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Pottsey
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Posted - 2004.12.04 19:12:00 -
[1]
Edited by: Pottsey on 25/05/2005 19:47:12 EDIT: May 2005 update Recent testing has made me believe the correct number is 2.5 at 30%. So please replace 2.4 with 2.5 in all the below text. That also throws the rest of the maths off a little.
Due to the amount of Eve mails I get asking how to passive tank I decided to post it here again. I donÆt want to this it turn into another is passive tanking worth or is it a waste of time argument read the numbers and methods and make your own mind up. This is purely to explain how to passive tank to cut down on the mail I get. I donÆt have a problem with people mailing me if you do get stuck. For those wondering the idea behind passive setups is if you run out of cap or someone useÆs Nos on you, your defence stays on max instead of turning off.
To work out your passive shield recharge rate you need to know you shield cap and shield recharge rate. So you do shield cap / shield recharge rate = xxx. The catch is shields are none linier so the lower the shields get the faster they charge up. At the fastest point around 30% shields are 2.4 ish times faster (if any devs are reading this please confirm if 2.4 is correct). So you do shield cap / shield recharge rate = xxx * 2.4 = yyyy. Do not worry if the first 30 or even 50% of your shields go down fast its from 30 to 50% when your shields are strongest. Once the shields get lower then 20% ish (not sure on correct number) its time to warp out as you hit the point of no return. At this point shields recharge slows down so you getting less per second.
For example if my ship has a 9000 shield cap and a 500 second shield recharge rate my shield points per second would be 9000/500 * 2.4 = 43.2 points per second when less then 20% the 43.2 number drops the more I get below 20% the more the number drops. 90% also worse then 43.2 at 90% I get less then 20 points per second. 43.2 might not seem much but thatÆs per second. A large shield booster is 160 points over 4 seconds. So to compare you take yyyy in my case 43.2 and * by 4 = 172.8. Extra large shield boosters are over 5 seconds so to compare to that you would do yyy my case 43.2 b 5 = 215.
Please note the above shield cap and shield recharge rates are made up numbers to make the maths easier. My real numbers are higher.
The next question I get asked is whatÆs better shield extenders or shield recharges. The correct answer is a mix depending on ship. Fit all your mid slots with shield recharges now do shield cap/ shield recharge rate = xxx * 2.4 = yyyy
Now take off 1 mid shield cap / shield recharge rate =xxx and fit in a shield extender. Do shield cap/ shield recharge rate = xxx * 2.4 = yyyy if you get a higher number this time then your better off with a shield extender.
Next repeat the above step but take off a 2nd shield recharges and fit a 2nd shield extender. Do shield cap/ shield recharge rate = xxx * 2.4 = yyyy.
Keep doing the above at some point you will find taking off shield recharges and fitting in shield extender lowers the yyyy number. My ship turned out best with 3 shield extenders and 2 shield recharges.
Best module mid slots are shield extenders and shield recharges. In the low slots shield relays. Do not use shield flux. The flux module lowers your shield cap meaning you get less shield points per second.
If you use max shield relays your reactor will charge up very slow meaning this setup is not practical for some people. It works well on agent missions and for people who forgot to turn on boosters or are just too lazy to turn them on. If you need to PvP and use warp scrabbles and lots of cap draining modules passive setups should not work for you.
For those wonder lots of people have done level 3 agent missions with a passive setup. Some people like to lose a bit of passive setup and fit 1 to 4 hardeners.
If anyone has questions ask away. But please donÆt tell me boosters or amour tanking is better or worse. This is just another way to equip your ship. It has a different set of advantages and disadvantages. You might like it you might not.
EDIT: One thing a lot of people forget to take into account about passive setups is you donÆt need much cap recharge. Lots look at the recharge rate and go 2000, 3000 or even 6000 seconds reactor cap recharge rate that unusable. But they forget to take into account you donÆt have boosters draining the cap fast. A standard scorp battleship can run weapons and 3 active hardeners with missiles for 11 minuets without cap problems. That can easily be extended by training up reactor skills or using 1 nos. That 11 mins also does not take into account the cap you recarge back over 11 mins.
ThatÆs not always the case a full layout of target lock jamers, warp scramblers e.c.t is not a suitable setup for a passive tank.
EDIT 2: There are 6 new implants that help passive tanking and you can use two at once. 3 page has the implants listed. _________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
|
Posted - 2004.12.04 19:12:00 -
[2]
Edited by: Pottsey on 25/05/2005 19:47:12 EDIT: May 2005 update Recent testing has made me believe the correct number is 2.5 at 30%. So please replace 2.4 with 2.5 in all the below text. That also throws the rest of the maths off a little.
Due to the amount of Eve mails I get asking how to passive tank I decided to post it here again. I donÆt want to this it turn into another is passive tanking worth or is it a waste of time argument read the numbers and methods and make your own mind up. This is purely to explain how to passive tank to cut down on the mail I get. I donÆt have a problem with people mailing me if you do get stuck. For those wondering the idea behind passive setups is if you run out of cap or someone useÆs Nos on you, your defence stays on max instead of turning off.
To work out your passive shield recharge rate you need to know you shield cap and shield recharge rate. So you do shield cap / shield recharge rate = xxx. The catch is shields are none linier so the lower the shields get the faster they charge up. At the fastest point around 30% shields are 2.4 ish times faster (if any devs are reading this please confirm if 2.4 is correct). So you do shield cap / shield recharge rate = xxx * 2.4 = yyyy. Do not worry if the first 30 or even 50% of your shields go down fast its from 30 to 50% when your shields are strongest. Once the shields get lower then 20% ish (not sure on correct number) its time to warp out as you hit the point of no return. At this point shields recharge slows down so you getting less per second.
For example if my ship has a 9000 shield cap and a 500 second shield recharge rate my shield points per second would be 9000/500 * 2.4 = 43.2 points per second when less then 20% the 43.2 number drops the more I get below 20% the more the number drops. 90% also worse then 43.2 at 90% I get less then 20 points per second. 43.2 might not seem much but thatÆs per second. A large shield booster is 160 points over 4 seconds. So to compare you take yyyy in my case 43.2 and * by 4 = 172.8. Extra large shield boosters are over 5 seconds so to compare to that you would do yyy my case 43.2 b 5 = 215.
Please note the above shield cap and shield recharge rates are made up numbers to make the maths easier. My real numbers are higher.
The next question I get asked is whatÆs better shield extenders or shield recharges. The correct answer is a mix depending on ship. Fit all your mid slots with shield recharges now do shield cap/ shield recharge rate = xxx * 2.4 = yyyy
Now take off 1 mid shield cap / shield recharge rate =xxx and fit in a shield extender. Do shield cap/ shield recharge rate = xxx * 2.4 = yyyy if you get a higher number this time then your better off with a shield extender.
Next repeat the above step but take off a 2nd shield recharges and fit a 2nd shield extender. Do shield cap/ shield recharge rate = xxx * 2.4 = yyyy.
Keep doing the above at some point you will find taking off shield recharges and fitting in shield extender lowers the yyyy number. My ship turned out best with 3 shield extenders and 2 shield recharges.
Best module mid slots are shield extenders and shield recharges. In the low slots shield relays. Do not use shield flux. The flux module lowers your shield cap meaning you get less shield points per second.
If you use max shield relays your reactor will charge up very slow meaning this setup is not practical for some people. It works well on agent missions and for people who forgot to turn on boosters or are just too lazy to turn them on. If you need to PvP and use warp scrabbles and lots of cap draining modules passive setups should not work for you.
For those wonder lots of people have done level 3 agent missions with a passive setup. Some people like to lose a bit of passive setup and fit 1 to 4 hardeners.
If anyone has questions ask away. But please donÆt tell me boosters or amour tanking is better or worse. This is just another way to equip your ship. It has a different set of advantages and disadvantages. You might like it you might not.
EDIT: One thing a lot of people forget to take into account about passive setups is you donÆt need much cap recharge. Lots look at the recharge rate and go 2000, 3000 or even 6000 seconds reactor cap recharge rate that unusable. But they forget to take into account you donÆt have boosters draining the cap fast. A standard scorp battleship can run weapons and 3 active hardeners with missiles for 11 minuets without cap problems. That can easily be extended by training up reactor skills or using 1 nos. That 11 mins also does not take into account the cap you recarge back over 11 mins.
ThatÆs not always the case a full layout of target lock jamers, warp scramblers e.c.t is not a suitable setup for a passive tank.
EDIT 2: There are 6 new implants that help passive tanking and you can use two at once. 3 page has the implants listed. _________________________________________________ Gallente defensive innovation comes from unexpected source. |

Elve Sorrow
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Posted - 2004.12.04 19:40:00 -
[3]
Thank you.
Two questions though: 1) Where did you get the 2.4 figure from? (I came up with a similar multiplier for cap recharge, so im thinking they might work the same.) 2) What ship do you use this on, and what cap recharge are you left with? (Can you for example still run a webber to get the NPC frigs?)
Thanks.
/Elve
New Video out! Watch me!
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Elve Sorrow
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Posted - 2004.12.04 19:40:00 -
[4]
Thank you.
Two questions though: 1) Where did you get the 2.4 figure from? (I came up with a similar multiplier for cap recharge, so im thinking they might work the same.) 2) What ship do you use this on, and what cap recharge are you left with? (Can you for example still run a webber to get the NPC frigs?)
Thanks.
/Elve
New Video out! Watch me!
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Pottsey
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Posted - 2004.12.04 19:57:00 -
[5]
Edited by: Pottsey on 04/12/2004 20:01:18 ö1) Where did you get the 2.4 figure from? (I came up with a similar multiplier for cap recharge, so im thinking they might work the same.)ö Someone told me the 2.4 figure for cap and after light testing it felt around about the same for shields. I have to stress I did not accurately test to check it was 2.4 but I would be surprised if it was vastly different from that. I really should do some better testing unless someone beats me to it. Part of my testing was letting ships shoot me if the number was a lot below 2.4 I would have died. I would say worse case its 2.2 best case its 2.6.
ö2) What ship do you use this on, and what cap recharge are you left with? (Can you for example still run a webber to get the NPC frigs?)ö My recharge is 6398 seconds with level 1 cap regen skill. Using 1 less relay and swaping to 1 PDU cuts this down in half to 3000 seconds. Two PDUÆs and scarping two relays made a large difference at expense of shield regen. I live with the low cap recharge as its enough to shoot my hybrid weapons for without running out of cap. A webber is about 1 cap per second so it would lower my fire time down to 10 minutes. My ship is a Dominix and I did the maths for the webber not tested that one. So it might be a little off.
But if you use weapons that dont drain cap you have enough cap for more then 1 cap draining module.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
|
Posted - 2004.12.04 19:57:00 -
[6]
Edited by: Pottsey on 04/12/2004 20:01:18 ö1) Where did you get the 2.4 figure from? (I came up with a similar multiplier for cap recharge, so im thinking they might work the same.)ö Someone told me the 2.4 figure for cap and after light testing it felt around about the same for shields. I have to stress I did not accurately test to check it was 2.4 but I would be surprised if it was vastly different from that. I really should do some better testing unless someone beats me to it. Part of my testing was letting ships shoot me if the number was a lot below 2.4 I would have died. I would say worse case its 2.2 best case its 2.6.
ö2) What ship do you use this on, and what cap recharge are you left with? (Can you for example still run a webber to get the NPC frigs?)ö My recharge is 6398 seconds with level 1 cap regen skill. Using 1 less relay and swaping to 1 PDU cuts this down in half to 3000 seconds. Two PDUÆs and scarping two relays made a large difference at expense of shield regen. I live with the low cap recharge as its enough to shoot my hybrid weapons for without running out of cap. A webber is about 1 cap per second so it would lower my fire time down to 10 minutes. My ship is a Dominix and I did the maths for the webber not tested that one. So it might be a little off.
But if you use weapons that dont drain cap you have enough cap for more then 1 cap draining module.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pandora Panda
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Posted - 2004.12.04 22:30:00 -
[7]
After running the numbers on a passive shield tank, I came to the conclusion that a scorp could run a passive-only shield tank with some success, and nothing else could. Your numbers on the dominix support this, since the recharge rate is barely better then a large tech2 booster, and you've sacrificed cap and hardening to get it. I can see no way in which a dominix would not be benefitted from either shield tanking properly and using 7 PDUs for cap, or going the armor tank route. Note that 7 PDUs, a large extender, and a large shield booster II with 3 hardeners would have the boost of the large booster augmented by a reasonable number of passively regenerated shield hitpoints.
The best passive-augmented tank setup that I can envision is on a scorp and as follows:
4x Siege (240 CPU, 7000 Grid) 2x Heavy Nosferatu (100 CPU, 4000 Grid)
1x Large Shield Booster II (100 CPU, 150 Grid) 3x Large Shield Extender IIs (300 CPU, 1200 Grid) 3x Named Hardeners (100 CPU, 3 Grid) 1x Cap Recharger II (15 CPU, 1 Grid)
4x PDU II (64 CPU)
Total: 919/937 CPU 12354/13674 Grid
With lvl 4 skills, this should have 13.5k shields and a recharge rate of 1121 seconds, giving a passive recharge (according to the equation that you're suggusting) of 29 shield HP/sec. It will also give a capacitor of 6.2k with a recharge rate of 390 seconds. That, combined with the nosferatu, should give you the cap to maintain the shield booster and hardeners.
A shield tank without hardeners is worth nothing. A ship that cannot even maintain the cap to run hardeners and weapons is worth nothing. I'm not saying passive shield tanking is worthless, but it is on a dominix. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Pandora Panda
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Posted - 2004.12.04 22:30:00 -
[8]
After running the numbers on a passive shield tank, I came to the conclusion that a scorp could run a passive-only shield tank with some success, and nothing else could. Your numbers on the dominix support this, since the recharge rate is barely better then a large tech2 booster, and you've sacrificed cap and hardening to get it. I can see no way in which a dominix would not be benefitted from either shield tanking properly and using 7 PDUs for cap, or going the armor tank route. Note that 7 PDUs, a large extender, and a large shield booster II with 3 hardeners would have the boost of the large booster augmented by a reasonable number of passively regenerated shield hitpoints.
The best passive-augmented tank setup that I can envision is on a scorp and as follows:
4x Siege (240 CPU, 7000 Grid) 2x Heavy Nosferatu (100 CPU, 4000 Grid)
1x Large Shield Booster II (100 CPU, 150 Grid) 3x Large Shield Extender IIs (300 CPU, 1200 Grid) 3x Named Hardeners (100 CPU, 3 Grid) 1x Cap Recharger II (15 CPU, 1 Grid)
4x PDU II (64 CPU)
Total: 919/937 CPU 12354/13674 Grid
With lvl 4 skills, this should have 13.5k shields and a recharge rate of 1121 seconds, giving a passive recharge (according to the equation that you're suggusting) of 29 shield HP/sec. It will also give a capacitor of 6.2k with a recharge rate of 390 seconds. That, combined with the nosferatu, should give you the cap to maintain the shield booster and hardeners.
A shield tank without hardeners is worth nothing. A ship that cannot even maintain the cap to run hardeners and weapons is worth nothing. I'm not saying passive shield tanking is worthless, but it is on a dominix. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Pottsey
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Posted - 2004.12.04 22:58:00 -
[9]
Edited by: Pottsey on 04/12/2004 23:12:51 ôThe best passive-augmented tank setup that I can envision is on a scorp and as follows:ö & öWith lvl 4 skills, this should have 13.5k shields and a recharge rate of 1121 seconds, giving a passive recharge (according to the equation that you're suggusting) of 29 shield HP/sec.ö ThatÆs very poor 29 per second is not worth it. I donÆt mean to be rude but thatÆs hardly a passive setup. Try taking out the cap recharger, PDUÆs and booster. Swap in shield relays, and an extra mid slot large shield extender or recharge. Then see what you shield points per second are. There is little point in having the cap recharger and PDUÆs as without the booster hardly anything drains cap.
Your setup is only getting 89 shield points per second with the booster mixed with a passive setup. Do you mind trying a fully passive setup without the booster and seeing what you get? Keep the hardeners in if you use them. You should be able to break 100 points per second without the cap drain from a booster.
ôYour numbers on the dominix support this, since the recharge rate is barely better then a large tech2 booster,ö I didnÆt compare against the T2 boosters as I didnÆt think it was far to compare a mostly T1 setup against a T2 setup. Not sure how you got a Dominix passive setup is barely better then a T2 booster. A Dominix Passive setup with T1 low slot modules is 432 over 4 seconds while the T2 large booster is 240 over 4 seconds. Well to be far with passive hardeners my passive charge over 4 seconds is 294.2 the 432 number is without hardners. I am still playing around with how many hardners to use.
ôA shield tank without hardeners is worth nothing. A ship that cannot even maintain the cap to run hardeners and weapons is worth nothing. I'm not saying passive shield tanking is worthless, but it is on a dominix.ö I think your missing the point. The point of a passive setup is to use passive modules. You donÆt use hardeners that use up cap along with boosters that would be a active setup not passive though you can use 1 or two active modules with little problem. You can use cap draining modules but its not recommended unless its like a hardner that use's up 2 cap a second or less. The only cap draining modules I use are sometimes 1 after burner and 6 blasters. My Dominix can keep its weapons fireing for 11 Minuets and that can be extended by training up my skills. Its not often battles last 11 minuets or longer if they do use 1 Nos or weapons that dont drain cap. Mind you if your a laser user I would keep away from a passive setup. I have head laser user's useing passive setups but it does not seem like a good idea to me.
I agree a ship without hardeners is nothing thatÆs why I use some on my Dominix I have with T1 modules Em 32% Explosive 60% Kinetic 40% Thermal 50%
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
|
Posted - 2004.12.04 22:58:00 -
[10]
Edited by: Pottsey on 04/12/2004 23:12:51 ôThe best passive-augmented tank setup that I can envision is on a scorp and as follows:ö & öWith lvl 4 skills, this should have 13.5k shields and a recharge rate of 1121 seconds, giving a passive recharge (according to the equation that you're suggusting) of 29 shield HP/sec.ö ThatÆs very poor 29 per second is not worth it. I donÆt mean to be rude but thatÆs hardly a passive setup. Try taking out the cap recharger, PDUÆs and booster. Swap in shield relays, and an extra mid slot large shield extender or recharge. Then see what you shield points per second are. There is little point in having the cap recharger and PDUÆs as without the booster hardly anything drains cap.
Your setup is only getting 89 shield points per second with the booster mixed with a passive setup. Do you mind trying a fully passive setup without the booster and seeing what you get? Keep the hardeners in if you use them. You should be able to break 100 points per second without the cap drain from a booster.
ôYour numbers on the dominix support this, since the recharge rate is barely better then a large tech2 booster,ö I didnÆt compare against the T2 boosters as I didnÆt think it was far to compare a mostly T1 setup against a T2 setup. Not sure how you got a Dominix passive setup is barely better then a T2 booster. A Dominix Passive setup with T1 low slot modules is 432 over 4 seconds while the T2 large booster is 240 over 4 seconds. Well to be far with passive hardeners my passive charge over 4 seconds is 294.2 the 432 number is without hardners. I am still playing around with how many hardners to use.
ôA shield tank without hardeners is worth nothing. A ship that cannot even maintain the cap to run hardeners and weapons is worth nothing. I'm not saying passive shield tanking is worthless, but it is on a dominix.ö I think your missing the point. The point of a passive setup is to use passive modules. You donÆt use hardeners that use up cap along with boosters that would be a active setup not passive though you can use 1 or two active modules with little problem. You can use cap draining modules but its not recommended unless its like a hardner that use's up 2 cap a second or less. The only cap draining modules I use are sometimes 1 after burner and 6 blasters. My Dominix can keep its weapons fireing for 11 Minuets and that can be extended by training up my skills. Its not often battles last 11 minuets or longer if they do use 1 Nos or weapons that dont drain cap. Mind you if your a laser user I would keep away from a passive setup. I have head laser user's useing passive setups but it does not seem like a good idea to me.
I agree a ship without hardeners is nothing thatÆs why I use some on my Dominix I have with T1 modules Em 32% Explosive 60% Kinetic 40% Thermal 50%
_________________________________________________ Gallente defensive innovation comes from unexpected source. |
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In'q
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Posted - 2004.12.04 23:10:00 -
[11]
Thank you for posting this Pottsey, I was considering evemailing you for an example, but this takes care of that. Keep up the good work on funny setups. 
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In'q
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Posted - 2004.12.04 23:10:00 -
[12]
Thank you for posting this Pottsey, I was considering evemailing you for an example, but this takes care of that. Keep up the good work on funny setups. 
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Pottsey
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Posted - 2004.12.04 23:20:00 -
[13]
Going back to Pandora Panda hrybid setup mixing passive and boosters has anyone made this work and managed to break 100+ shield points per second? I failed every time I tried as I would run out of cap to fast. _________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
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Posted - 2004.12.04 23:20:00 -
[14]
Going back to Pandora Panda hrybid setup mixing passive and boosters has anyone made this work and managed to break 100+ shield points per second? I failed every time I tried as I would run out of cap to fast. _________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pandora Panda
|
Posted - 2004.12.05 02:07:00 -
[15]
Originally by: Pottsey Going back to Pandora Panda hrybid setup mixing passive and boosters has anyone made this work and managed to break 100+ shield points per second? I failed every time I tried as I would run out of cap to fast.
Drop a kinetic hardener or the cap recharger for a shield boost amp. That'll put it over 100 at peak, with the advantage of actually having some shield recharge once you drop below the peak passive recharge point. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Pandora Panda
|
Posted - 2004.12.05 02:07:00 -
[16]
Originally by: Pottsey Going back to Pandora Panda hrybid setup mixing passive and boosters has anyone made this work and managed to break 100+ shield points per second? I failed every time I tried as I would run out of cap to fast.
Drop a kinetic hardener or the cap recharger for a shield boost amp. That'll put it over 100 at peak, with the advantage of actually having some shield recharge once you drop below the peak passive recharge point. -------------------------------------------- CONCORD: Kneecapping Pilots for Misdemeanors Since 2003 |

Artemeis Borshann
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Posted - 2004.12.05 02:16:00 -
[17]
Edited by: Artemeis Borshann on 05/12/2004 02:22:57 Passive tanking is certainly an interesting idea.
I haven't tried it yet, but since it's mainly for agent running and NPC fighting, if you know what you'll be fighting and what damage they mete out, using 1 or 2 specific passive shield amplifiers might help. Just get the whole range and swap the right ones in before a mission.
Pottsey, have you looked into that yourself?
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Artemeis Borshann
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Posted - 2004.12.05 02:16:00 -
[18]
Edited by: Artemeis Borshann on 05/12/2004 02:22:57 Passive tanking is certainly an interesting idea.
I haven't tried it yet, but since it's mainly for agent running and NPC fighting, if you know what you'll be fighting and what damage they mete out, using 1 or 2 specific passive shield amplifiers might help. Just get the whole range and swap the right ones in before a mission.
Pottsey, have you looked into that yourself?
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caligi malus
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Posted - 2004.12.05 02:55:00 -
[19]
This is an interesting Topic, one i have considered before. Im glad that you managed to come up with a workable setup :)
I Think the key issue though, is the length of time that this setup can last. 11min is a long time in combat, and ideally suited to Multi-Wave agent missions. However a PVP battle that lasts past 60s is unusual.
Pottsey: have you tried passively tanking a cruiser class? or would that simply give too low an output due to lack of slots?
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caligi malus
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Posted - 2004.12.05 02:55:00 -
[20]
This is an interesting Topic, one i have considered before. Im glad that you managed to come up with a workable setup :)
I Think the key issue though, is the length of time that this setup can last. 11min is a long time in combat, and ideally suited to Multi-Wave agent missions. However a PVP battle that lasts past 60s is unusual.
Pottsey: have you tried passively tanking a cruiser class? or would that simply give too low an output due to lack of slots?
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Pottsey
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Posted - 2004.12.05 10:12:00 -
[21]
öPottsey: have you tried passively tanking a cruiser class? or would that simply give too low an output due to lack of slots?ö
It works well on a mark 5 Indi which has loads of slots but little cap making boosters hard to run. But that does mean cutting down on cargo space from lack of cargo expander at the same time you donÆt have expander slowing your top speed down.
I did a quick test with an Exequror Crusier but I was in the wrong base so didnÆt have the best equipment. I got 18.4 per second using T1 modules and 2 slots free for hardeners or other modules. Not that good really worse then a T1 mid booster.
ôJust get the whole range and swap the right ones in before a mission.ö Right now I just use one setup that covers everything as I never no what weapons will be used if someone does catchÆs me and forceÆs me into PvP. But for the hard level 3 missions and for sure level 4 missions thatÆs a good idea I didnÆt think off.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Pottsey
|
Posted - 2004.12.05 10:12:00 -
[22]
öPottsey: have you tried passively tanking a cruiser class? or would that simply give too low an output due to lack of slots?ö
It works well on a mark 5 Indi which has loads of slots but little cap making boosters hard to run. But that does mean cutting down on cargo space from lack of cargo expander at the same time you donÆt have expander slowing your top speed down.
I did a quick test with an Exequror Crusier but I was in the wrong base so didnÆt have the best equipment. I got 18.4 per second using T1 modules and 2 slots free for hardeners or other modules. Not that good really worse then a T1 mid booster.
ôJust get the whole range and swap the right ones in before a mission.ö Right now I just use one setup that covers everything as I never no what weapons will be used if someone does catchÆs me and forceÆs me into PvP. But for the hard level 3 missions and for sure level 4 missions thatÆs a good idea I didnÆt think off.
_________________________________________________ Gallente defensive innovation comes from unexpected source. |

Thomas Torquemada
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Posted - 2004.12.05 11:25:00 -
[23]
Anyone tried the Ferox esp with its better shield resistances.
UPC - PVP'ers Good and Bad, How Do You Want Peace? Through Talk Or In A Casket? We Decide!
Peace My Brothers... |

Thomas Torquemada
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Posted - 2004.12.05 11:25:00 -
[24]
Anyone tried the Ferox esp with its better shield resistances.
UPC - PVP'ers Good and Bad, How Do You Want Peace? Through Talk Or In A Casket? We Decide!
Peace My Brothers... |

Ryo Jang
|
Posted - 2004.12.07 02:46:00 -
[25]
im interested in how this might work on smaller ships. i currently have a cormorant, great ship, but with all the disadvantages a small ship has when it comes to cap and shield. which sucks, because i have 4 med slots and only 1 low slot..
i currently run an active shield tank, with 2 small cap rechargers and 2 small shield boosters. 1 is usually enough, but the second is there if i need 2x the boosting. working well so far.
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Ryo Jang
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Posted - 2004.12.07 02:46:00 -
[26]
Edited by: Ryo Jang on 07/12/2004 02:49:54 double posting sucks!
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Ryo Jang
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Posted - 2004.12.07 02:46:00 -
[27]
im interested in how this might work on smaller ships. i currently have a cormorant, great ship, but with all the disadvantages a small ship has when it comes to cap and shield. which sucks, because i have 4 med slots and only 1 low slot..
i currently run an active shield tank, with 2 small cap rechargers and 2 small shield boosters. 1 is usually enough, but the second is there if i need 2x the boosting. working well so far.
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Ryo Jang
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Posted - 2004.12.07 02:46:00 -
[28]
Edited by: Ryo Jang on 07/12/2004 02:49:54 double posting sucks!
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Deianeira
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Posted - 2004.12.07 09:25:00 -
[29]
Did anybody do some testing on the assault ships (frigs and especially cruisers)? They have natural high resistances (like mentioned before). An assault cruiser with this setup might be very hard to counter.
What you do in life ... echoes in eternity
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Deianeira
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Posted - 2004.12.07 09:25:00 -
[30]
Did anybody do some testing on the assault ships (frigs and especially cruisers)? They have natural high resistances (like mentioned before). An assault cruiser with this setup might be very hard to counter.
What you do in life ... echoes in eternity
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