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Ships & Modules

 
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Resistance Amplifiers

Author
Valitag
State Protectorate
Caldari State
#1 - 2014-08-07 09:46:08 UTC
Why are Resistance Amplifiers considered "bad" ? as it gives my ship resistance, cap stable and if i get NOS`d then my resistance still stands. And providing I have enough navy cap boasters i can use a ancillary shield booster to tank the rest.

And yes im a nub i know.

thanks for any info/opinions

Lamboux
Quagaars
#2 - 2014-08-07 10:19:38 UTC
Assume you mean PvP given your worry about NOS? So I may not be of much help but anyway...

From a PvE perspective they are not 'bad' but they're like a lot of things in Eve, best when you have the skills. For new players - stick to the greater resists you get from active hardeners.

Once you have the passive resist skills at 5 (and you can afford the potential loss of some shiny modules) then they can be really handy for fits that are tight on CPU and/or cap use.

Just an opinion though :)

Fly safe

L
Kirkwood Ross
Golden Profession
#3 - 2014-08-07 13:58:43 UTC
Most modules are useful in the right situation. Except maybe defender missiles and asteroid scanners.
Notorious Fellon
#4 - 2014-08-07 14:13:56 UTC
Kirkwood Ross wrote:
Most modules are useful in the right situation. Except maybe defender missiles and asteroid scanners.



Does anyone know if defender missiles work against snowball launchers? I need to try this tonight.

Crime, it is not a "career", it is a lifestyle.

MonkeyBusiness Thiesant
Pandemic Unicorns
#5 - 2014-08-07 15:51:38 UTC
Can be worth it on some cloakies too, where the risk is you get surprise decloaked before warp, and thus have no modules active.

For example, a blockade runner like a Crane, 0% native shield resist. Even with a t2 large shield extender, that's under 10k EHP against em, which is the danger zone versus a nado. A single ward amplifier there takes that to 15k.
Val'Dore
PlanetCorp InterStellar
#6 - 2014-08-08 03:48:52 UTC
Passive amps are able to be active in warp... which adds protection against smartbomb pirates.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#7 - 2014-08-08 03:56:34 UTC
Val'Dore wrote:
Passive amps are able to be active in warp... which adds protection against smartbomb pirates.


You can also activate normal hards in warp...

Passive hards are sometimes useful when the ship doesn't have enough cap or CPU to take on a second active hard. But in general they are pretty useless.

"Hydra Reloaded are just jealous / butthurt on me / us because we can get tons of PVP action in empire while they aren't good enough to get that." - NightmareX

Val'Dore
PlanetCorp InterStellar
#8 - 2014-08-08 04:26:52 UTC
God's Apples wrote:
Val'Dore wrote:
Passive amps are able to be active in warp... which adds protection against smartbomb pirates.


You can also activate normal hards in warp...

Passive hards are sometimes useful when the ship doesn't have enough cap or CPU to take on a second active hard. But in general they are pretty useless.


I forgot to add the cloaked qualifier.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide