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*The Amarr [[Prophecy]], a battlecruiser, has seven low slots and four medium slots. | *The Amarr [[Prophecy]], a battlecruiser, has seven low slots and four medium slots. | ||
*The Gallente Incursus, a frigate, has a 7.5% bonus to Armor Repairer amount. | *The Gallente [[Incursus]], a frigate, has a 7.5% bonus to Armor Repairer amount. | ||
It is worth noting that many ships can use either shields or armor. In these cases the choice is a matter of fitting ... what is the goal of the fit, and what are the skills or the pilot. | It is worth noting that many ships can use either shields or armor. In these cases the choice is a matter of fitting ... what is the goal of the fit, and what are the skills or the pilot. | ||
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{{ note box | '''IMPORTANT''': Ships should use ''either'' shields ''or'' armor ... but never both. Some shield modules increase the Signature Radius of a ship and make it easier to target. Some armor modules decrease the speed of a ship and make it easier to catch. While there are benefit trade-offs that make this acceptable for one kind of defense or the other, there are few, if any, trade-offs that accomodate both. | italics = no }} | {{ note box | '''IMPORTANT''': Ships should use ''either'' shields ''or'' armor ... but never both. Some shield modules increase the Signature Radius of a ship and make it easier to target. Some armor modules decrease the speed of a ship and make it easier to catch. While there are benefit trade-offs that make this acceptable for one kind of defense or the other, there are few, if any, trade-offs that accomodate both. | italics = no }} | ||
The argument as to which approach is best never ends. Every type of defense has advantages and disadvantages, and it is always best to fit the ship to match its characteristics, the | The argument as to which approach is best never ends. Every type of defense has advantages and disadvantages, and it is always best to fit the ship to match its characteristics, the pilot's skills, and the goals of the encounter. | ||
===Advantages of Shields=== | ===Advantages of Shields=== | ||
* | *Does not reduce speed or maneuverability | ||
*As a first line of defense, leaves you with Armor and Hull as a fallback if shields go down | *As a first line of defense, leaves you with Armor and Hull as a fallback if shields go down | ||
*Recharge on their own – no need to dock for repairs | *Recharge on their own – no need to dock for repairs | ||
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===Disadvantages of Shields=== | ===Disadvantages of Shields=== | ||
* | *Increases signature radius – ship becomes easier to target | ||
*Not possible to fully protect against all damage types | *Not possible to fully protect against all damage types | ||
*Fewer kinds of enhancement modules – less choice than with armor | *Fewer kinds of enhancement modules – less choice than with armor | ||
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===Shield Tanking=== | ===Shield Tanking=== | ||
The term "shield tanking" refers to the use of shields as a | The term "shield tanking" refers to the use of shields as a ship's primary defensive mechanism. There are three general approaches to Shield Tanking: | ||
*Active – use modules that draw on the ship's capacitor to improve shield performance | *Active – use modules that draw on the ship's capacitor to improve shield performance | ||