7. Apr. In part 1 of this series on the world of tanking in EVE Online, I introduced Instead, shield tanks tend to use a low slot module called the "Power. Du interessierst dich für Eve Online Low Slot Shield Modules? Dann jetzt unsere Webseite besuchen und Eve Online Low Slot Shield Modules umsonst. Das Besondere an Playtech bonus bet, dass im online Möglichkeit, um den Grundstein für eine erfolgreiche Trading-Karriere. Your email was luckily drawn. Eve online low slot shield modules Das Besondere an Playtech bonus bet, dass im online Möglichkeit, um den Grundstein für eine erfolgreiche Trading-Karriere. Found a bug in Eve Online? From around the web. The following is part 1 of a guide on ship capacitor management. Buy whichever model fits your budget. Finally, the " Invulnerability Field I " line of modules increases resistance to all four damage types. In half a day you can get this high enough level III to handle most hi-sec sites, but level IV will set you up to train all of the probe scanning secondary skills: Again, match the X to our ISK. Man nimmt oft Shield fittings weil sie Mobiler sind, so kann man Blobs und Titans bridges besser ausweichen. Capacitor power relays are unsuitable for active shield tanks as they give a large penalty to shield boost amount. Remote Shield Boosters operate similarly to local Shield Boosters by converting capacitor energy into shields, except in this case the shields are added to your target ships, drones, anchored structures, etc. Caldari ships like the Drake and Caracal can be passive tanked very well due to their high shield reserves and ample mid slots. Typically you can reduce the incoming damage by eliminating some of the NPC ships to slow the incoming damage. Astrometric acquisition, pinpointing, rangefinding minimum II, target III With just three hours of training and a single point in each of these abilities, youll have the same scanning power as Astrometrics.
These modules will improve turret and missile weapon systems. Compare to missile launcher and turret rigs , and mid slot damage application modules.
Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems.
If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice. Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius and consequently your incurred damage for a bit of agility.
Nanofiber structures on the other hand, will provide both velocity and agility very comparable to each individually at the expense of structure.
And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.
For further discussion on speed modules refer to Stacking penalties. Compare to astronautic rigs. These modules will increase the regeneration of shields, improving passive shield tanking.
Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge.
So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.
Retrieved from " https: Personal tools Log in. Some people use Adaptive Invulnerability Fields and Shield Hardeners to improve damage resistance, but these are active modules that require capacitor, thus making your Passive Shield tank not quite passive any more.
This can be problematic because the Shield Power Relays you depend on to increase your shield recharge rate also totally gimp your capacitor recharge rate.
For this reason careful balancing is necessary to make the Passive Shield Tank effective. When done correctly, however, Passive Shield tanking can be used to handle tough missions with a single ship.
It is generally advised NOT to mix modules that increase shield recharge rate with modules that repair shield damage. It is valuable to understand the mechanics for shield recharge rate.
All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.
In fact it is the same as your capacitor's recharge rate. In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time.
But shields do not recharge at a constant rate. Imagine a ship with a shield and a shield recharge time of seconds. To find out how many shield points you regain per second you might divide: That is close but not quite correct.
The average shield recharge rate is going to be 1. The peak recharge rate will be 2. For ships with small shield capacity it is essentially non-existant.
As the shield takes damage, its level goes down. In response, the rate at which it rebuilds itself goes up. At this threshold, the default ship Health Alert noise will sound, to warn the pilot that the shield is at its recharging limit.
If it continues to take more damage than it can hold, the regeneration will drop off quickly. This means if constant damage is applied, the shield will regenerate less as it becomes empty, thus making it easier to shoot the armor below it.
The math for shield regeneration is exactly the same as for the capacitor recharge rate. Two numerical attributes are required: These are both displayed in the ship's "show info" attributes panel in-game, below its capacity.
C is your current shield HP. C max is your maximum shield HP. T is shield recharge time. The fact these attributes are both set has some interesting consequences.
Notably for this calculation, recharge time is not dependent on anything else, including maximum shield capacity — as you might have intuitively expected.
The average shield regeneration per second can be computed by dividing the shield capacity by its recharge time.
In many cases the technical construction of the ship dictates the use of Shields or Armor as its primary defense.
Any ship receiving a bonus to shield capabilites would likely use shields. And because most shield modules use medium power slots, a ship with more mid than low slots will tend to use shields.
Though the purpose of the ship can never be ignored. As a shield ships use mainly mid slots for defence they can fit much higher damage output and are often faster.
Every ship has a shield. Whether or not a pilot decides to expand and improve the shield is his or her choice. That said, here are the factors that you look for when you are thinking about shields:.
Hull tanking is the most With hull tanking there is no safety buffer. Once your hull tank is gone your ship goes out in glorious explosion.
Additionally the incoming damage slowly bleeds into the ship's modules making it unwise to hull tank for long period of time.
Not that you could maintain hull tank anyways since all active hull repair methods are laughably slow.
Even the T2 hull repairers have staggering 24 second cycle time. Regardless of these disadvantages hull tank is sometimes used unironically. A bait ship with hull tank can lull the gankers into false sense of victory as they see the shields and armor waning away, only to spend ages grinding down the hull.
Gallente ships like Brutix have a notably impressive hull, making them viable at hull tanking. As all the practically useful hull tanking modules are passive, a hull tank is resistant to neuting and other forms of capacitor warfare.
Remote repairing means that the main fleet outsources the repair duty to dedicated logistic wing. This allows the main fleet to fit large buffer tank that makes them able to survive the alpha of enemy fleet.
This also allows the logi wing to focus the repping power of whole fleet on single ship. While normal logistic fleet configuration outsources repairing to logistic wing spider tanking shares the repairing and combat duty between the whole fleet.
This is an advanced technique that requires a good deal of coordination to function effectively. Retrieved from " https: Personal tools Log in.
Views View View source History. This page was last modified on 18 August , at This page has been accessed , times. Content is available under Creative Commons.
The drawback is increased mass that results in slower and less agile ship. It is somewhat common to fit oversized plates. For example mm plates on a cruiser.
Energized armor layering membranes are passive modules that increase ship's armor by a percentage amount.
These are rarely used as a plate and resist module are usually better than this module. Layered platings are passive modules that increase ship's armor by a percentage amount.
These are less effective than the energized membrane variant but are much easier to fit. These are rarely used as a plate and resist module are both better than this module.
Armor hardeners are active modules that boost one of the four armor resistances: EM, Thermal, Kinetic or Explosive. Compared to membranes, they use capacitor not much though and slightly more CPU, but offer a large boost in effectiveness.
Energized membranes are passive resist modules that moderately increase the armor resists. The resist bonus is smaller than on active hardeners but greater than on resistance platings.
There are damage type specific modules that increase only one resist type and an adaptive membrane that increases all resist types.
The name "adaptive" is misleading and the resist bonus is static. The resist bonus is increased by corresponding Armor Compensation skill.
Resistance platings are passive resistance modules that increase the armor resistances. They require practically nothing to fit, only 1 PG. They offer lower resist bonus than energized membranes or active hardeners.
There are both type specific modules that increase only one resist type and an adaptive plating that increases all resist types.
Damage control is a passive module that increases ship's shield, armor and hull resists. This module is not stacking penalized with most other resist modules.
Only the reactive armor hardener is stacking penalized with damage control. Reactive armor hardener is a active module that increases armor resists.
As you receive armor damage the RAH will adjust its resist at the end of cycle by increasing the resist against two highest received damage types and reducing the resist against rest of the damage types.
This module is not stacking penalized with other modules except for Damage Control. Armor repairers are modules that consume moderate amount of capacitor and use that to repair the ship's armor.
Ancillary armor repairers are similar to normal armor repairers. These modules can be loaded with nanite repair paste to drastically increase the repair ammount.
With paste the ancillary armor repairers repair considerably 1. Each cycle consumes nanite paste 1 for small, 4 for medium, 8 for large. Once the paste runs out the module can be used without paste.
Without paste the ancillary armor repairers repair considerably 0. Reloading the paste takes one minute. During this time the module can not be used.
Remote armor repair systems consume capacitor to remotely repair armor on single target. The repair again happens at the end of the cycle.
This can make it hard to repair targets if they die before the repair lands. Long optimal range, short falloff range.
As a result the effectiveness drops rapidly if the target is beyond optimal range. Ancillary remote armor repair systems are the remote counterpart of local ancillary armor repairers.
Like the local ancillary armor repairers These can be loaded with nanite repair paste for increased repairs. But once the paste runs out they will repair less than normal remote repairers.
Rigs Trimark armor pump increases the raw HP by a percentage, at the cost of reduced maximum speed. They are popular in PvP fits and thus are generally expensive due to the high demand.
Anti-damage type rigs increase damage resist to single damage type, at the cost of reduced maximum speed. Auxiliary nano pump increases a ship's armor repairer repair amount per cycle.
Increases the power grid use for local armor reps. Nanobot accelerator speeds up armor repair module cycle times at the cost of armor repairers' power grid use.
In theory this is more effective for active armor tanks than the Auxiliary Nano Pump, but note that shorter cycle time also results in higher capacitor use.
This is a series of implants that fit into slots Each provides a bonus to armor hit points, but when you fit the entire set, it provides a multiplicative total bonus of Unfortunately, a complete Slave set cost about 1.
There is a less expensive Medium-and Low-grade Slave set. Full low-grade set provides an aggregate bonus of These are a relative bargain at only million ISK or so.
Exile medical booster greatly increases the ship's active armor repair amount, however they carry a chance to reduce your Armor hitpoints, Repair amount, or capacitor capacity.
Shield extenders increase ships shield HP by a flat number. The drawback is increased signature radius that makes the ship easier to hit.
Oversized modules are often used Medium size on a Frigate class ship, for example. Shield hardeners are active modules that increase ship's shield resists.
Adaptive invulnerability field increases resist to all damage types but less than type specific modules.
The name is misleading and the module does not adapt to damage like the reactive armor hardener. Active shield hardeners are considerably more effective than the passive shield resistance amplifiers.
Shield resistance amplifiers are passive modules that increase ship's shield resists. Easier to fit than active hardeners and do not need any capacitor.
Considerably lower resist bonus compared to active hardeners. The resist bonus increases with appropriate shield compensation skill. There is no resistance amplifier that increases all resist types like there is for armor.
This module is not stacking penalized with any other shield resist module. Shield power relays are passive modules that increase ship's shield recharge rate at the cost of reduced capacitor recharge rate.
This module defines a passive shield tank. Since the relay modules fit in low slots, this means more Extenders may be fitted alongside them.
On the other hand, this also means no low slot weapon upgrade modules for high damage. This will limit the situations where a passive tank may be used.
One of the few low slot shield modules. Shield flux coils are passive modules that increase ship's shield recharge rate at the cost of reduced shield capacity.
The reduced shield capacity reduces the shield recharge rate but the recharge rate bonus on flux coils is larger than on power relays resulting in higher recharge rate.
Shield rechargers are passive mid slot modules which provide a modest increase to the shield recharge rate. If there is fitting room for shield extender then that may be a better choice.
Shield boosters consume ship's capacitor to repair or boost , as the name says the shields in exchange. Note that the repair happens at the beginning of the module cycle.
Shield boosters generally have short cycle time and mediocre capacitor: Ancillary shield booster provides a capacitor-free method of active shield tanking for limited time.
They can be loaded with Capacitor Booster Charges, and will consume the loaded charges upon activation. When no charges are loaded, it will consume quite a large amount of capacitor instead.
They will reload in 1 minute 60 seconds. Capacitor Booster Charges of different sizes can be fitted, however it is recommended to use the Navy variant of the smallest charge available the accepted charge size is displayed on the Show Info tab.