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Thread Statistics | Show CCP posts - 2 post(s) |

Captain Dragotahl
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Posted - 2006.08.09 04:00:00 -
[31]
thats because base armor resists have ten more points then base shield resists lol. Its all balanced somewhere
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Tyler Lowe
Minmatar DROW Org Sylph Alliance
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Posted - 2006.08.09 04:04:00 -
[32]
Originally by: Linavin You don't know what your talking about. With skills shield tanking is more cap efficent than an armor tank. Along with the fact that a shield booster with an amp boosts more per second than a double rep tank make shield tanking better than a equivalent double rep tank. To repeat, a focused shield tank is both more cap efficent and repairs more hps/sec than an equivalent focused armor tank. Shield tanking is better for both short term engagements and tanking oriented long fights. The fact that an armor tank is more sustainable on an apoc or armor tanker than a shield tank on a caldari ship is due to differences in the ship, not the tank. Shield tanking is Superior[/quote
Respectfully, I disagree. This is another case of ship modules being examined outside the context of the ships on which they are to be fit. Shield tanking requires, at a minimum, 4 mid slots to be viable on a battleship. To be truly effective, it needs 5 (3x Invuln II or npc specific, boost, boost amp). What this means, is a very limited opportunity to enhance capacitor regen. Armor tankers also require the same number of slots for their tanks, yet have the capability to use cap power relays, and/or cap rechargers. While it is possible, via faction equipment, to run active shield boosting non stop, in a straight forward, tech II comparison, the armor tank will be able to sustain for a much greater duration. Show an example greater indefinate damage soak using only tech II gear to illustrate the point if you truly believe a shield tanker is more efficient over time. J.A.F.O.
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DarK
STK Scientific
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Posted - 2006.08.09 04:29:00 -
[33]
thread conclusion: Paragraphs ftw
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Clone runner
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Posted - 2006.08.09 04:39:00 -
[34]
Originally by: Captain Dragotahl thats because base armor resists have ten more points then base shield resists lol. Its all balanced somewhere
shield tankers have armor to fall back on aswell though so they get the benefit of the tiny bit of extra resist on armor anyway.
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Tyler Lowe
Minmatar DROW Org Sylph Alliance
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Posted - 2006.08.09 04:51:00 -
[35]
And invulnerability fields require cap to activate. J.A.F.O.
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Hamatitio
Caldari Fate. Dusk and Dawn
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Posted - 2006.08.09 05:19:00 -
[36]
And dont get a bonus from the compensation skills...
And tactical shield manipulation is worthless. (sorry i just feel the need to rant about it some more) ---
Originally by: Wrangler ...why do you people always have to verbally assault each other over things that doesn't matter anyway?
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Admiral Pelleon
Caldari United Territories Space Command
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Posted - 2006.08.09 05:39:00 -
[37]
High five!  _______________________________________________
* United Territories Space Command *
I fly a Succubus. Big ugly ships are no fun at all. :D |

Dahak2150
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Posted - 2006.08.09 05:47:00 -
[38]
Except....
Shields can't run three passive blanket hardeners and get better resists than specialized active hardeners
Shields don't HAVE a blanket passive resist mod.
Shields have less base resist.
And some other stuff that other people mentioned. ---------- My sig is boring. |

Vmir Gallahasen
Gallente Omniscient Order Verisum Family
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Posted - 2006.08.09 06:23:00 -
[39]
I'm surprised I haven't seen the most fundamental difference between shield and armor tanking mentioned here: shield boost happens at the begin of the cycle, and armor repair happens at the end. This can make a difference in some engagements, because it's easier to manage your boosting with a short interval than a long one that armor repairers have.
Anyway, I'm of the opinion that armor tanking and shield tanking are actually quite balanced... Except for one small thing..
Crystal implants 
Frankly, they need to be changed. Or the Slave set needs to be changed to increase amount repaired per cycle. Or they need to be nerfed. But something should be done.
Signature filesize exceeds max limit of 24000 bytes. Mail us if you have questions -Eldo Davip New sig coming soonÖ
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LUKEC
Destructive Influence Band of Brothers
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Posted - 2006.08.09 06:43:00 -
[40]
Originally by: Vmir Gallahasen I'm surprised I haven't seen the most fundamental difference between shield and armor tanking mentioned here: shield boost happens at the begin of the cycle, and armor repair happens at the end. This can make a difference in some engagements, because it's easier to manage your boosting with a short interval than a long one that armor repairers have.
Anyway, I'm of the opinion that armor tanking and shield tanking are actually quite balanced... Except for one small thing..
Crystal implants 
Frankly, they need to be changed. Or the Slave set needs to be changed to increase amount repaired per cycle. Or they need to be nerfed. But something should be done.
It is ballanced until few things enter into game: a. faction/officer/deadspace boost amps (these kills hp/cap ratio for armor tanks) b. gist modules (i want armor rep that uses <50% cap and actually repairs more than t1 and has same fitting req. at named t1) c. crystal implants
Just for a sec. look at this: pith xl booster + dg amp > 2x core/centus lar, however 2x lar is ***** to fit due to pg and usually results in smallest guns, that booster and amp fit easily as they still have fitting req. lower than t2 stuff. --------------------- WTS talisman omega |

Hugh Ruka
Caldari
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Posted - 2006.08.09 07:07:00 -
[41]
ah, another one ... how nice...
I do not have the numbers now, but in some thread like this way in the past:
with max skills, shield tank has about 0.9hp/sec advantage and about the same cap/sec advantage.
However, invul field requires cap to use. Shields have a 0% resistance hole, while armor tanks do not.
MOST important, armor rep cycle with max skills is about 11 second, shield booster 3.6. That means you have 3x the time to regen your cap back with an armor tank, thus you gain more time. The short cycle of shield booster will kill your cap. Last one is cap rechargers, pds and cpr. all of them are viable for armor tankers to enhance cap regen, cpr cannot be used by shield tankers and cap recharges compete with slots for the tank.
There are 2 ships with more than 5 mids (scorp and raven), while there are more ships with 6+ lows (mega, domi, arma, apoc, typhoon).
If you want to PvP solo as a shield tanker, you have to cripple your tank to fit tackling/propulsion mods, armor tankers have all the mids just for that (they have tight lows for damage mods, but there is always a downside to everything).
advice to the OP: get a clue ------------------------------ at least fit ECCM before you start crying how overpowered ECM is. |

Pinky Denmark
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Posted - 2006.08.09 07:34:00 -
[42]
Hate forums eating posts!!
Shield tankers have to be carefull when to activate their shield booster to take advantage of natural recharge as we often don't have enough capacitor to run them forever - armor tanks just wait for their shield to drop down, then activate the armor reppers and perhaps flicking the 2nd repper on/off once in a while to maintain cap a bit better...
Pinky
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