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Pottsey
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Posted - 2005.07.25 08:33:00 -
[1]
Edited by: Pottsey on 25/07/2005 08:34:23 ôThey use an insane amount of cap and have such a small cycle time that the only ships that can even use one effectivly are Amarr shipsö Well I shield tank with Gallante ships and use 1 to 4 fields depending on my mood without any problem. Just about any battleship can use them if you think about your module layout.
ôSo why would you fit invul fields when you obviously just need 3 standard hardners :)ö I love invulnerable fields they are perfect and donÆt need changing. Well perhaps a little and I do mean very small boost, but not back to how they used to be. I tend to use anywhere from 1 to 4 on my Gallente ships. Just using 2 dread fields is like having 8 passive hardeners all in 2 slots.
The basic named ones are a few % behind normal hardness but 2 to 4 fields beat 2 to 4 active hardeners when comparing the top end versions. So when you have the cap to run fields they are better then normal hardeners and my ships all have the cap to run them.
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Pottsey
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Posted - 2005.07.25 08:42:00 -
[2]
Edited by: Pottsey on 25/07/2005 08:43:22 ôDo you have any idea how stacking penalities work? You would NOT get 75% resistances across the board for 3 invulnerability fields, closer to 40-45%.ö You can do it if you use dread fields. 3 fields pretty much gives you an average of 75% across the board. EM it a little below 75% and explosive will be over 75%. They are not even that expensive anymore I got my last lot for 45 mill each.
When you look at all these people paying over 40 million for single hardeners officer loot I cannot help but think they would be better off using Dread invulnerability fields. 3 fields beat 4 officer single hardeners when each boosts 1 resistance. If you have 1 of the ships setups that donÆt have the cap to run 3 then just fill the 4th slot with a cap boosting module and your ok.
We also need T2 fields as T2 fields will beat T2 normal hardeners.
EDIT: 3 fields T1 will give 48% EM, 58% Thermal, 68% Kinetic and 79% Explosive all rounded down. Which is 1 slot less then 4 hardners and you only lose 2% on EM over 4 hardners.
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Pottsey
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Posted - 2005.07.25 15:52:00 -
[3]
ôYea well you see some people like to pvp and not stick their ships full of shield extenders relays and all sorts of crap that has no place on pvp setup.
Annyway last time i heard they had no intent on making them usefull againö
Lol even when I donÆt mention passive tanking, donÆt talk about passive tanking modules someone always manages to turn my post into something about passive tanking and bring up the modules. Against popular believe I can make posts without talking about passive tanking. But it does appear I cannot enter a tread without someone bringing up passive tanking.
I was not referring to passive tanking in my first posts but using 1 cap booster with some invulnerable fields. You still use up the 4 slots like people with 4 hardeners but you get more resistance and donÆt have cap probable with 3 feilds. IE not useless.
As for shield relays and Shield extenders why donÆt they have a place in PvP? The best way to survives against gank ships is to have high hitpoints. My shield extender setups lasts a good 2 minuets sometimes longer against full gank ships which is useful. Shield booster setups thend to last 30seconds.
So many people are to short sited when it comes to useful module layouts and limit there self because they donÆt think. Just because you donÆt use a module does not mean it has no place in PvP.
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Pottsey
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Posted - 2005.07.25 17:48:00 -
[4]
ôfyi: even if it seems to the contrary... PvP ≠ Gankingö I find for the most part gank ships have no or little defence and relay on killing there target fast. When you use shield extenders with resistance boosting modules having 20 to 25K shield hitpoints really messÆs up gank ships. The gank ship cannot kill you fast and the gank ship cannot hold up against your own damage more so if you take a few damage mods.
I donÆt care if a full max damage mod, gank ship is doing 1000dps its not going kill me fast. The current record for killing my hitpoint based ship is with T2 large weapons, max damage mods, 1 mininet 45 seconds. More average gank ships take over 2 minuets. Not many gank ships can last under fire for 2 minuets.
Of course I am thinking 1v1 battles or small battles with even numbers. Even when gank ships constraint fire on the hitpoint based ships is still takes more then x4 longer to die then a normal active tank ship so that leaves your friends x4 longer to shoot at the gank ships.
Then there is EW, a gank ship is useless against an ship with EW modules. There is far more to PvP then just ganking people.
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Pottsey
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Posted - 2005.07.26 08:27:00 -
[5]
ôThe reason i want them loved is so they can bee used somewhat efectivily on cruisers/hac's and af's. Minni cruisers and hacs dont exactly have an abundance of mids to tank their ships with so a invuln field would help out allot.ö Get an officer field which is 16.6 cap drain then fit a cap booster. I have yet to get around to testing this on a Crusier, but would the cap booster with a few PDSÆs module give you enough cap for a tank and run the Invl field? If it works only 2 mid slots and resistance to all 4 base types.
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