
Gartel Reiman
Civis Romanus Sum
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Posted - 2008.03.16 00:04:00 -
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Edited by: Gartel Reiman on 16/03/2008 00:03:55
Originally by: Mike Rowlings Does tanking refer to equipping a ship with plates, IOW, increasing the armor?
Tanking refers to the fittings (and sometimes tactics) that you use to mitigate damage done to do - read Frederik Psitalon's excellent guide to tanking for more information and a good comparison of the methods.
Quote: What is the difference among ship tiers? In fact, what does ship tier refer to; what is it? I only know the difference between a T1 ship and its T2 counterpart, but never heard of tiers.
The tier of a ship technically refers to the level of the ship skill required to fly it. So the Scorpion is a tier 1 battleship because it requires (Caldari) Battleship level 1m and so on. Higher-tier vessels cost more to buy/build, and are generally meant to be more capable and/or versatile (I don't want to say "better", but it is something approaching that).
Quote: What exactly is ganking? I've heard about and know what suicide ganking is; is it the same concept?
Kind of. Gank is the opposite of tank - it is all about the amount of damage you do, and maximising that. In fact, gank is often seen as the opposite to tank - since the high-powered weapons often use a lot of powergrid that could otherwise be used for reps, and the damage mods take up low-slots that could be used for reps/resistance modules/armour plates, the two are pretty much mutually exclusive. (As you might have inferred from my terminology, there is less of a tank/gank sacrifice for shield tankers, but they already have fitting compromises with warp scramblers, webs, MWDs etc).
Also, "a gank" refers to a situation where a target was hopeless outnumbered/outgunned and was destroyed while putting up very little resistance. This might be something like a ship jumping into a gatecamp, or a (stationary) frigate taking a full volley from a battleship and popping.
Quote: Does cap warfare consist of using Nos or energy neutralizers?
Basically, yes. Cap warfare means you have to interfere with the enemy's normal cap regeneration techniques - so this needs to be NOS or neut really, with the latter being much more effective as an actual offensive technique.
Quote: A more complicated question: What makes PvP encounters so different to ratting in terms of ship setups? Isn't a properly fitted ship just that whatever fight you get yourself into? I've only ran missions so far so I wouldn't know and in fact it's a bit of a mistery to me.
There are vast differences between the two. For example, enemies in missions have no sense of self-preservation, so they will not try to warp out when they are low on hitpoints. They also use no tactics other than orbiting at their optimal range and engaging their weapons. Finally missions pit you against wave after wave of numerous, weak foes - which are entirely predictable in advance.
PvP is entirely different - for starters, you will be facing a smaller amount of much more powerful ships. Chances are that you will not be able to fully tank their damage, so having extra buffer is very useful - winning PvP could be said to be a case of dying last. You will need to fit a warp scrambler at the very least to prevent the other ship from escaping and will possibly want other modules such as webs or neuts that you can use to limit the opponents options. At the same time they will be trying to limit your options and leverage your weaknesses. Finally, PvP is often do-or-die, so using cap booster charges to run your tank (which need only last a few minutes normally) is much better than filling your slots with cap recharge mods.
So very, very different. Mission-based ships should die to PvP ships of an equivalent class ever time - and even if they're beating the PvP ship, the latter can just warp out.
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