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Particularly useful modules: | Particularly useful modules: | ||
* Engineering II & Tactical Shield Manipulation IV: Allows use of Invulnerability Field II. | * Engineering II & Tactical Shield Manipulation IV: Allows use of Adaptive Invulnerability Field II. | ||
* Hull Upgrades IV: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however. | * Hull Upgrades IV: Allows use of T2 Damage Control. There is a trade-off with the cargo expanders typically used by haulers, however. | ||
* Energy Grid Upgrades IV, Engineering II, and Science I: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control). | * Energy Grid Upgrades IV, Engineering II, and Science I: Allows use of T2 Power Diagnostic Systems. Some shield tankers prefer these over Damage Controls for the boost in shield recharge rate (that recharge will not have time to make up for the ehp loss compared to a damage control before concord arrives, even in a 0.5 with a 13 second delay, but it can be combined with a damage control). | ||
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T1 Industrials are typically buffer tanked. | T1 Industrials are typically buffer tanked. | ||
An example buffer tank fit would include 1x EMP Shield Amp, 1x Thermal Shield Amp and 2-3x Medium Shield Extenders. One or two Invulnerability Field IIs can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Extended Cargohold II. | An example buffer tank fit would include 1x EMP Shield Amp, 1x Thermal Shield Amp and 2-3x Medium Shield Extenders. One or two Adaptive Invulnerability Field IIs can also be used, but remember that requires capacitor to run and has to be restarted after every jump. A Damage Control II will also add a lot of buffer, but requires removing an Extended Cargohold II. | ||
For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Invulnerability Field II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/hardeners instead of Expanded Cargohold modules. | For hauling, passive shield tank skills are key, followed by the ability to use a Damage Control II and Adaptive Invulnerability Field II. After that, armor tanking can be considered, but that takes away cargo space quickly as you burn up low slots with armor plates/hardeners instead of Expanded Cargohold modules. | ||
Visibly active tanking (most notably the Invulnerability Field) might discourage ganking by the discriminating ganker, so remember to keep your active modules (if any) running at all times. | Visibly active tanking (most notably the Adaptive Invulnerability Field) might discourage ganking by the discriminating ganker, so remember to keep your active modules (if any) running at all times. | ||
For hauling in null sec, a Microwarp Drive is key for getting out of bubbles. These are best used on a Blockade Runner that can cloak. | For hauling in null sec, a Microwarp Drive is key for getting out of bubbles. These are best used on a Blockade Runner that can cloak. | ||
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The more [[EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up. | The more [[EHP]] that you have, the harder it is for the attacker to blow up your ship and steal your stuff. In the case of low/null security space, a [[WCS]] (warp core stabilizer) may be the difference between getting away and getting blown up. | ||
For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible. This should balanced with shoring up your weak EMP/ | For T1 industrial ships, you will want to fit as many medium/large shield extenders into the mid slots as possible. This should balanced with shoring up your weak EMP/Thermal resist holes using Adaptive Invulnerability Field modules or Shield Resist Amplifier modules. In cases where you need more EHP and can sacrifice cargo space, consider adding [[DC2]] (Damage Control II) modules, reinforced bulkheads, or armor resist modules. A poorly fit T1 industrial hauler will only have 4k to 6k EHP, a well fit T1 industrial can have 10k to 20k EHP without sacrificing too much cargo space. | ||
For orcas, the standard fit is (2) Invulnerability Field II and (2) Large Shield Extender II, with a DC2 in the low-slot. This takes your ship from around 60-70k EHP up to about 140k EHP. The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHP. A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP. With the addition of the non-scannable and non-lootable corporate hangar, these are a good choice for small volume high value hauling where you need to hide what you are hauling. | For orcas, the standard fit is (2) Adaptive Invulnerability Field II and (2) Large Shield Extender II, with a DC2 in the low-slot. This takes your ship from around 60-70k EHP up to about 140k EHP. The addition of a Reinforced Bulkhead II will boost that up to 220-240k EHP. A fit using shield extender rigs instead of cargo rigs tops out at around 285k EHP. With the addition of the non-scannable and non-lootable corporate hangar, these are a good choice for small volume high value hauling where you need to hide what you are hauling. | ||
Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate. | Blockade runners rely on good bookmarks, crafty use of their Covert Ops Cloak, [[MWD]], and not fitting anything that would increase signature radius (no shield extenders). Due to their use of a covops cloak, well-flown blockade runners can be almost impossible to catch in hi-sec / lo-sec. So they are a good choice for more expensive cargo runs. But they are also very flimsy and can easily be ganked if you leave them uncloaked at a gate. | ||
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Medium Core Defense Field Extender I</pre> | Medium Core Defense Field Extender I</pre> | ||
This one has both more EHP and more cargo. You can swap 2 expanders for more tanking mods for the same cargo with even more EHP if desired. 2 T2 | This one has both more EHP and more cargo. You can swap 2 expanders for more tanking mods for the same cargo with even more EHP if desired. 2 T2 Adaptive Invulnerability Fields add an additional 5k ehp, and overheating them give 4k more on top of that. | ||
==== Iteron V, General Hauling ==== | ==== Iteron V, General Hauling ==== | ||
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Expanded Cargohold II | Expanded Cargohold II | ||
Invulnerability Field II | Adaptive Invulnerability Field II | ||
Invulnerability Field II | Adaptive Invulnerability Field II | ||
Medium Shield Extender II | Medium Shield Extender II | ||
Medium Shield Extender II | Medium Shield Extender II | ||
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Experimental 10MN Afterburner I | Experimental 10MN Afterburner I | ||
Invulnerability Field II | Adaptive Invulnerability Field II | ||
Invulnerability Field II | Adaptive Invulnerability Field II | ||
Medium Azeotropic Ward Salubrity I | Medium Azeotropic Ward Salubrity I | ||
Medium Shield Extender II | Medium Shield Extender II | ||