
Marine HK4861
Radical Technologies
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Posted - 2008.03.24 07:58:00 -
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Originally by: Deltath Armenak
Armor Repairers increase hp by 1.5/unit as opposed to Shield Boosters ~1/unit. This is supposedly balanced by the Shields passive recharge, but that is non-existant without aiming to boost it. And Boost Amps are not an option, thats using an extra slot to get around 1.4 hp/unit and you heal slower than two armour repairers still working at 1.5.
Armour repairers also only actually heal at the end of the cycle, while shield boosters recover at the beginning of the cycle, thus with the faster cycle time, active shield tanks can react better to sudden change in circumstances.
There's also other things like Shield Compensation which improve the cap/hp efficiency, not to mention Crystal implants and faction shield boosters.
Armour tanks also only get Hull Upgrades which directly impact on their ship's tank ability. Shield tanks get Shield Management (more hp) and Shield Operation (lower regen time), both of which increase the passive regen of either type of shield tanking, which is not insignificant for PVE purposes (as an example, my Raven has a peak passive regen of over 12.5 hp/sec, with only 2 T2 PDS as the passive modules).
Unless you're fitting a buffer armour tank (inadvisable for PVE), armour tanks are extremely cap dependent. No cap=no regeneration, while shields have a small passive regen. This is important in missions where there's a number of neutralising enemies (New Frontiers chain springs to mind).
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Armor Plates vs Shield Extenders: To me, larger signature radius is a lot worse a penalty than moving a tiny bit slower. Plates wouldn't even affect many of the larger ships that can't move fast anyway.
You don't move slower with plates on, you align slower and speed boosters don't increase your speed as much. On a small ship that can be lethal. If you think a sig radius penalty is worse, then take a look at microwarp drives - 500% increase in sig radius when active, yet they're a near essential module in pvp.
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Base resistances: That difference is about 1/2 of a hardener, meaning that an armour tank can afford to run less hardeners to fit modules that round out the ships capabilities instead.
On an Omni-tanked setup, yes, but you shouldn't have an omni tank fitting for NPCs anyway. PVP is an entirely different set of circumstances.
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You say Caldari can tank the best, I'll agree with you on that, no mission has gone even close to breaking my tank. But thats forgetting I'm dedicating every single non-high module slot on tank (total of 7!), an armour tank can achieve the same with less modules.
If a mission doesn't come anywhere close to breaking your tank, then why not lower your tank slightly so you can deal more damage? Exchange out a SPR for a BCS and see if you can still do the mission - the purpose of a tank isn't to be able to absorb damage ad infinitum, it's to absorb damage until you've killed the other guy.
There's little distinction (except for bragging rights) between killing your opponents with 90% shield left or killing them with 10% structure left - you've killed them before they've killed you and that's all that matters.
If you feel that armor tanks are better, then why not train up for them and use that instead? You're not restricted by what you can train in EVE.
Armour and shield tanks are different - with the exception of solo PVP, neither one is better than the other, just different.
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