|
|
| Line 108: |
Line 108: |
| =OLD= | | =OLD= |
| ==Logistics Modules and Mechanics== | | ==Logistics Modules and Mechanics== |
| ===Ancillary Remote Repair Modules===
| |
|
| |
| <span style="color: wheat">Ancillary Remote Shield Boosters</span> and <span style="color: wheat">Ancillary Remote Armor Repairers</span> are similar in function to local ancillary repair modules that consume charges in exchange for local repairs; the remote versions apply repairs to a fleetmate instead of locally. The attributes of ancillary remote repair modules are different from those of local repair modules, however, and are discussed further below. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.
| |
|
| |
| ====Ancillary Remote Shield Boosters====
| |
|
| |
| {| class="wikitable" style="text-align:center;"
| |
| |+ style="text-align:left; font-size:110%"| Ancillary Remote Shield Booster Comparison
| |
| |-
| |
| ! width="280px" | Item
| |
| ! width="60px" | Shield<br />Boost<br />(HP)
| |
| ! width="120px" | Activation Cost,<br /><span style="color: cyan">without</span> charges<br />(GJ)
| |
| ! width="120px" | Activation Cost,<br /><span style="color: cyan">with</span> charges*<br />(GJ)
| |
| ! width="70px" | # Cycles<br />Before<br />Reload
| |
| ! width="70px" | Reload<br />Time<br />(sec)
| |
| ! width="100px" | Boost Rate<br />(HP/sec,<br />including reload time)
| |
| ! width="50px" | CPU<br />(tf)
| |
| ! width="70px" | Powergrid<br />(MW)
| |
| ! width="55px" | Cycle<br />Time<br />(sec)
| |
| ! width="70px" | Optimal<br />Range
| |
| ! width="70px" | Falloff
| |
| |-
| |
| | {{co|wheat|Medium Ancillary Remote Shield Booster I}}
| |
| | 475 || 700 || 0 || 9 || 60 || 32.4 || 50 || 52 || 8 || 5.00 km || 7.50 km
| |
| |-
| |
| | {{co|wheat|Medium Remote Shield Booster I}}
| |
| | 260 || 232
| |
| | style="background-color: #111111; border-bottom-style:hidden; border-right-style:hidden;" |
| |
| | style="background-color: #111111; border-bottom-style:hidden;" |
| |
| | style="background-color: #111111; border-bottom-style:hidden; border-left-style:hidden;" |
| |
| | 32.5 || 50 || 52 || 8 || 5.00 km || 7.50 km
| |
| |}
| |
| ∗''Navy Cap Booster 50. The Cap Booster 25 size may not be used with ancillary shield booster modules. Larger boosters can fit, but they offer no repair gain over Navy Cap Booster 50's, so the smallest possible booster should be used.''
| |
|
| |
| As the comparison chart above shows, ancillary remote shield boosters (ARSBs) have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do (and so, while the exact numbers in this table will change according to the ship they are fitted to, the comparison will not). These are pretty significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.
| |
|
| |
| Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module. (Most shield logistics ships don't have enough capacitor for the second option.) As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I {{sh|Scythe}} pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.
| |
|
| |
| ====Ancillary Remote Armor Repairers====
| |
|
| |
| {| class="wikitable" style="text-align:center;"
| |
| |+ style="text-align:left; font-size:110%"| Ancillary Remote Armor Repairer Comparison
| |
| |-
| |
| ! width="280px" | Item
| |
| ! width="120px" | Repair Amount,<br /><span style="color: cyan">with</span> charges*<br />(HP)
| |
| ! width="120px" | Repair Amount,<br /><span style="color: cyan">without</span> charges<br />(HP)
| |
| ! width="70px" | Activation Cost
| |
| ! width="70px" | # Cycles<br />Before<br />Reload
| |
| ! width="70px" | Reload<br />Time<br />(sec)
| |
| ! width="100px" | Repair Rate<br />(HP/sec,<br />including reload time)
| |
| ! width="50px" | CPU<br />(tf)
| |
| ! width="70px" | Powergrid<br />(MW)
| |
| ! width="55px" | Cycle<br />Time<br />(sec)
| |
| ! width="70px" | Optimal<br />Range
| |
| ! width="70px" | Falloff
| |
| |-
| |
| | {{co|wheat|Medium Ancillary Remote Armor Repairer I}}
| |
| | 435 || 145 || 155 || 8 || 60 || 32.2 || 20 || 120 || 6 || 8.75 km || 2.50 km
| |
| |-
| |
| | {{co|wheat|Medium Remote Armor Repairer I}}
| |
| | style="background-color: #111111; border-bottom-style:hidden;" |
| |
| | 196 || 155
| |
| | style="background-color: #111111; border-bottom-style:hidden; border-right-style:hidden;" |
| |
| | style="background-color: #111111; border-bottom-style:hidden;" |
| |
| | 32.7 || 20 || 120 || 6 || 8.75 km || 2.50 km
| |
| |}
| |
| ∗''Nanite Repair Paste.''
| |
|
| |
| Ancillary Remote Armor Repairers (ARARs) are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement.
| |
|
| |
| ===Mutadaptive Remote Armor Repairers=== | | ===Mutadaptive Remote Armor Repairers=== |
|
| |
|