Repair Paste to drastically increase the repair amount for the first 8 cycles it is used. With paste the ancillary armor repairers repair considerably (~1.7x) more than normal T2 armor repairers. Each cycle consumes nanite paste (1 for small, 4 for medium, 8 for large). Once the paste runs out the module can still be used, however without paste the ancillary armor repairers repair considerably (~0.6x) less than T2 normal armor repairers. Reloading the paste takes one minute. During this time the module can not be used. As such, it is commonly recommended that pilots Disable Auto-Reload for ancillary armor repair modules, so that the module does not spontaneously become unavailable at an inopportune moment.
Line 197: Line 192:


Because of the limited number of full-strength cycles the module can perform, Ancillary Armor Repairers should always be run [[Overheating|Overheated]]; and because of their extremely powerful repair cycles, Ancils are often only activated for single cycles at a time.
Because of the limited number of full-strength cycles the module can perform, Ancillary Armor Repairers should always be run [[Overheating|Overheated]]; and because of their extremely powerful repair cycles, Ancils are often only activated for single cycles at a time.
|-
|-
|[[File:Icon energized membrane.png|link=|]]
|[[File:Icon energized membrane.png|link=|]]
|'''{{co|wheat|Layered Energized Membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are very rarely used, as a plate and resist module are usually better than this module.
|'''{{co|wheat|Layered Energized Membranes}}''' are passive modules that increase ship's armor by a percentage amount. These are very rarely used, as a plate and resist module are usually better than this module.
|-
|-
|[[File:Icon adaptive nano plating.png|link=|]]
|[[File:Icon adaptive nano plating.png|link=|]]
|'''{{co|wheat|Layered Coatings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but do not cost CPU to fit. These are almost never used, as plates and resistance modules are more effective in almost all cases.
|'''{{co|wheat|Layered Coatings}}''' are passive modules that increase ship's armor by a percentage amount. These are less effective than the energized membrane variant but do not cost CPU to fit. These are almost never used, as plates and resistance modules are more effective in almost all cases.
|-
|-
|[[File:Icon remote armor repair i.png|link=|]]
|[[File:Icon remote armor repair i.png|link=|]]
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Fairly short range when not fitted to a dedicated Logistics Frigate or Logistics Cruiser. Relatively long optimal range but short falloff range; as a result the effectiveness drops rapidly if the target is beyond optimal range.
|'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle. This can make it hard to repair targets if they die before the repair lands. Fairly short range when not fitted to a dedicated Logistics Frigate or Logistics Cruiser. Relatively long optimal range but short falloff range; as a result the effectiveness drops rapidly if the target is beyond optimal range.
|-
|-
|[[File:Icon remote armor repair i.png|link=|]]
|[[File:Icon remote armor repair i.png|link=|]]
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers.
|'''{{co|wheat|Ancillary remote armor repair systems}}''' are the remote counterpart of local ancillary armor repairers. Like the local ancillary armor repairers These can be loaded with nanite repair paste for 8 cycles of increased repairs. However, once the paste runs out they will repair less than normal remote repairers.
|-
|-
|[[File:Module icon armor rig tech1.png|link=|]]
|[[File:Module icon armor rig tech1.png|link=|]]
|'''{{co|wheat|Rigs}}'''  
|'''{{co|wheat|Rigs}}'''  
Line 222: Line 217:
* Nanobot Accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
* Nanobot Accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use. In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use.
Tech II Armor Rigs tend to all be very expensive because of the rarity of one component (Intact Armor Plates) which they all use.
|-
|-
|[[File:Icon_implant_hardwiring.png|link=|]]
|[[File:Icon_implant_hardwiring.png|link=|]]
|'''{{co|wheat|Implants}}'''  
|'''{{co|wheat|Implants}}'''  
Line 234: Line 229:
** The '''{{co|wheat|Asklepian}}''' implant set gives a multiplicative increase to armor repair amounts.
** The '''{{co|wheat|Asklepian}}''' implant set gives a multiplicative increase to armor repair amounts.
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
|-
|-
|[[File:Icon exile.png|link=|]]
|[[File:Icon exile.png|link=|]]
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application.
|'''{{co|wheat|Exile}}''' medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, capacitor capacity, turret tracking, or missile damage application.
|-


|}
|}


===Armor tanking skills===
===Armor tanking skills===
*{{sk|Hull Upgrades}}  
* {{sk|Hull Upgrades}}  
** 5% armor HP per level
** 5% armor HP per level
** Required for armor plates, hardeners, membranes, and resist plates.
** Required for armor plates, hardeners, membranes, and resist plates.
*{{sk|Mechanics}}
* {{sk|Mechanics}}
** 5% hull HP per level
** 5% hull HP per level
** Required for armor repairers
** Required for armor repairers
*{{sk|Repair Systems}}
* {{sk|Repair Systems}}
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increases the capacitor need of the module.
** 5% reduction in armor repair module cycle duration. It should be noted that a reduction in activation time increases the capacitor need of the module.
** Required for armor repairers
** Required for armor repairers
Line 261: Line 255:
** 10% reduction in cycle time and 15% reduction in capacitor usage of Reactive Armor Hardener (and Capital Flex Armor Hardener) per level.
** 10% reduction in cycle time and 15% reduction in capacitor usage of Reactive Armor Hardener (and Capital Flex Armor Hardener) per level.


==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.
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.  
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 [[#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.
Line 278: Line 271:


In short, the advantages of shield tanking are:
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 armor and hull as a fallback if shields go down.
* 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.
* 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 shield tanking are:
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.
*Shield recharge modules use more capacitor than armor repair modules.
* Shield recharge modules use more capacitor than armor repair modules.
*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]].
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 ===
 
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.
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 ===
=== 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.
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.


Line 308: Line 299:
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====
==== 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.  


Line 326: Line 317:
The math for shield regeneration is exactly the same as that of the [[capacitor recharge rate]]. Two numerical attributes are required: shield capacity, and shield recharge time. These are both displayed in the ship's "show info" attributes panel in-game, below its capacity. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.
The math for shield regeneration is exactly the same as that of the [[capacitor recharge rate]]. Two numerical attributes are required: shield capacity, and shield recharge time. These are both displayed in the ship's "show info" attributes panel in-game, below its capacity. Note that modules that refer to "recharge rate" modify the recharge time number, not the raw regeneration in HP/s.


:<math> \displaystyle\frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>
:<math> \displaystyle \frac{\text{d}C}{\text{d}t} = \frac{ 10C_{\rm{max}}}{T} \left( \sqrt{ \frac{C}{C_{\rm{max}}} } - \frac{C}{C_{\rm{max}}} \right) </math>


...where:<br />
...where:<br />
Line 339: Line 330:
;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 shields (or armor) as its primary defense. Any ship receiving a bonus to shield capabilities 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 defense, they can fit much higher damage output and are often faster.
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>
Line 350: Line 340:
* Less need for EWAR modules (which tend to need mid slots).
* Less need for EWAR modules (which tend to need mid slots).


{|class=wikitable style="width: 900px;background:#111111"
{|class=wikitable style="width: 900px;"
|-
|-
|[[File:Icon shield extender.png|link=|]]
|[[File:Icon shield extender.png|link=|]]
|'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example).  
|'''{{co|wheat|Shield extenders}}''' increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit. Oversized modules are often used (Medium size on a Frigate class ship, for example).  
|-
|-
|[[File:Icon resists.png|link=|]]
|[[File:Icon resists.png|link=|]]
|'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
|'''{{co|wheat|Shield hardeners}}''' are active modules that increase ship's shield resists. Multispectrum Shield Hardener increases resist to all damage types but less than type specific modules. The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
|-
|-
|[[File:Icon thermal amplifier.png|link=|]]
|[[File:Icon thermal amplifier.png|link=|]]
|'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
|'''{{co|wheat|Shield resistance amplifiers}}''' are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor. Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
|-
|-
|[[File:Icon module damage control.png|link=|]]
|[[File:Icon module damage control.png|link=|]]
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module.
|'''{{co|wheat|Damage control}}''' is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with any other shield resist module.
|-
|-
|[[File:Icon shield recharger.png|link=|]]
|[[File:Icon shield recharger.png|link=|]]
|'''{{co|wheat|Shield power relays}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules.
|'''{{co|wheat|Shield power relays}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced capacitor recharge rate. This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them. On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used. One of the few low slot shield modules.
Line 374: Line 364:
|[[File:Icon shield recharger.png|link=|]]
|[[File:Icon shield recharger.png|link=|]]
|'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.
|'''{{co|wheat|Shield flux coils}}''' are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity. The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.
|-
|-
|[[File:Icon shield recharger.png|link=|]]
|[[File:Icon shield recharger.png|link=|]]
|'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules which provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.
|'''{{co|wheat|Shield rechargers}}''' are passive mid slot modules which provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.
|-
|-
|[[File:Icon shield glow.png|link=|]]
|[[File:Icon shield glow.png|link=|]]
|'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.
|'''{{co|wheat|Shield boosters}}''' consume ship's capacitor to repair (or ''boost'', as the name says) the shields in exchange. Note that the repair happens at the beginning of the module cycle. Shield boosters generally have short cycle time and mediocre capacitor:hitpoint rate compared to Armor Repairers.
|-
|-
|[[File:Icon ancillary shield booster.png|link=|]]
|[[File:Icon ancillary shield booster.png|link=|]]
|'''{{co|wheat|Ancillary shield booster}}'''  provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature.
|'''{{co|wheat|Ancillary shield booster}}'''  provides a capacitor-free method of active shield tanking for limited time. They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead. They will reload in 1 minute (60 seconds). Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available (the accepted charge size is displayed on the Show Info tab). Using larger charges offers no benefits. Ancillary shield boosters are almost exclusively used in PvP situations to provide repairs without consuming the precious capacitor. Usage in PvE is not recommended due to the long reload time, the cost of Capacitor Booster Charges and burst tanking nature.
|-
|-
|[[File:Icon shield boost amplifier.png|link=|]]
|[[File:Icon shield boost amplifier.png|link=|]]
|'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]].
|'''{{co|wheat|Shield boost amplifiers}}''' are passive mid slot modules that increase shield booster repair amount without increasing the capacitor usage. They are completely passive and use only 1 powergrid, however they require quite a bit of CPU. This makes these impractical for smaller hulls due to the limited med slots and fitting resources. However, Boost Amplifiers double the heat damage from [[overheating]].
|-
|-
|[[File:Icon shield transporter i.png|link=|]]
|[[File:Icon shield transporter i.png|link=|]]
|'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.
|'''{{co|wheat|Remote shield boosters}}''' use capacitor to repair shields of a single target. Moderately short Optimal range and long Falloff range. Note that the repair is delivered at the start of the cycle.
Line 398: Line 388:
|[[File:Icon_shield_transporter_i.png|link=|]]
|[[File:Icon_shield_transporter_i.png|link=|]]
|'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.
|'''{{co|wheat|Ancillary remote shield boosters}}''' are remote shield boosters that can be loaded with cap boosters. They behave exactly the same with local Ancillary Shield Boosters except they repair other ships instead. Usage without Cap Booster Charges are highly discouraged due to the large Capacitor usage.
|-
|-
|[[File:Icon powergrid.png|link=|]]
|[[File:Icon powergrid.png|link=|]]
|'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate.
|'''{{co|wheat|Power diagnostics systems}}''' are low slot engineering modules. Small percentage increase to shield capacity, capacitor capacity, powergrid output, shield recharge rate and capacitor recharge rate.
Line 406: Line 396:
|[[File:Icon capacitor recharger.png|link=|]]
|[[File:Icon capacitor recharger.png|link=|]]
|'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
|'''{{co|wheat|Capacitor power relays}}''' are not exactly a shield modules, but an engineering module. They are a passive low slot module that increase capacitor recharge rate at the expense of reduced shield booster repair amount. These are generally avoided on active shield tanked ships. The penalty does not apply to remote shield boosters.
|-
|-
|[[File:Module icon shield rig tech1.png|link=|]]
|[[File:Module icon shield rig tech1.png|link=|]]
|'''{{co|wheat|Rigs}}'''
|'''{{co|wheat|Rigs}}'''
Line 416: Line 406:
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.
* Core defense operational solidifiers make the shield boosters run faster, increasing tank but also capacitor use. Unlike its armor equivalent, usually ignored in favour of a boost amplifier module.
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig
* Core defense charge economizers reduce the powergrid need of shield extenders. Rarely used except in some very large buffers to pvp fits. They are much cheaper than the general PG upgrade rig
|-
|-
|[[File:Icon implant hardwiring.png|link=|]]
|[[File:Icon implant hardwiring.png|link=|]]
|'''{{co|wheat|Implants}}'''
|'''{{co|wheat|Implants}}'''
Line 428: Line 418:
** The '''{{co|wheat|Nirvana}}''' implant set gives a multiplicative increase to shield hit points.
** The '''{{co|wheat|Nirvana}}''' implant set gives a multiplicative increase to shield hit points.
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
** You can mix & match HG, MG, and LG implants, for a final bonus partway in between.
|-
|-
|[[File:Icon blue pill.png|link=|]]
|[[File:Icon blue pill.png|link=|]]
|'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity.  
|'''{{co|wheat|Blue Pill}}''' medical booster greatly increases the ship's active shield boosting amount, however they have a chance to penalize your ship's Capacitor and Shield capacity, your turret's optimal range, or your missile's explosion velocity.  
|-


|}
|}


===Shield skills===
=== Shield skills ===
The following skills are required to field a full Tech 2 Shield tank:
The following skills are required to field a full Tech 2 Shield tank:


*{{sk|Shield Management}}
* {{sk|Shield Management}}
** 5% increase in shield capacity per level.
** 5% increase in shield capacity per level.
** Required for shield boost amplifiers.
** Required for shield boost amplifiers.


*{{sk|Energy Grid Upgrades}}  
* {{sk|Energy Grid Upgrades}}  
** 5% PG per level. Required for shield power relays and power diagnostic units.
** 5% PG per level. Required for shield power relays and power diagnostic units.


*{{sk|Shield Upgrades}}
* {{sk|Shield Upgrades}}
** 5% reduction in shield extener PG usage.
** 5% reduction in shield extener PG usage.
** Required for resistance amplifier, shield recharger modules.
** Required for resistance amplifier, shield recharger modules.


*{{sk|Shield Operation}}
* {{sk|Shield Operation}}
** 5% reduction in shield recharge time per level.
** 5% reduction in shield recharge time per level.
** Required for shield boosters and maximize shield recharge.
** Required for shield boosters and maximize shield recharge.


*{{sk|Tactical Shield Manipulation}}  
* {{sk|Tactical Shield Manipulation}}  
** Reduces damage bleeding to armor through shields-.
** Reduces damage bleeding to armor through shields-.
** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.
** Required for shield hardeners. No good reason for training beyond IV unless you want to use certain capital modules.
Line 471: Line 460:
** Reduces the drawbacks of shield rigs.
** Reduces the drawbacks of shield rigs.


*{{sk|Hull Upgrades}}
* {{sk|Hull Upgrades}}
** 5% hull HP per level. Required for damage control.
** 5% hull HP per level. Required for damage control.


==Hull tanking==
== Hull tanking ==
 
Hull Tanking is a rare and dangerous art employed only by the pilots with either the most bravery or the thickest of skulls. With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion. Additionally, incoming hull damage slowly bleeds into the ship's modules, causing them to artificially burn out and making it unwise to hull tank for long period of time. Hull tanking is also very much an 'all or nothing' affair: it is nearly impossible to repair hull damage without docking in a starbase.
Hull Tanking is a rare and dangerous art employed only by the pilots with either the most bravery or the thickest of skulls. With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion. Additionally, incoming hull damage slowly bleeds into the ship's modules, causing them to artificially burn out and making it unwise to hull tank for long period of time. Hull tanking is also very much an 'all or nothing' affair: it is nearly impossible to repair hull damage without docking in a starbase.


Line 482: Line 470:
As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.
As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.


{|class=wikitable style="width: 900px;background:#111111"
{|class=wikitable style="width: 900px;"
|-
|-
|[[File:Icon reinforced bulkhead.png|link=|]]
|[[File:Icon reinforced bulkhead.png|link=|]]
|'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP.
|'''{{co|wheat|Reinforced bulkheads}}''' give a percentage bonus to hull HP. These are the only modules that increase hull HP.
|-
|-
|[[File:Icon module damage control.png|link=|]]
|[[File:Icon module damage control.png|link=|]]
|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage.
|'''{{co|wheat|Damage control}}''' increases ship's hull resist to all damage.
|-
|-
|[[File:Icon hull repairer i.png|link=|]]
|[[File:Icon hull repairer i.png|link=|]]
|'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat.
|'''{{co|wheat|Hull repairers}}''' use capacitor to repair hull. These modules are extremely slow and can not be practically used in combat.
|-
|-
|[[File:Icon remote hull repair i.png|link=|]]
|[[File:Icon remote hull repair i.png|link=|]]
|'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair another ship's hull. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules.
|'''{{co|wheat|Remote hull repairers}}''' allow you to remotely repair another ship's hull. These modules are extremely slow and can not be practically used in combat. No ship is bonused for using these modules.
|-
|-
|[[File:Module icon armor rig tech1.png|link=|]]
|[[File:Module icon armor rig tech1.png|link=|]]
|'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull.
|'''{{co|wheat|Transverse bulkheads}}''' give a large percentage bonus to hull HP. No other rig gives any bonuses to hull.
|-
|-
|[[File:Hobgoblin.png|link=|]]
|[[File:Hobgoblin.png|link=|]]
|'''{{co|wheat|Hull Repair Bots}}''' allow a logistics ship to remotely repair another ship's hull. These are the only form of hull logistics that are commonly used, as they count as Logistics Drones and thus receive bonuses from certain Logistics Cruisers. They are commonly used as an emergency backup, to patch up the hull of an allied ship which recently took a little too much heat.
|'''{{co|wheat|Hull Repair Bots}}''' allow a logistics ship to remotely repair another ship's hull. These are the only form of hull logistics that are commonly used, as they count as Logistics Drones and thus receive bonuses from certain Logistics Cruisers. They are commonly used as an emergency backup, to patch up the hull of an allied ship which recently took a little too much heat.
|-
 
|}
|}


Hull tanking is improved by only a single skill:
Hull tanking is improved by only a single skill:
*{{sk|Mechanics}}
* {{sk|Mechanics}}
** 5% hull HP per level. Required for damage control.
** 5% hull HP per level. Required for damage control.


==Remote repair==
== Remote repair ==
{{main|Logistics}}
{{main|Logistics}}


Line 520: Line 508:
A remote repair tactic allows the main fleet to fit large buffer tanks that makes them able to survive the alpha of enemy fleet, secure in the knowledge that their logistics wing will repair damage. This also allows the logi wing to focus the repping power of whole fleet on single ship.
A remote repair tactic allows the main fleet to fit large buffer tanks that makes them able to survive the alpha of enemy fleet, secure in the knowledge that their logistics wing will repair damage. This also allows the logi wing to focus the repping power of whole fleet on single ship.


===Spider tanking===
=== Spider tanking ===
 
While normal logistic fleet configuration outsources repairing to specialized logistics ships, "spider tanking" shares the repairing and combat duty between the whole fleet. Most or all of the ships in the fleet fit one or more remote restoration modules, and the fleet as a whole repairs whichever member comes under attack.
While normal logistic fleet configuration outsources repairing to specialized logistics ships, "spider tanking" shares the repairing and combat duty between the whole fleet. Most or all of the ships in the fleet fit one or more remote restoration modules, and the fleet as a whole repairs whichever member comes under attack.


This is an advanced tactic hat requires a good deal of coordination to function effectively. It is most commonly used with battleships, particularly the [[Dominix]], which has no weapon bonuses (only drone bonuses), and so can mount remote restoration modules in its free high slots if pilots do not want to use those slots for weapons.
This is an advanced tactic hat requires a good deal of coordination to function effectively. It is most commonly used with battleships, particularly the [[Dominix]], which has no weapon bonuses (only drone bonuses), and so can mount remote restoration modules in its free high slots if pilots do not want to use those slots for weapons.


==Burst resistance modules==
== Burst resistance modules ==
{{see also|Capital Ship Modules#Capital Emergency Hull Energizer}}
{{see also|Capital Ship Modules#Capital Emergency Hull Energizer}}


There are also a couple of modules that can be activated to give a short burst of high resistances. [[Frigates#Assault Frigates|Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control.
There are also a couple of modules that can be activated to give a short burst of high resistances. [[Assault Frigates]] and [[Heavy Assault Cruisers]] can equip an '''Assault Damage Control''' (or '''ADC'''), which gives lower passive resists compared to a regular Damage Control, but can be activated to give a burst of 95% omni resistance to shield, armor, and hull for up to 14.4 seconds with a 150 second reactivation delay. [[Capital Ships]] can equip a '''Capital Hull Emergency Energizer''' (or '''CEHE'''), which only gives a 95% omni resistance bonus to structure, has no passive benefit, and burns out after a single use. Both modules take the place of a regular Damage Control.


==References==
== References ==
<references />
<references />
[[Category:Combat]]
[[Category:Combat]]