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m Cleaning up links to old images. |
→Active tanking: Rewrote paragraph on Ancils |
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Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the capacitor booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed. | Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the capacitor booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed. | ||
Ancillary armor repairers and shield boosters are another way to field strong active tank for a short duration. These modules can be loaded with nanite repair paste and cap boosters. While the | Ancillary armor repairers and shield boosters are another way to field strong active tank for a short duration. These modules can be loaded with nanite repair paste and cap boosters. While these modules have charges, ancillary armor repairers repair far more hitpoints than any other repair module, and ancillary shield boosters consume 0 capacitor. However, once their charges run out (in general after 8 cycles for an armor repairer or 9 cycles for a shield booster), the armor repairer becomes very weak and inefficient, and the shield booster becomes prohibitively capacitor-intensive. Ancillary repair modules have a 60 second reload time to reload their charges. Only one ancillary armor repairer, or capital ancillary shield booster, can be fitted to a ship. | ||
==Resists== | ==Resists== | ||