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Salartarium (talk | contribs) m proofreading;that vs which |
m →Armor tanking modules: Proofreading. |
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|[[File:Icon armor plate.png|link=|]] | |[[File:Icon armor plate.png|link=|]] | ||
|'''{{co|wheat|Armor plates}}''' increase | |'''{{co|wheat|Armor plates}}''' increase armor HP by a flat amount with the cost of increasing ship mass, decreasing ship speed and agility. Oversized plates, those intended for larger ship sizes, can be fitted onto smaller ships if they have adequate power grid. | ||
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|[[File:Icon adaptive nano plating.png|link=|]] | |||
|'''{{co|wheat|Resistance coatings}}''' are passive modules that increase armor resistances. They have very low fitting costs. | |||
* Resistance Coatings come in 5 types: one for each of the four damage elements and one multispectrum model which moderately resists all damage. | |||
* The [[Armor Compensation]] skill further increases bonus resistances. | |||
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|[[File:Icon energized membrane.png|link=|]] | |||
|'''{{co|wheat|Energized membranes}}''' are an upgraded version of Resistance Coatings, passively increasing armor resistances by a larger amount. They have higher CPU fitting costs than resistance coatings and are more expensive to produce. | |||
*Energized Membranes also come in four elemental types and one multispectrum model which moderately resists all damage. | |||
* The [[Armor Compensation]] skill further increases bonus resistances. | |||
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|[[File:Icon armor thermal hardener.png|link=|]] | |[[File:Icon armor thermal hardener.png|link=|]] | ||
|'''{{co|wheat|Armor hardeners}}''' are active modules that significantly increase one of the four armor resistances. They consume small amounts of Capacitor energy to run | |'''{{co|wheat|Armor hardeners}}''' are active modules that significantly increase one of the four armor resistances, more than Energized Membranes. They consume small amounts of Capacitor energy to run and require slightly more CPU to fit than Energized Membranes. They can also be [[Overheating|Overheated]] for a further increase in strength. | ||
* (Active) Armor Hardeners come in 4 types: one for each type of damage. | |||
* Armor Hardeners do '''not''' benefit from the [[Armor Compensation]] skill. | |||
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|[[File:Icon armor repairer i.png|link=|]] | |[[File:Icon armor repairer i.png|link=|]] | ||
|'''{{co|wheat|Ancillary armor repairers}}''' | |'''{{co|wheat|Ancillary armor repairers}}''' fix armor quickly in short bursts. They consume Nanite Repair Paste to drastically increase the repair amount (~1.7x that of T2) for the first 8 repair cycles, and once depleted repair much slower (~0.6x). Reloading the module requires '''1 minute''', during which the module cannot be used. Auto-reload can be disabled to keep the module available until reload is desired. | ||
Ancillary Armor Repairers | * PvP is the primary setting for Ancillary Armor Repairers where they provide strong bursts of active tanking. (Certain types of PvE, such as [[Abyssal Deadspace]], also popularly feature this module.) | ||
* To always [[Overheat|Overheated]] an Ancillary Armor Repairer is generally safe, due to its limited number of activation cycles. | |||
* Due to their high repair power, Ancillary Armor Repairers are often only activated for a single cycle at a time. | |||
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|[[File:Icon adaptive nano plating.png|link=|]] | |||
|'''{{co|wheat|Layered Coatings}}''' are passive modules that increase a ship's armor by a percentage amount, including bonus armor added by Armor Plates. Also, unlike Armor Plates, they do not increase ship mass. | |||
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|[[File:Icon energized membrane.png|link=|]] | |[[File:Icon energized membrane.png|link=|]] | ||
|'''{{co|wheat|Layered Energized Membranes}}''' are | |'''{{co|wheat|Layered Energized Membranes}}''' are upgraded Layer Coatings that increase armor percentage by a higher amount. They have higher CPU fitting costs and are more expensive to produce. | ||
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|[[File:Icon | |[[File:Icon remote armor repair i.png|link=|]] | ||
|'''{{co|wheat| | |'''{{co|wheat|Remote armor repair systems}}''' consume capacitor to remotely repair armor on another ship. Their short range is extended significantly when fit to [[Logistics]] class ships. | ||
* Remote Armor Repairers heal marginally more than their self-repair counterparts over time, and at faster activation speeds. | |||
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