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Armor Rep Booster Module

Author
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#1 - 2011-12-21 15:41:55 UTC
I know there is a rig that boosts armor rep rate and amount, but why aren't there modules that boost reppers? There are rigs and modules that improve shield reppers, why not both for armor? Am i missing something?
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#2 - 2011-12-21 16:45:32 UTC
Berluth Luthian wrote:
I know there is a rig that boosts armor rep rate and amount, but why aren't there modules that boost reppers? There are rigs and modules that improve shield reppers, why not both for armor? Am i missing something?



No, you're not missing something. Active shield and armor tanking are just... different. One of the reasons for this is that shield booster modules live in the mids, where you also need cap injectors to run the tank. So things need to be a little different in terms of fitting to cope with that amongst other things.

AFAIK there are no equivalents to the tri-rep Myrm or Hype in terms of sustainable tank (until you run out of boost charges). I think you can make insane shield tanks but they only run until your cap is dry - i.e for a shorter period of time.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Takeshi Yamato
Ministry of War
Amarr Empire
#3 - 2011-12-21 16:55:43 UTC  |  Edited by: Takeshi Yamato
Berluth Luthian wrote:
I know there is a rig that boosts armor rep rate and amount, but why aren't there modules that boost reppers? There are rigs and modules that improve shield reppers, why not both for armor? Am i missing something?


Basically it works like this:

2x armor repairer = 1x shield booster +1x boost amp

In practice active shield tanks are better for achieving high throughput for limited amounts of time, whereas active armor tanks can be made cap-stable more easily.
Muad 'dib
State War Academy
Caldari State
#4 - 2011-12-21 17:40:34 UTC
armor tankers generally have lots of low slots for multiple reps where as sheild have less.

Armor tankers then say bla bla bla not enough damage mods, but shield tankers give up tackling or props.

they are not the same, and they dont need to be.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#5 - 2011-12-21 18:03:27 UTC
Wacktopia wrote:
Berluth Luthian wrote:
I know there is a rig that boosts armor rep rate and amount, but why aren't there modules that boost reppers? There are rigs and modules that improve shield reppers, why not both for armor? Am i missing something?



No, you're not missing something. Active shield and armor tanking are just... different. One of the reasons for this is that shield booster modules live in the mids, where you also need cap injectors to run the tank. So things need to be a little different in terms of fitting to cope with that amongst other things.

AFAIK there are no equivalents to the tri-rep Myrm or Hype in terms of sustainable tank (until you run out of boost charges). I think you can make insane shield tanks but they only run until your cap is dry - i.e for a shorter period of time.

You'd be quite shocked at what a cap-injected Maelstrom or Sleipner can do with a high-end XL shield booster. Don't forget that active shield tanking has Crystal implants and Blue Pill boosters working for it, either!