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training:game_mechanics:armor_tanking

Armor Tanking


Overview

Armor tanking focuses on maximizing strength and effectiveness of your armor to withstand and/or repair damage.

Advantages of Armor Tanking

  • There are many more modules to choose from when armor tanking than when shield tanking, probably one will fit your specific requirement.
  • Active armor tanking modules are more capacitor-efficient than shield tanking modules.
  • Your midslots are left free for afterburners, tackling modules, and other very useful utility modules.
  • Some ships have bonuses to armor tanking, and some ships have a large number of low slots and fewer mid slots - these sorts of ships will benefit from being armor tanked.

Disadvantages of Armor Tanking

  • Unlike shields, there is no inherent regeneration rate to armor.
  • When your armor tank fails, you have less of a buffer before your ship is destroyed than a shield tank.
  • It takes more skill points to mount an effective Tech II armor tank - mostly due to the skill Hull Upgrades 5.
  • Armor mods occupy low power slots, reducing your ability to fit damage mods.
  • Although active armor tanking modules are more cap-efficient than shield tanking ones, armor repairers cycle are a lot slower than shield boosters, repairing fewer hitpoints per second.

Armor Tanking Modules

For a list of modules and their purposes check out Ship Modules
For a list of rigs and their purposes check out Rigs
For a list of implants and their purposes check out Implants


Armor Tanking Strategies

Armor tanking emphasizes the use of the low slot modules described in the previous section to increase armor hit points, resistance to damage and repair damage done to it. Regardless of the approach taken to armor tanking, it is wise to understand that armor has an inherent weakness to explosive damage and plan your resistance modules accordingly.

There are two primary approaches to Armor tanking:

  • Buffer tanking
  • Active tanking

Buffer Tanking

  • Typically used for PvP, the buffer tank is based around the principle of having high damage resistance and as many hit points as possible, thus increasing the Effective HitPoints (EHP) of the ship. The concept behind this is simple, add enough EHP to your ship to outlast your opponent through the use of active and/or passive resistance modules, which complement the Armor Plate modules that add raw hit points.
  • Ideally this should free up enough fitting slots, CPU and power grid to fit bigger weapons and more combat utility modules, such as tackling equipment, to maximize your damage output. This type of fitting uses a minimal amount of capacitor to run Armor Hardeners making it easily sustainable, but can be made fully passive by using only passive resistance modules instead. The primary drawback to Buffer Tanking is that you have no way to repair yourself, so when you run out of hit points you are toast.
  • Most common in fleet PvP, but also group PvE (like incursions, wormhole anomalies / signatures and a few others). In PvP a fleet will overwhelm an active tank in fairly short order, whereas a buffer tank will give you more survival time. Although, some ships with faction gear and active tank bonuses can field some extremely resistant active tanks that can take on more than you might think. In general if you are expecting to have Logistical support (friends to rep your armor) then you want to buffer tank more towards resistance, because the higher your resistances the more effective logistic reps are. While if you don't expect logistical support you only care about the Effective Hit Points, so whatever combination gives you more effective hit points is the best option.

Active Tanking

  • Active tanking is most commonly used for solo activities such as mission/complex running, ratting, and solo PvP. Active Tanking differs from Buffer Tanking in that it uses Armor Repair modules to actively repair damage done to the ship. You should be careful to include enough resistance and buffer to keep your repair modules from being overwhelmed by incoming damage; frequently this means packing resistance modules (either passive or active) that compensate for the specific types of damage you expect to be receiving.
  • This type of fitting takes a lot of capacitor to sustain your cap-hungry Armor Repair modules so it should ideally include modules such as Cap Rechargers and/or Capacitor Batteries to balance out and maintain capacitor stability.
  • Capacitor stability is important because it allows you to leave your Tank modules turned on without ever worrying about running out of capacitor. So long as incoming damage is less than what your repair modules can handle your ship should be able to sustain that level of damage indefinitely. This is commonly referred to as Perma-tanking. If incoming damage exceeds your repair capacity you will gradually run out of Hit Points and die. This is commonly referred to as having a broken tank.
  • For PvP purposes a Cap Booster can be used to temporarily supplement capacitor output to allow for short bursts of heavy tanking. The primary drawback to this approach is that unlike the capacitor stable fitting described above, when you run out of charges to run your Capacitor Booster, you quickly run out of capacitor, your tank will fail and you will die horribly.
  • Similarly, weapon systems that drain your ship's capacitor will effectively disable your active tanking modules. As above, your tank will fail and you will die horribly. In this case, the Capacitor Booster can be used on an otherwise capacitor stable fitting to provide emergency power to prevent being drained and destroyed.
training/game_mechanics/armor_tanking.txt · Last modified: 2020/06/04 22:13 (external edit)