These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

Dual Tanking

Author
Oenark Padelain
University of Caille
Gallente Federation
#1 - 2013-02-04 03:07:59 UTC
Okay, here goes the newbie asking for dual tanking. Everyone get him.
Don't worry, I know dual tanking is bad, or at least bad for pretty much every situation apart from a select few. What I'm interested in however is why is it so bad? Does it use up too much CPU/PG? Does it take up support slots you would otherwise be utilizing? Is a cap booster supposed to be used in conjunction with armor reps, and CPU enhancers for shield boosters?
I have a feeling if I understand this, I can actually start making some useful tanks.
MadMuppet
Critical Mass Inc
#2 - 2013-02-04 03:14:37 UTC
It is usually better to use half your slots to apply damage or electronic warfare (jamming, scramming, webbing) and the other half to tanking. In addition, active solutions to tanking burn cap, wasting capacitor on two tanking methods just lowers your DPS and makes you a victim more than a threat.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Merouk Baas
#3 - 2013-02-04 03:18:35 UTC
It's bad because in warfare, an attack is an all-out attack. You get hit with everything. People and NPC's don't hold back weapon systems, you only see that in the movies, and it's to make the movie interesting. In actual combat, they are trying to overwhelm your defenses (in EVE, overwhelm your repair rate or deplete your buffer tank).

If you have 2 mediocre defenses (shields and armor), first the shields get destroyed then the armor gets destroyed. You're holding back half of your defenses (only half of your defenses are active). If you have one solid defense, it may actually be able to withstand the attack.

The attack is all out, everything they got. Your defense should all be concentrated into one all out defense. Put all your power grid, CPU, capacitor, and number of available slots into one defense, rather than splitting them in two.
Kahega Amielden
Rifterlings
#4 - 2013-02-04 03:54:28 UTC  |  Edited by: Kahega Amielden
Oenark Padelain wrote:
Okay, here goes the newbie asking for dual tanking. Everyone get him.
Don't worry, I know dual tanking is bad, or at least bad for pretty much every situation apart from a select few. What I'm interested in however is why is it so bad? Does it use up too much CPU/PG? Does it take up support slots you would otherwise be utilizing? Is a cap booster supposed to be used in conjunction with armor reps, and CPU enhancers for shield boosters?
I have a feeling if I understand this, I can actually start making some useful tanks.


Firstly, tank modules of a particular tank type synergize with each other. If you add an armor plate and a resist module, the resist module will make the hitpoints added by the plate worth more, for example, in addition to the bonus from your base hitpoints. Likewise, if you have a armor resist mod and an armor repairer, the resists make each point of damage repaired worth more effective hitpoints.

By dual tanking, you're spending the same amount of fitting resources and slots and yet forego that synergy. Shield resist mods aren't going to make your armor plating more effective, and armor resist mods aren't going to make your shield extenders more effective.

Secondly, you're limited as much by powergrid/CPU as by slots when you're tanking.. If you use up your mid slots for shield tanking AND your low slots for armor tanking, you'll have to use weak tank modules or run out of PG and CPU. Instead, you can focus on one type of tank and use more expensive tanking modules, which will give you almost as much tank and free up a ton of slots for other useful things.

Technically, dual tanking can give you the biggest tank. However, you'll eat up so many fitting resources and sacrifice so much else (No ewar, no damage mods...) that the minor benefit you get from it is not worth it. Dual tanking is rarely used for bait ships (where nothing is important beyond your ability to hold a target still and stay alive) but pretty much never elsewhere.

So, to summarize: You can, but you sacrifice a lot for little benefit so a dual-tanked ship is almost never better than a ship with a dedicated tank.
Oenark Padelain
University of Caille
Gallente Federation
#5 - 2013-02-04 05:37:38 UTC
So basically dual tanking will give you miles of HP - but it'll be made of cardboard, whereas a dedicated tank won't have as much HP, but tons more EHP.

I guess that means you basically (emphasis on basically) put your whole tank into your resistances rather than just stacks of HP like you see in other games, right?

Thanks for all the helpful answers by the way.
Keras Authion
Science and Trade Institute
Caldari State
#6 - 2013-02-04 06:35:58 UTC
I'd like to add to the previous that if you have a dual active tank you will have exhausted your capacitor trying to keep the shields online and when you go on armour you don't have the cap to run the repairers anyway. In essence you just added an useless mod that could have been used on something that helps you maneuver or damage better and maybe avoid going to armour in the first place.

This post was rated "C" for capsuleer.

Lost Greybeard
Drunken Yordles
#7 - 2013-02-04 07:55:26 UTC
Because a proper heavy armor tank is going to use both low and mid slots, and a proper heavy shield tank is going to use both low and mid slots.

If you're using low slots for armor and mid slots for shield, you don't have a heavy tank, you have two light tanks. Since things tend to stack multiplicatively rather than additively in this game, this means you're not significantly better protected than with a single light tank.
Oenark Padelain
University of Caille
Gallente Federation
#8 - 2013-02-04 08:07:23 UTC
Lost Greybeard wrote:
Because a proper heavy armor tank is going to use both low and mid slots, and a proper heavy shield tank is going to use both low and mid slots.

If you're using low slots for armor and mid slots for shield, you don't have a heavy tank, you have two light tanks. Since things tend to stack multiplicatively rather than additively in this game, this means you're not significantly better protected than with a single light tank.

Do you mind giving an example? Because to my shame I just realized I've been fitting some very light tanks.
Vilnius Zar
SDC Multi Ten
#9 - 2013-02-04 10:35:19 UTC  |  Edited by: Vilnius Zar
Because being good at one thing is better than to be mediocre at two things. Also, only using one type allows you to use the other slots for more important options, "tanking" as such isn't a role here. Control, support and dps are so if you waste all your slots on tank and you have no control or dps then you're no good.
Andres Talas
Center for Advanced Studies
Gallente Federation
#10 - 2013-02-04 11:21:30 UTC
Oenark Padelain wrote:
Lost Greybeard wrote:
Because a proper heavy armor tank is going to use both low and mid slots, and a proper heavy shield tank is going to use both low and mid slots.

If you're using low slots for armor and mid slots for shield, you don't have a heavy tank, you have two light tanks. Since things tend to stack multiplicatively rather than additively in this game, this means you're not significantly better protected than with a single light tank.

Do you mind giving an example? Because to my shame I just realized I've been fitting some very light tanks.


OK. Lets build a fail tank.

Go get a Rifter.

Put a shield repper and an Invul in the mids, to go with the MWD.

Then put a Damage control, a EANM and a armour repper in the lows.

Go shoot at something. Oh darn, its shooting back. Turn on the Invul and the Shield Repper.

Oh darn, they are chewing through our shield. Owwww.

OK, shield is gone, now its time for armour. OK, turn on the armour repper.

What do you mean we burned all the cap running the shield repper, and it only failed because we ran out of cap ? What do you mean the armour repper needs cap and we're out of cap ... owww owww owww, we're in structure.

****, Im in a pod.
ITTigerClawIK
Galactic Rangers
#11 - 2013-02-04 12:19:10 UTC
when you say dual tanking, are you asking about dual repps like 2 armour reps or 2 sheild boosters or do you mean having a shield and armor tank?
Elena Thiesant
The Scope
Gallente Federation
#12 - 2013-02-04 12:27:18 UTC
Dual tanking refers to having modules fitted for both armour and shield tanking. (eg plates, shield extender, EANM and invuln field)

2 armour reps would be called dual reps.
ITTigerClawIK
Galactic Rangers
#13 - 2013-02-04 12:41:46 UTC
in that case yea dual tanking is bad as you are dedicating both low and mid slots to your tank that couase either be sued for extra dmaage or valuble EWar in the case of PvP, that and its more usefull to focus on one line of defence rather than multiple lines as you are essentialy weekening both.
Bow'en
Solutum
#14 - 2013-02-04 19:25:37 UTC  |  Edited by: Bow'en
Oenark Padelain wrote:
Okay, here goes the newbie asking for dual tanking. Everyone get him.
Don't worry, I know dual tanking is bad, or at least bad for pretty much every situation apart from a select few. What I'm interested in however is why is it so bad? Does it use up too much CPU/PG? Does it take up support slots you would otherwise be utilizing? Is a cap booster supposed to be used in conjunction with armor reps, and CPU enhancers for shield boosters?
I have a feeling if I understand this, I can actually start making some useful tanks.

There are a couple issues. First, (in general) Shield Tanking increases your Signature, while Armor Tanking reduces your speed. So now you are giving your opponent's double the fun with your disadvantages.

Secondly, you run into slot problems. On Shield Tank ships (typically Caldari and Mimatar), you tank in Mids and Gank in Lows (Ballistic Control Systems, Gyrostabilizers). On Armor Tanks ships (typically Amarr and Gallente), you tank/utility in lows and gank in Mids (Tracking Computer, Target Painter, Web, SeBo, Promp, Jammer etc.). When you Armor AND Shield Tank, you give up gank.

Without enough gank in PVE, you are dramatically inefficient. Without enough gank in PVP, you will still lose, but will inflict less damage.
Oenark Padelain
University of Caille
Gallente Federation
#15 - 2013-02-05 11:24:58 UTC
Bow'en wrote:
There are a couple issues. First, (in general) Shield Tanking increases your Signature, while Armor Tanking reduces your speed. So now you are giving your opponent's double the fun with your disadvantages.

Secondly, you run into slot problems. On Shield Tank ships (typically Caldari and Mimatar), you tank in Mids and Gank in Lows (Ballistic Control Systems, Gyrostabilizers). On Armor Tanks ships (typically Amarr and Gallente), you tank/utility in lows and gank in Mids (Tracking Computer, Target Painter, Web, SeBo, Promp, Jammer etc.). When you Armor AND Shield Tank, you give up gank.

Without enough gank in PVE, you are dramatically inefficient. Without enough gank in PVP, you will still lose, but will inflict less damage.

Ahhh, gotcha. Never thought about the negative effects of tanking working together. Wow, this game is awesome, for lack of a better word.

Is there a particular reason the low slot ganks increase damage, whilst mid slot ganks increase accuracy? Or is that just an unintended consequence to the whole Gank/Tank sistership?
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#16 - 2013-02-05 11:55:28 UTC
The modules that increase damage are lowslot modules (Heat Sinks, Gyrostabilizers, Magnetic Field Stabilizers, ballistic control units ). It's one of the reasons shield ships typically a shield tanked version of a ship will have higher DPS than an armor tanked version of the same ships, because the tank is in the medslots the lows are free to be full of damage mods.

But at the same time because a shield tank uses up medslots shield ships typically lack the ability to fit things like ECCM or Sensor Boosters to counter electronic warfare as well as propulsion jamming systems or tracking computers.

An shield tanked ship is usually fast, with a high damage output but with a large signature radius and few utility slots.

An armor tanked ship is usually slow with a lower damage output but with a small signature radius and many utility slots.

By dual tankiing you combine the disadvantages of both without getting the advantage of the other, the armor modules make your normally fast shield tanked ship slow and take up all the slots you should be putting damage mods in, or your shield modules increase the signature radius of your small signature ship and consume all of its utility slots.

You will get a ton of EHP, but the consequence will be that your ship can't do anything effectively.
Bow'en
Solutum
#17 - 2013-02-05 22:07:32 UTC  |  Edited by: Bow'en
Oenark Padelain wrote:
Bow'en wrote:
There are a couple issues. First, (in general) Shield Tanking increases your Signature, while Armor Tanking reduces your speed. So now you are giving your opponent's double the fun with your disadvantages.

Secondly, you run into slot problems. On Shield Tank ships (typically Caldari and Mimatar), you tank in Mids and Gank in Lows (Ballistic Control Systems, Gyrostabilizers). On Armor Tanks ships (typically Amarr and Gallente), you tank/utility in lows and gank in Mids (Tracking Computer, Target Painter, Web, SeBo, Promp, Jammer etc.). When you Armor AND Shield Tank, you give up gank.

Without enough gank in PVE, you are dramatically inefficient. Without enough gank in PVP, you will still lose, but will inflict less damage.

Ahhh, gotcha. Never thought about the negative effects of tanking working together. Wow, this game is awesome, for lack of a better word.

Is there a particular reason the low slot ganks increase damage, whilst mid slot ganks increase accuracy? Or is that just an unintended consequence to the whole Gank/Tank sistership?

The important thing to remember is that More Base Damage or More Accuracy is "More Damage" because of the way damage is applied. DPS displayed is not as relevant as Damage Projection (hidden, constantly changing). While a Ballistic Control System II (low slot) increases base Missile Damage, a Target Painter/Web (mid slot) increase true damage most cases.

The reason is that your true DPS is never what is displayed. Take missiles for example. A missile's final damage depends on the target's velocity and and signature radius. The faster someone is moving, or the smaller their sig radius, the less damage you do with a given missile. With that in mind, if you can make them slower (Web - Mid Slot) or increase their sig radius (Target Painter - Mid Slot) you will do more damage.
Lost Greybeard
Drunken Yordles
#18 - 2013-02-05 22:30:24 UTC  |  Edited by: Lost Greybeard
Oenark Padelain wrote:
Lost Greybeard wrote:
Because a proper heavy armor tank is going to use both low and mid slots, and a proper heavy shield tank is going to use both low and mid slots.

If you're using low slots for armor and mid slots for shield, you don't have a heavy tank, you have two light tanks. Since things tend to stack multiplicatively rather than additively in this game, this means you're not significantly better protected than with a single light tank.

Do you mind giving an example? Because to my shame I just realized I've been fitting some very light tanks.


Heavy armor (active): repairers, resist modules (low), capacitor booster/battery (mid, PvP) or cap rechargers (mid, PvE)
Heavy shield (passive): resist modules and extenders (mid), shield charge time reducers (low)

would be the go-to examples, probably. I mean, it's possible to build a heavy tank with passive armor (buffer) or active shield (boosters), but not on ships that have the slots to build a dual tank, which is what we're talking about, really.

That said, there's nothing _wrong_ with a lighter tank, just if you're building a lighter tank you should balance it with damage rather than slightly more tank in less effective configurations.

EDIT: As with all advice on these forums, your mileage may vary. Don't let me talk you out of doing something if it's working for you, it's just advice.
Joneleth Rein
#19 - 2013-02-05 22:57:11 UTC  |  Edited by: Joneleth Rein
Merouk Baas wrote:
It's bad because in warfare, an attack is an all-out attack. You get hit with everything. People and NPC's don't hold back weapon systems, you only see that in the movies, and it's to make the movie interesting. In actual combat, they are trying to overwhelm your defenses (in EVE, overwhelm your repair rate or deplete your buffer tank).

If you have 2 mediocre defenses (shields and armor), first the shields get destroyed then the armor gets destroyed. You're holding back half of your defenses (only half of your defenses are active). If you have one solid defense, it may actually be able to withstand the attack.

The attack is all out, everything they got. Your defense should all be concentrated into one all out defense. Put all your power grid, CPU, capacitor, and number of available slots into one defense, rather than splitting them in two.


What this guy said. I feel like it's actually more true for any fit you'r going to make or plan.

In order to put into perspective, it's the same with different range weapons. If you'r planning on fighting at 40km and only firing half your weapons cause the other half are fitted for close range (10km)...You've fitted your ship in a way that's wasting half it's high-slots going idle in that fight.

When i'm thinking of adding a module I always ask myself the question "Am I going to use it when i'm fighting or will it stay offline/inactive cause I have no use for it or can't use it generally? " If yes, then i'm better off fitting a module that I will always have a use for, in my prefered combat situation. e.g fitting a nos with 10km range when you'r planning on sniping from 100km is gonna end up just like an extra icon that does nothing

Hope it helps :)

Spider Pig! Spider Pig! Does what a Spider Pig does.. Can he swing? From a web.. No he can't. He's a pig.

Oenark Padelain
University of Caille
Gallente Federation
#20 - 2013-02-07 06:56:28 UTC
That's for the really great responses guys, it definitely helped me. Open up some territory I didn't even know was there.
So out of interest, due to the nature of tanking, would shield tanked ships be better at hitting stationary objects?
12Next page