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Kilwen
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Posted - 2005.12.25 05:59:00 -
[1]
Edited by: Kilwen on 25/12/2005 06:00:28 Ive been flying all caldari ships since i started in eve, but i rescently descided to try out gelante. I quickly realized that i know almost nothing about armor tanking.
Any tips on how to balance my offence vs defence and general how to use my meds and low slots with an armor tank for NPCing?
Im currently hve a Vexor and an Ishkur to play with and mostly run lvl 2-3 missions in caldari space. Oh, and im a railgun specalist, missile skills are only lvl 3/4. thanks
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Godpool
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Posted - 2005.12.25 10:46:00 -
[2]
learn to decode all the 100s of hardeners...
Best bet is to get one adaptive nano, then two hardeners. The other two should reflect what rats ur fighting, like kinetic and thermal for guristas.
Next, let your shield go. Psychologically, you will hate to see your shield ripped to shreads every battle, but it's OK.
Medium armor repairers, even level II, are terrible. Small faction ones cost about 40 mil ISK and are rare, so just shell out the cash and get one.
Next, don't run the repairers until your armor is 75% gone.
For example, a medium rep. can repair 300 armor but takes a lot of cap. As a caldari ull want 'the small shield booster running all the time' but for an armor tanker, it takes way too much cap, so you don't need to repair until your 300 points down. |

Shinnen
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Posted - 2005.12.25 12:08:00 -
[3]
Edited by: Shinnen on 25/12/2005 12:09:30
Originally by: Godpool
Next, don't run the repairers until your armor is 75% gone.
Noooo!!!!
That's how you die... start running the repper if you know your shield will break next time you are hit.
Also, once you are into armor you have to make sure you can hold cap while having the repper on autorepeat.
Dont pulse it like a shield! ---
INFOD |

Joerd Toastius
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Posted - 2005.12.25 12:20:00 -
[4]
A proper armour tank involves switching the reps and hardners on as you undock
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Destructor1792
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Posted - 2005.12.25 12:36:00 -
[5]
First up, you need to get ur cap recharge rate down to a very low amount - without cap, you're gonna be in a lot a trouble bofore you even start so "energy Systems operations" @ lvl 5 is a must.
Next on the hit list is check your mechanic skills - mechanic & repair systems should be on 5 & hull upgrades to at least lvl 4.
You say you have these already? Excellent We shall now Proceed....
the first thing u need to do is strip your ship.. next, check what your current armor stats are.
Now usually one of these will be high & the other 3 are... ummm... CR*P i believe the word that springs to mind!!!
For the mo, we'll assume you haven't got the new armor skills, so it's an active tank setup you ideally want to go for - this'll use more cap, but will give better resistances. I would got for 3 types of your choice, depending on what you're gonna be going against.
BattleShip Example: If it's all thermal & kinetic dmg they shell out then obviously slap a few of these types on.
Next up, get a Large & medium Armor Rep (preferably the T2 variety or if you've not got the skills, then named)
Finally, fill all those Mid slots with Cap Rechargers - The best ur skills allow.
Now this is the hard bit... try & re-fit your ship with what you've got left!!
After much cussing & cursing due to not having enough PG & CPU, undock & turn the whole lot on.
This is the boring bit as you've gotta sit & watch your cap to see what happens!! With one Large armor Rep going it should stabilise anywhere from 35-70%.
Now switch the 2nd on as well - If you're lucky, it'll get to around 20-45% and hold - If your unlucky & the cap goes, then call the Medium one your emergency backup for the "Justincase" moments.
You will need to slightly nerf your setting by fitting a WCS to start with - just til you get used to watching your shield vanish & instinct kicking in & trying to warp out, but once you're comfortable with the setup, then this can be removed
Always remember to keep to armor rep going, even when warping to a location or you might forget to activate it in the midst of battle which i'm sure some of us have done in the past!! *cough* *cough*
Hope this gives u a bit of direction to go on - Each ship is different & requires different fittings - I just find the Battleship is the easier one to give an example on.
Passive setups work in the same way, but don't require as great a cap recharge rate, but you need the new skills to at least lvl 4 b4 going down that route!!
Hope this gives you a bit of an insight into what you need to do & happy hunting

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Destructor1792
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Posted - 2005.12.25 12:37:00 -
[6]
and oops - looks like I've written a miny novel!!! lol    ______________________________________
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sheshe
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Posted - 2005.12.25 12:37:00 -
[7]
Edited by: sheshe on 25/12/2005 12:37:17
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Deja Thoris
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Posted - 2005.12.25 14:10:00 -
[8]
Originally by: Godpool
Next, don't run the repairers until your armor is 75% gone.
--->
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Elve Sorrow
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Posted - 2005.12.25 14:21:00 -
[9]
Originally by: Joerd Toastius A proper armour tank involves switching the reps and hardners on as you undock
Word.
Doesn't go for PvP setups though, but thats another game alltogether.
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DrakeZakharov
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Posted - 2005.12.25 14:28:00 -
[10]
Destrutor seems to know what he's on about ...
Whoever said don't turn on the repper until your at 75% is either a fool or a liar ... you do definitely need to turn it on before your shields die since you won't get any repair from it until the END of the cycle VERY important ....
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Imhotep Khem
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Posted - 2005.12.25 17:25:00 -
[11]
Originally by: Joerd Toastius A proper armour tank involves switching the reps and hardners on as you undock
ROFL, only Amarr can get away with that  ____ If your not dyin' your not tryin'. |

Destructor1792
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Posted - 2005.12.25 17:27:00 -
[12]
Edited by: Destructor1792 on 25/12/2005 17:33:49
Originally by: DrakeZakharov
Whoever said don't turn on the repper until your at 75% is either a fool or a liar ... you do definitely need to turn it on before your shields die since you won't get any repair from it until the END of the cycle VERY important ....
Aye - u don't wait til you're in your armor before activating the repairer!! This is probably the quickest way to end up sitting in a pod!!! 
One other thing I forgot to mention is that you may be able to drop 1 or 2 cap chargers depending on how your cap is coping with everything activated, thus freeing up a few more slots.
And don't get confused by the new armor skills which a lot of people seem to be... They will give you a +5% bonus per lvl on passive hardner resistances you have fitted to your ship (and don't forget - there are 4 skillbooks out there you need) , & will give a +3% bonus per lvl to your Ships armor resistances when using Active Hardners BUT Please note - the 3% bonus is when you have them fitted but not activated!!
And did I mention NOS? Fit one or 2 of these babies on your ship so if any ships get too close, you can steal a bit of their cap
some say it makes no difference, but as it slows their abilities to repair, ect, this can only be a good thing as you will pop em quicker & your tank lasts even longer.
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Kilwen
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Posted - 2005.12.25 17:48:00 -
[13]
so basicly i want to make a tank than i can run all day, then worry about offencive stuff? also when should i be using plates? with shields extenders increase your passive recharge, but with armor it seams plate just make my tank last longer if its being outdammaged. so whats the general rule of when to fit a plate vs something else?
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Destructor1792
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Posted - 2005.12.25 18:07:00 -
[14]
Originally by: Kilwen so basicly i want to make a tank than i can run all day, then worry about offencive stuff? also when should i be using plates? with shields extenders increase your passive recharge, but with armor it seams plate just make my tank last longer if its being outdammaged. so whats the general rule of when to fit a plate vs something else?
This is when it gets down to personal choice - if your tank is unable to withstand the onslaught then fit a plate, but as you get used to tanking you'll find you can play around with it to something that you find comfortable to engage the rats with.
for example:
If i'm doing a lvl 3 mission & use my BS, then i'll fit 2 passive hardners & a medium repairer as through experience, this is sufficient & it's only once in a blue moon that the npc's even get me down to armor.
for lvl 4's i go for an active setup with a Large & medium repairer and 3 or maybe even 4 hardners (depending on PG & type of npc i'm up against).
Last time I personally used a plate was the 1st time I tried a lvl 4, but as with everything, the more confident you get with your setup, you'll end up dropping modules you feel you no longer need & attempting more extreme setups..
There are so many ways and all any of us can do is try & guide others, but it'll always be up to you in how you choose to set your ship up.
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** something, something, something **
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Joerd Toastius
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Posted - 2005.12.25 18:26:00 -
[15]
Originally by: Imhotep Khem
Originally by: Joerd Toastius A proper armour tank involves switching the reps and hardners on as you undock
ROFL, only Amarr can get away with that 
Did I mention that a proper armour tank involves an Amarr hull? 
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Skva
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Posted - 2005.12.25 18:44:00 -
[16]
Originally by: Imhotep Khem
Originally by: Joerd Toastius A proper armour tank involves switching the reps and hardners on as you undock
ROFL, only Amarr can get away with that 
Yes because Gallente ships can't possibly get a sustainable tank... Oh wait; they can. Your signature is too large! Please resize it according to the forum guidelines. Jacques Archambault |

DeepfriedTator
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Posted - 2005.12.25 18:59:00 -
[17]
and if all else fells you can always try the hull tanking...
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