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armor or shield tanking

Author
Dread Slurr
Native Freshfood
Minmatar Republic
#1 - 2012-07-13 21:24:44 UTC
In trying to determine which race to fly as in pvp, I have come to the conclusion that part of the decision is deciding whether to shield or armor tank.

It would seem to me that shields are more powerful since they dont apply the reduction to speed and agility that armor tanking does. However shields take up midslots which seem more critical than low.

seems like caldari is mainly shield tank, and is provided more midslots. this will allow them to buffer tank with more mobility?

since amarr lasers have great optimal range and are immediately adjustable ammo, do they not care about mobility as much?

How about Gallente?
J'Poll
School of Applied Knowledge
Caldari State
#2 - 2012-07-13 21:48:27 UTC
Dread Slurr wrote:
In trying to determine which race to fly as in pvp, I have come to the conclusion that part of the decision is deciding whether to shield or armor tank.

It would seem to me that shields are more powerful since they dont apply the reduction to speed and agility that armor tanking does. However shields take up midslots which seem more critical than low.

seems like caldari is mainly shield tank, and is provided more midslots. this will allow them to buffer tank with more mobility?

since amarr lasers have great optimal range and are immediately adjustable ammo, do they not care about mobility as much?

How about Gallente?


You are forgetting that Shield has the downside of increasing your signature radius.

As for guide lines.

Amarr - Armour
Gallente - Armour
Caldari - Shield
Minmatar - bit of both + speed tank

Keep in mind it's a GUIDE LINE. I've seen Amarr ships with Shield fits. I've seen Caldari ships with Armour fits.

And Shield doesn't have to be better then Armour, it depends on your fleet and on the type of PvP you are doing. Fast and mobile doesn't mix very well with Armour buffered ships. But then again, they are good at big fights where you have to last longer and just want to be a flying brick.

Shield take up mid slots which has the downside you can't fit prop mods or points etc in that place, but on the other hand. Armour takes up low slots which means you can't fit Damage modifiers (Gyrostabs, Mag stabs, heat sinks) in there.

Conclusion:

Shield or Armour? Depends on the ship, the fleet and the fight. Each have their advantages and disadvantages.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Esna Pitoojee
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#3 - 2012-07-13 21:49:35 UTC
Dread Slurr wrote:
In trying to determine which race to fly as in pvp, I have come to the conclusion that part of the decision is deciding whether to shield or armor tank.

It would seem to me that shields are more powerful since they dont apply the reduction to speed and agility that armor tanking does. However shields take up midslots which seem more critical than low.


Active shield tanking does not. However, it is highly dependent on cap. Passive shield is only somewhat dependent on cap - for active hardeners - but shield extenders increase your signature radius, which means incoming fire will likely do more damage to you.
Also, shield tanking will leave your lowslots mostly - if not totally - free, opening up slots for things like damage mods and tracking enhancers.

Quote:
seems like caldari is mainly shield tank, and is provided more midslots. this will allow them to buffer tank with more mobility?


This is correct, and the reason for which numerous Caldari passive shield-tankers - the Drake, Tengu, and sometimes Rokh - are seen in many 0.0 fleets.

Quote:
since amarr lasers have great optimal range and are immediately adjustable ammo, do they not care about mobility as much?


"As much" is the critical phrase here - with few exceptions, Amarr PvP ships will still fit an MWD.

Quote:
How about Gallente?


Gallente are pretty poor at the moment due to a combination of Hybrid weapons being largely ineffective at any size other than small, poor base capacitor compared to Amarr hulls - yes, Amarr uses much more cap, but can actually be more stable due to higher base recharge and amount - and somewhat lower Armor resistance amounts. In terms of tanking, they are primarily armor tanks with a handful of hulls which can be reconfigured for half-decent shield tanks.

There are three other things for you to consider as well:

- Damage resistance skills are more useful to armor than shield as they affect passive hardeners more than active ones. While armor tanking will often use passive hardeners, shield tanking rarely does.
- Remote repair systems: While shield transfer arrays transfer their shield at the -beginning- of the cycle, allowing for immediate repairs, remote armor repair systems actually repair the armor at the end of their cycle.
- All T1 ships come with a 0% EM resist for their shields, forcing you to fit some kind of a module or rig to increase this specifically. Armor has a similar issue with explosive damage, however it is merely low resists (20-30%) compared to shields' 0% resist.
Dradius Calvantia
Lip Shords
#4 - 2012-07-13 22:12:25 UTC
Esna Pitoojee wrote:


Gallente are pretty poor at the moment due to a combination of Hybrid weapons being largely ineffective at any size other than small, poor base capacitor compared to Amarr hulls - yes, Amarr uses much more cap, but can actually be more stable due to higher base recharge and amount - and somewhat lower Armor resistance amounts. In terms of tanking, they are primarily armor tanks with a handful of hulls which can be reconfigured for half-decent shield tanks.




You sir, have no clue what you are talking about. Gallente hulls are perfectly viable in a wide range of situations. They are no more a "win button" that any other race, but they are far from "poor."
Lost Greybeard
Drunken Yordles
#5 - 2012-07-13 22:19:53 UTC  |  Edited by: Lost Greybeard
Dread Slurr wrote:

How about Gallente?


As someone who didn't apparently sleep through the last year of patch notes like the guy two posts up, Gallente are pretty solid. You will have to rely on balls or exploit flexibility to use them effectively, though, if you're looking for something that's fairly intuitive to fit and fly try Amarr. Caldari's still pretty simple but has actual weapon options, Minmatar can be moderately complicated since the independence of turrets from capacitor lets you put on different module combinations, and Gallente can be outright hard to find a fit for because there are usually five or six valid strategies for a given boat (cruiser+, anyhow) so its hard to resist the temptation to have them do a bit of everything, which doesn't work well.
Dread Slurr
Native Freshfood
Minmatar Republic
#6 - 2012-07-13 23:10:46 UTC
Lost Greybeard wrote:
Dread Slurr wrote:

How about Gallente?


As someone who didn't apparently sleep through the last year of patch notes like the guy two posts up, Gallente are pretty solid. You will have to rely on balls or exploit flexibility to use them effectively, though, if you're looking for something that's fairly intuitive to fit and fly try Amarr. Caldari's still pretty simple but has actual weapon options, Minmatar can be moderately complicated since the independence of turrets from capacitor lets you put on different module combinations, and Gallente can be outright hard to find a fit for because there are usually five or six valid strategies for a given boat (cruiser+, anyhow) so its hard to resist the temptation to have them do a bit of everything, which doesn't work well.


Thank you for the feedback. I am less concerned about what is 'easy' to fly, I am all for options and complicated builds, I am just curious of the overall benefits to each race.

most literature says

Min = speed
Gallente = Drones
Caldari = Missiles
Amarr = armor/lasers

but i know there is much more to it than that. I am mainly interested in small group pvp and hit/run tactics, but my partner is minmatar and i am interested in choosing a different race.
J'Poll
School of Applied Knowledge
Caldari State
#7 - 2012-07-13 23:15:15 UTC
Dread Slurr wrote:
Lost Greybeard wrote:
Dread Slurr wrote:

How about Gallente?


As someone who didn't apparently sleep through the last year of patch notes like the guy two posts up, Gallente are pretty solid. You will have to rely on balls or exploit flexibility to use them effectively, though, if you're looking for something that's fairly intuitive to fit and fly try Amarr. Caldari's still pretty simple but has actual weapon options, Minmatar can be moderately complicated since the independence of turrets from capacitor lets you put on different module combinations, and Gallente can be outright hard to find a fit for because there are usually five or six valid strategies for a given boat (cruiser+, anyhow) so its hard to resist the temptation to have them do a bit of everything, which doesn't work well.


Thank you for the feedback. I am less concerned about what is 'easy' to fly, I am all for options and complicated builds, I am just curious of the overall benefits to each race.

most literature says

Min = speed / mix of shield & armor ships + projectile turrets
Gallente = Drones / mainly armor + hybrid guns (mostly blasters)
Caldari = Missiles / shield tanking (with some exceptions) + hybrids (mostly railguns) + ECM
Amarr = armor/lasers

but i know there is much more to it than that. I am mainly interested in small group pvp and hit/run tactics, but my partner is minmatar and i am interested in choosing a different race.


Added the bold part to your list.

As for what race, if you are talking frigate sized PvP, I would say doesn't matter that much. Most frigates, when fitted properly, are about equally matched. When you are talking about bigger ships, then definately Minmatar for the speed part.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Keno Skir
#8 - 2012-07-15 04:59:37 UTC
If your into small hit and run pvp, minmatar really is the way to go :/ However i cross train minmatar and amarr and have never regretted it.

Convo me if u wanna talk about it in depth o/
Zoe Athame
Don't Lose Your Way
#9 - 2012-07-15 06:58:07 UTC
Lost Greybeard wrote:
Dread Slurr wrote:

How about Gallente?

Gallente are pretty solid. You will have to rely on balls... ...to use them effectively, though,

Confirming that real men hull tank.
Linna Excel
Center for Advanced Studies
Gallente Federation
#10 - 2012-07-15 23:20:29 UTC
Dread Slurr wrote:
In trying to determine which race to fly as in pvp,


Small gang or blob warfare?

If you want to go blob, avoid gallente and you'll probably wind up in a drake.


For solo and small gangs, if you can find them, you've got a little more flexibility in terms of which ships you can use. Plus you can use gallente.
Forum Clone 77777
Doomheim
#11 - 2012-07-16 01:03:14 UTC
Esna Pitoojee wrote:

This is correct, and the reason for which numerous Caldari passive shield-tankers - the Drake, Tengu, and sometimes Rokh - are seen in many 0.0 fleets.


Stop calling it a "passive shield tank" only some PvE fits can be called that (when you fit shield rechargers and purgers)
What you use on drakes, tengus and rokhs in PvP are called BUFFER tanks, they dont have anywhere near the shield regen a PvE passive tank drake might/will have.

To the OP: Depends, training armor tanks makes you more flexible later on though, training caldari is good and all, but if you need to crosstrain its a *****.

Youl probably be missile skilled, and shield skilled.

The other races use guns, and mostly armor.

If I were to start a new toon I would skill armarr or win.. Minmatar myself.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#12 - 2012-07-16 07:44:43 UTC
people talk about PvP as if it's one thing.

Everything depends on tactics.

Yes Gallente and Anmar ships are usualy a little slower due to their armor tank, though at a Gate Camp you don't need speed.
They are less usuefull while hunting, but when the battle is there they have usualy more uses than Shield tanks.

Roaming and hunting, shield tanks usualy have the advantage.

and there are several situations that turn it arround again. as with most in EVE there isn't a straight forward answer, everything depends on what you want to do and how you intend to do it.


Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#13 - 2012-07-16 14:16:22 UTC
You'll end up doing both honestly but never at the same time. As a merc I fly what the FC asks me too. The more ships I can fly the more utility I provide my fleet.

Caldari ships do have good stats shield wise sadly if you look closely you'll see there actually quite slow despite this.

Minmitar have a handful of ships like the cyclone that have active shield boosting bonuses and are naturally fast. A cyclone with a couple of ASB is ******* deadly.

It is in your best interest focus on flying one race of ships down cold for starters, but if you want to be able to pvp alot you will need to cross train to fly other ships. This means you will need both armor and shield tanking skills. And since they are complementary(they all increase every ship you fly's total hp and resistance to damage), it never hurts to train both. Focus on one and move on to the other.

Also even with amar there are some ships that when shield tanked are lethal, the harbinger can be fast and hard hitting ship when shield tanked even though its amar. With the Oracle it does best sniping and you can only do that if your shield tanking. You also need to do that if you want any gtfo ability.

If you want to learn more about high efficiency pvp you can also apply at NA.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Lost Greybeard
Drunken Yordles
#14 - 2012-07-16 20:39:54 UTC
Zoe Athame wrote:
Lost Greybeard wrote:
Dread Slurr wrote:

How about Gallente?

Gallente are pretty solid. You will have to rely on balls... ...to use them effectively, though,

Confirming that real men hull tank.


I was mostly talking about having to get in to 5km or less to deal damage with blasters, which means you're _really_ committed to a fight (that being well within scram range and most blaster builds preferring MWD). So once you've engaged with blasters, you're in "two men enter, one man leaves" territory, not a lot of running away if you're losing to be had. Or at least, it's a lot harder to break off mid-combat.

But yeah, hull tanking builds that use Gallente's random bonus to structure do indeed teach everyone the true meaning of Christmas.