User:Enta en bauldry/Tanking
Tanking is the soaking up or evasion of damage through the use of repair, speed, distance or sheer hitpoints. There are different ways a ship is tanked and each ship can do certain types better. The methods listed below can't be used on every ship, common sense and experience are crucial to decide what type of tank to use.
Base Mechanics & Jargon
The objective of tanking a ship is to extend it's survivability in combat, ultimately not getting destroyed. There many situations that require fitting defensive modules to your ship. Ranging from PvE to PvP, even during non-combat activities like hauling and mining.
Resistances: The amount of incoming damage can be lowered by increasing the resistances of your ship. There are four types of damage you can receive(generally a combination of some):
- EM
- Thermal
- Kinetic
- Explosive
EHP(Effective HP): The amount of damage a ship can take after fitting and resistances are calculated. Resistances lower the amount of incoming damage but don't increase your raw hitpoints.
HP(Hitpoints): Raw hitpoints before resistances.
Armor Tanking
Armor tanks are used on ships that are more inclined to fit one. A ship might have a specialized slot layout, more armor hitpoints, bonuses to armor repair or buffer amount. Armor tank modules are always fitted in low slots, freeing up mid slots for modules that provide utility. However, passive modules that go into low slots will be constrained, such damage increasing modules. Rigs can be used to increase the effectiveness of an armor tank.
Active Armor Tank
By fitting armor repairers to your ship, you acquire the ability to repair your armor during combat. An active armor tank is a great choice if your intention is to solo PvE, solo or small gang PvP. The strength of your tank is defined by the amount of hitpoints you can repair over time, multiplied by your resistances which decrease incoming damage. You can use energized nano membranes or armor hardeners to boost your resistances.
As a quick example a ship that can repair 100HP/s and has 75% resistances across the board will be able to survive incoming damage upwards of 400DMG/s.
This type of fitting comes with it's disadvantages though. Running repairers will cost you capacitor and might require modules to counter this cap-hungry nature such as cap rechargers, capacitor power relays or cap boosters. You will be susceptible to neuting and your low hitpoints might get you killed in high alpha strike situations where your repairer won't be able to finish it's cycle before the initial shot from enemies.
Some ships that can active armor tank well are(but not limited to): Dominix, Myrmidon, Paladin, Legion with the appropriate subsystem.