| Pages: [1] :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Aerin Osaa
|
Posted - 2003.07.22 22:02:00 -
[1]
since they added the armour extender things, i was wondering if concentrating on armour rather than shields would be a valid strategy.
At the moment, everyone seems to be using shield booster/extenders and shield resistance boosters (can't remember the name right now). I was wondering if using armour extenders and resistance boosters could have a similar effect in combat (in terms of survivability). It would definately free up more capacitor for weapons, but would it leave your ship 'weaker' overall?
|

DigitalCommunist
|
Posted - 2003.07.22 22:10:00 -
[2]
the armour things take a lot of grid.. you can easily put 5 of those 400mm armour things (+440 armour) on a thorax, but that leaves you next to nothing for guns and other stuff
will turn that measly 1000 armour on a thorax to somewhere around 3300, certaintly better since armour has good em resistances.. meaning youd last a long ass while if gate campers decided to open up on you _____________________________________ Perpetually driven, your end is our beginning. "Can I be a consultant for EVE II?" - WhiteDwarf |

Joshua Calvert
|
Posted - 2003.07.23 11:35:00 -
[3]
Just equip a decent EM tac shield module like an Annointed EM Ward - 70% EM resistance goes a long way to making your shields last longer.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Koinski
|
Posted - 2003.07.23 13:49:00 -
[4]
The thing is shield regenerates, armor doesn't. And can be expensive to repair, unless you are prepared for it.
|

Endureth
|
Posted - 2003.07.23 16:28:00 -
[5]
Who doesn't own Armor and Hull repairers?
-E
|

Drewbicus
|
Posted - 2003.07.23 16:57:00 -
[6]
The point is that no matter what happens to your shields, you suffer no permanent loss (unless you lose the whole ship, obviously). They regenerate on their own, without the need for special modules, without the need for any skill. If given the choice between having a ship with 1000 shields and 500 armor, or 500 shields and 1000 armor, if all else is equal you should take the one with 1000 shields.
|

Shayden
|
Posted - 2003.07.23 19:16:00 -
[7]
This is actually an interesting topic. I recently went from a Caldari cruiser with 1100 shield to an Amarr cruiser with only 700 shield, and im now going for best armor now. I have about 1100 armor points without any armor bonus equipment fitted. Then i fit armor repairer and then i have a extra line of defense to count on. You see, if my shield goes down i still can rely on my strong armor, and with armor rep. i can just repair after the battle (doesnt take long actually with medium armor repairer) And this is working great for me vs. npc pirates. I still have boosters on but no more worries if my shields dont hold i will have to pay loads of money to repairs. Dunno how this might work vs. PC pirates tho.
Well my words.
|

Joshua Calvert
|
Posted - 2003.07.23 21:06:00 -
[8]
I think, if you're in a ship with weak armour, it may be worth the 15% reduction in speed by equipping a 400mm Steel Armour upgrade (can't remember the exact name) - 400HP extra armour is worth a lot of hits when you take into account the resistance to EM and Heat.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

dalman
|
Posted - 2003.07.23 21:33:00 -
[9]
Edited by: dalman on 23/07/2003 21:35:58 well, first off: There are better modules than +400 HP. I don't know if there are any 800mm armor. But the best 400mm (Thungsten?) adds 560 hp (I think). And battleship pilots would have even better use of the +12.5% to armor HP modules... An armageddon or apocalypse can pass 15,000 armor HP. Maybe up to 25,000 in total HP.
But I don't see it very useful. However, one idea: When you are an attacking fleet, going to brake a blockade. You can expect some lag and that the first one who enters will take heavy fire. So, a good idea might be to have an apoc or arma with 15,000 armor to warp first. It won't be able to deal much damage. But it would be able to take very much damage and that way save more ships. If also equipped with some warp-core it would be possible to take almost all the pirate fire and still escape. However, I still don't see why you wouldn't use a Raven/Scorpion with lots of shield hardeners to enter first.
*edit* wrote mm instead of hp
M.I.A. since 2004-07-30 |

Gamblor
|
Posted - 2003.07.23 21:46:00 -
[10]
Keep in mind that when you take armor and structure damage, often times, your equipment gets damaged also. There are no repair systems that will fix your damaged equipment, so you would have to return to a station to fix that. I prefer shield hardners. I have 1 70% EMP and 1 70% thermal on my Moa and I can solo 3 pirate cruisers without even using my shield booster.
|

Fang
|
Posted - 2003.07.23 23:06:00 -
[11]
In my Opinion .. Speed = Life.
Any reduction to speed via expanders or extra armor is not a strategy I wish to pursue.
I use 2x Cold Arc Abs to keep me out of the range of enemy ships (NPC). If they do get to close then I have a Medium Clarity Ward Booster to keep my shields strong.
On the odd occasion that I am looting a cache container or such and a powerful pirate spawns in I exit ..stage left with ABs cranking and my shield booster on Autorepeat until I am far enough away to effectively use my main guns.
I tend to never have enough medium slots to waste on shield hardeners and keep my low slots for power diag units and damage mods.
Cheers
Fang Sirius Corp
|

dalman
|
Posted - 2003.07.24 02:09:00 -
[12]
"I tend to never have enough medium slots to waste on shield hardeners and keep my low slots for power diag units and damage mods."
Ouch.
I guess you've never fought Sansha's true slaves then.
Try fighting a group of 1 50k and 3 or 4 30k pirates. The 50k hits you hard between 3 and 15km and launches thermal heavy missiles from 30km. The 30k ones starts making EMP-damage with turrets from about 20km range, and their EMP Heavy missiles will hit you at 30km.
I guess it's about the same with other factions... Those EM and Thermal missiles will have your shield down before you have killed one of the pirates if you don't have hardeners.
And you're talking about "if they spawn right on top of you". Well, if they do, you can take for granted that you will be warpscrampled(at least with strength 2) AND WEBBIFIED. When webbed, those ABs won't help you. Without hardners AND good guns, there is no way to survive...
I've killed about 500 NPC-cruisers ON MY OWN, with a Moa, and I've never fitted more than 1 AB(and never a MWD).
For PvP speed may be useful. But that depends on your ship/equipment and tactic.
M.I.A. since 2004-07-30 |

Dragon Emperor
|
Posted - 2003.07.24 09:08:00 -
[13]
If you just take the hit from missile, then sure the battle will be hard for you, but what makes you think you need take the hit? either smartbomb/defender/auto-targeter can be use to anti missile......
|

dalman
|
Posted - 2003.07.24 12:54:00 -
[14]
Sure. But sometimes you have as many as 6 NPC-cruisers firing missiles on you. Medium smartbombs can take out heavy missiles, but some of them will get through... And it will also require alot of attention. Defenders are not good enough...
M.I.A. since 2004-07-30 |

Drewbicus
|
Posted - 2003.07.24 13:45:00 -
[15]
Dragon Emperor: I have heard about some way to use an auto targeter to take out missiles, can you expalin in detail?
|

Red Leader
|
Posted - 2003.07.24 14:22:00 -
[16]
To take out missles the auto-targeter way you simply set the targeter to auto-repeat. It will lock onto incoming missles. You then use a gun you have devoted to the purpose to shoot down the incoming missle(s). Key is to have a fast targeting speed so you can lock onto the missle before its on top of you. And of course a gun capable of shooting down the missle. Like all missle defense it is not 100%
|
| |
|
| Pages: [1] :: one page |
| First page | Previous page | Next page | Last page |