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Stannis Breaker
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Posted - 2007.01.09 14:11:00 -
[1]
Hi all,
I am kinda new and I have a question that I cant seem to get any clarification on:
I see that Shield Extenders increase the amount of shields you have, however how does that differ to boosters?
Many thaks
Stan
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Daftex Muleson
Minmatar UNITED KINGDOM MAYHEM
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Posted - 2007.01.09 14:16:00 -
[2]
Edited by: Daftex Muleson on 09/01/2007 14:13:21 Extenders are passive, do not require "activation" and just increase the total shield hp. Boosters need to be activated, use cap and basically boost the shield, pumping x (whatever the boost value is) hp into the shield total each cycle.
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Stannis Breaker
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Posted - 2007.01.09 14:22:00 -
[3]
Hi,
Thanks for your reply.
Is there a preference? Do people tend to use Booster over Extenders then?
Stan
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Exlegion
Legion's Knight
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Posted - 2007.01.09 14:26:00 -
[4]
Hi Stannis 
Shield extenders add hit points to your shield, while shield boosters "heal" your hit points.
For example, your shield total may be 4000 HP. If you're in battle your shield may go down to, say 1573 out of the 4000 (1573/4000). Your booster can heal your HP back up to 4000 again.
An extender, on the other hand, can increase your shield from 4000 to say, 5100 total hit points.
Hope this helps (I"m not very good at explaining )
Exlegion
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Daftex Muleson
Minmatar UNITED KINGDOM MAYHEM
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Posted - 2007.01.09 14:29:00 -
[5]
Depends what you want to do 
I passively tank my Rifter....with a named medium shield extender and a T2 small shield extender in mids. I then put a Power Diagnostic System and 2 shield power relays in the low slots. That gives me about 1880 shiled hp and a recharge rate of about 15.8hp / second. Basically you want max shield hp and max regeneration rate possible.
The problem with an active system (shield booster) is that it's only as good as your cap supply. Once the cap is gone, your shield will soon follow. Obviously leaves you very vulnerable to players who use nospheratu to drain your cap.
Basically, a lot will depend on the ship in question.
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THX 1138
D00M. Triumvirate.
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Posted - 2007.01.09 15:15:00 -
[6]
Originally by: Stannis Breaker Hi,
Thanks for your reply.
Is there a preference? Do people tend to use Booster over Extenders then?
Stan
Hi Stannis - welcome to Eve.
When I was new to the game I always used extenders - mostly because my skills weren't good enough to effectively use the boosters. Once I could use boosters and resists though, I have never used extenders again. They suck up a valuable mid-slot that could be increasing my resistance.
My advice: use extenders and warp out frequently (assuming you doing missions) until you have your skills trained up to a decent level to maintain capacitor while running a shield booster. -*-*-*-*-

Individuality is underrated |

Shandling
Minmatar Disband
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Posted - 2007.01.09 15:24:00 -
[7]
Basically, your shield has two attributes:
Hitpoints and Recharge time.
You can add an extender to your shields, but your recharge time will stay the same - therefore increasing the rate your shields regenerate! Some ships can even recharge their shield faster and more efficiently with just extenders rather than a booster.
Even people who have many, many skillpoints still passively tank some ships. Ships lend themselves to different types of tanking... some armor, some active shield, some passive shield.

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Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.01.09 15:28:00 -
[8]
Edited by: Sokratesz on 09/01/2007 15:25:02
Each ship comes with a standard total shield HP and standard shield regeneration time. Shields are the ONLY defence your ship has that will regenerate for free, over time.
There is generally 2 ways of tanking the shield.
Active
This involves a shieldbooster and sometimes a shield boost amplifier - they spend capactor energy to regenerate your shield, so may not run forever (untill your cap is out of power).
Passive
This involves using shield extenders to increase the total HP of your shield, and shield power relays and shield rechargers to decrease the shield recharge time. This causes for more shield HP to recharge in less time, essentially giving you 'free' shield. This method takes up more slots though so you may limit your other fitting options while using it.
Which way serves you best is up to you - if you want to be cap independant, use passive, if you want to have burst-recharge, use active. At all times it's a good idea to use 1 or 2, and on some ships even 3 damage hardeners. These also exist in a passive and active form, the latter using more cap but giving a substantial better resistance amplification. They will decrease the amount of damage your ship takes from incoming missiles / shots for their respective hardener type, and thus increase your chances of survival.
Then there is always armortanking - which involves cmpletely different fitting methods and a different approach to repairing damage. While shield tanking mostly takes up medslots, armortanking modules solely use lowslots. The way resistances are amplified and the amounts of cap and CPU/Powergrid used differ severely - take, for example, a look at the 'invulnerability field I' and the 'medium shield booster I', both shieldtanking modules, and the 'energized adaptive nano membrane' and the 'medium armor repairer I', both armortanking modules. A bit of a special module is the 'damage control unit I', since it uses very little cap, boosts both shield and armor resistances a small bit but gives a great boost to hull resistances.
Depending on your ship and your skills a different tank setup will be preferable. For every ship there are dozens of possible setups depending for what purpose it will be used. If you have any questions or need inspiration, take a look through the numerous fitting threads on different ships, and the guides found here and there on tanking.
 Basilisk Fitting Link |

Stannis Breaker
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Posted - 2007.01.09 15:57:00 -
[9]
Dear all,
Thank you so much for your time and effort.
It does seem that its dependant on the type of ship or ships I intend on flying and of course the skills I have or intend to gain.
I understand from what I have been told that its not a good idea to mix active and passive modules either..
So if I tend to use shield boosters I need skills to increase the CAP of my ship, though shield extenders dont require these skills I assume there are additional skills I need to use these modules.
I guess since there is no clear cut yes or no I should look to experiment and see which works best for me and my ship.
I also assume that a setup for running missions and a setup for being attacked or attacking other players differs - but im not interested in that (for the time being anyway).
thx
Stan
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