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Ships & Modules

 
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which is more important in fitting

Author
Spud Lazair
Doomheim
#1 - 2013-11-05 14:28:10 UTC
as above when fitting a ship which figure is more important EHP effective hit points or Tank ability?

"Accept that some days you are the pigeon and some days you are the statue"

stoicfaux
#2 - 2013-11-05 14:35:48 UTC
Spud Lazair wrote:
as above when fitting a ship which figure is more important EHP effective hit points or Tank ability?

Context is more important.

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Chessur
Full Broadside
Deepwater Hooligans
#3 - 2013-11-05 14:51:17 UTC
Spud Lazair wrote:
as above when fitting a ship which figure is more important EHP effective hit points or Tank ability?


Depends on situation. You need to be more specific in your questions, PvP PvE, Solo, Small gang, Fleet, LInked? Unlinked? Armor, Shield?
Marc Callan
Center for Advanced Studies
Gallente Federation
#4 - 2013-11-05 15:06:38 UTC
If you're backed by logistics, or you're expecting a short fight (most PVP combat is relatively short), then EHP is usually key, to enable you to survive until either your logistics backup can land their reps, or the fight ends. For long, drawn-out engagements without logistics backup (more likely in PVE), you'll be looking more at how much damage you can tank, continuously or in bursts.

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Chessur
Full Broadside
Deepwater Hooligans
#5 - 2013-11-05 15:17:30 UTC
Marc Callan wrote:
If you're backed by logistics, or you're expecting a short fight (most PVP combat is relatively short), then EHP is usually key, to enable you to survive until either your logistics backup can land their reps, or the fight ends. For long, drawn-out engagements without logistics backup (more likely in PVE), you'll be looking more at how much damage you can tank, continuously or in bursts.



This is incorrect.

When you are workign with logi, raw EHP is really not something that you need to be concerned about. The idea is (When working with logi) Is to increase ship resitance as high as possible. That way, your logi reps will have signicantly more effect. In a situation like that, you need just enough EHP to live through the raw alpha of what ever it is you are fighting. So when with logi, trading trimarks / extenders for resitance rigs, and plats / extenders for ENAMs / DCUs / Invulns is always a good idea. (Unless you ave flying linked with either a shield harmonizer / passive deffence link. Then you might need to take a look into the stacking penalties of the resitance mods you are fitting, along with your gang bonus.

As for long drawn out fights (again either PvP or PvE) You dont necessarially need an active tank. A shield buffer tank, with a nice shield regen on top will work out nicely. Armor does't have that ability, but either way- buffer tanks work out nice.

Speciffically in regard to PvE- most shield ships really don't need to worry about active tank. IE the cerb / tengu- using ther insane speed tank, can easily just fly around in a misison and use their innate shield regen, along with speed to easily tank NPC's
Spud Lazair
Doomheim
#6 - 2013-11-05 15:27:26 UTC
lets say a solo situation belt ratting, complex running etc

"Accept that some days you are the pigeon and some days you are the statue"

Zhilia Mann
Tide Way Out Productions
#7 - 2013-11-05 15:29:09 UTC
Spud Lazair wrote:
lets say a solo situation belt ratting, complex running etc


For PvE? Rat-specific defense numbers are the most important tank measurement.
Batelle
Federal Navy Academy
#8 - 2013-11-05 16:38:41 UTC  |  Edited by: Batelle
Spud Lazair wrote:
lets say a solo situation belt ratting, complex running etc


Belt ratting you can rep while you search for the next spawn. Kill speed and minimal tank are generally sufficient, unless you're taking your time chewing them down with a cruiser.

In anom running, you want sustained tank as killing rats spawns more rats.

In complex running, you want both good sustained tank and an even better burst tank. If you're cap stable, that just means your repping ability is too low to keep up with your capacitor. Battleships (especially faction ones) typically have enough EHP that you get much more out of active tanking modules than marginally improving your ehp.

If you're complex running in a cruiser, total EHP is also a big deal, unless you have a very high sustained tank. Because cruisers rely on sig tanking and sometimes need to get into position, high EHP means you have time to reduce incoming dps through positioning or eliminating the most critical threats. Passive shield tanks have great buffer but in exchange have fitting disadvantages and they can't rep at max capacity through the entirety of that buffer. Active shield tanks rarely rely on additional buffer, they typically can't spare the slots/fittings; its best to go for high sustained and high burst tank. On armor cruisers however, I really like to throw a 1600mm plate on (or even an 800mm). It means i take a bit of a hit to my sustained tank, but in exchange I triple my armor, which really is fantastic for difficult combat plexes.

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