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User talk:Erise ardain: Difference between revisions

Discussion page of User:Erise ardain
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* less space for damage/tracking mods
* less space for damage/tracking mods


More here:[[Armour_tanking]]
More here: [[Armour_tanking Armour Tanking]]


==== Shield tank  ====
==== Shield tank  ====
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* less space for utility modules
* less space for utility modules


More here [[Shield_tanking]]
More here [[Shield_tanking Shield Tanking]]




==== Damage Control ====
==== "Suitcase tank" ====


[http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] - this little module increases shield and armor resist for few % and hull resist for huge amount in exchange for little amount in cap. It does not have stacking penalties with enything but u can use only one of it. What it does (xcept quite useful resist boost) is it gives u few more seconds when ure in hull to run away. Usually its a good idea to have it, as "buffer" to run away.
Uses [http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] as only "tanking" module. Mostly used on PVP frigates, Damage control provides biggest "EHP boost per slot" from all tanking modules, and it don't have stacking penalties with any other resistance mod. Often used on ships because it's only ship that provides hull resists, whch give a little bit more time to run away when your tank is "broken" (more damage incoming than you can rep).
 
===== Active shield tank  =====
 
Uses (mostly active) hardeners and shield booster + usually one or 2 shield boost amplifiers to reduce and repair incoming damage
 
===== Passive shield tank  =====
 
Focuses on increasing resists and shield natural regen per second. As regen speed is same regardless of shield's HP, increasing shield HP by using shield extenders, have same effect as decreasing shield recharge time by using power relays and rechargers, both are boosting natural shield regen. GOod side of passive tank is that u just need to turn ahrdeners on, after that u dont have to activate any module, bad side is sig radius is much bigger and it uses a lot of slots, both med and low. Maximal shield recharge is around 25% of shield, below that means your tank is broken. Useful both in PVE, WH and PVP
 
===== Buffer shield tank  =====
 
Passive tank without recharger modules, or some of them swapped for hardener or another shield ex. Used in PVP or WH


So what to do when u are planning fit for your new ship. First, you should specify  
So what to do when u are planning fit for your new ship. First, you should specify  
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=== Purpurose  ===
=== Purpurose  ===


of your fit. What is primary and secondary purpurose of ship u wanna fly, what are things u '''need''' and what are things u ''would like'' your should would do. Trying to build ship that does everything, usually ends in ship doing everything bad.  
of your fit. What is primary and secondary purpurose of ship you wanna fly? What are things u '''need''' and what are things u ''would like'' your ship would do. Trying to build ship that does everything, usually ends in ship doing everything bad.  


==== PVE  ====
==== PVE  ====


This is quite simple, first thing u want is enougth tank to keep you alive, after that most DPS u can get. For PVE passive or active tank, because rats have steady damage over long time. Whether u want shield of armor tank depends on ship u wanna fly, more low slots work better with armor tank, more mid slots work better with shield tank, tho some ships can do both (like passive shield tanked Hurricane or Myrmidon). After fitting tank, weapons, and (most of the time) propulsion mod like afterburner. What weapons u fit depend on ship but in general, shorter range, more DPS dmg weapons like blasters and autocannons work best on fast, agile ship (if u can't get to enemy, tons of blaster DPS won't help), while long range low DPS (beam lasers, railguns, artillery) let's u have more freedom with range, but cant hit anything on short range. Pulse lasers are medium range with good tracking, so they are usually good choice.  
This is quite simple, first thing you want is enougth tank to keep you alive, after that most DPS u can get. For PVE passive or active tank, because rats have steady damage over long time. Whether u want shield of armor tank depends on ship you wanna fly, more low slots work better with armor tank, more mid slots work better with shield tank, though some ships can do both (like passive shield tanked Hurricane or Myrmidon). After fitting tank, weapons, and (most of the time) propulsion mod like afterburner. What weapons you fit depend on ship but in general, shorter range, more DPS dmg weapons like blasters and autocannons work best on fast, agile ship (if u can't get to enemy, tons of blaster DPS won't help), while long range low DPS (beam lasers, railguns, artillery) let's u have more freedom with range, but cant hit anything on short range. Pulse lasers are medium range with good tracking, so they are usually good choice.  


Also in general when u're closer to NPC u tend to get more dmg, so when u can't tank and have to warp off often, switching to long range weapons can help.  
Also in general when u're closer to NPC u tend to get more dmg, so when u can't tank and have to warp off often, switching to long range weapons can help.