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[Others] The Art of Ship Defenses

This topic has been add to digest by bumba89 at 7-19-2009 03:32 PM.

The Art of Ship Defenses

Hull Defenses
Reinforment Facilities - Increases pure hull hp and also stability. Gravity Maintanence also adds 1% dodge. Personally on pure tank ships I like to have Gravity Maintenance on them.
Energetic Armor - Absorbs a big amount of damage, but also uses a big amount of supply. Does not absorb any Dispersion damage. A really good module to have for a tanking hull.
Deadalus - Decreases amount of damage done to hull and increases stability . Does not decrease amount of damage done from dispersion. A must have on every ship.
Reflective Plating - Reflects 50% of the damage dealt by the FIRST SHOT on the hull back at the attacker , one time use only. IMO it's a good module to have for a single slot , but some ppl don't like this module , not much opinions on it.
Hull repair - Well , repairs the hull for a small amount of supply. IMO the amount regenerated is quite low.

Armor Defenses
Quick Reaction Armor - Absorbs 90% of the damage dealt by the FIRST SHOT on armor, one time use only. This module is ignored by Lasers and Missiles.
Armor Repair - Repairs a small amount armor for supply , the repaired amount is extremely little , not worth to be used.
Nano Armor - The most important and useful Armor Module , adds a decent amount of pure armor hp and small amount of Absorbtion.

Shield Defenses
Shield Boosters - A useful module to use when using high amounts of shield. Increases every shield module effectiveness by 2% (Stackable). Affects Absorption and also Regeneration.
Shield Repair - Repairs a large amount of shield for supplies , the repaired amount is quite good , so it's good to consider this module to keep EoS absorption on.
Energy Phase Shift Shield - The most important and useful Shield Module , adds a small amount of pure shield hp and large amount of Absorption.

Others
Auto Targetting System - Primary Electronic Module , Adds to the hit chance modified of the ship.
ECCM Radar - Secondary Electronic Module , Adds to the hit chance modified of the ship.
Reinforced Tracking Disruptor - Primary Electronic Module , Adds to the dodge chance modified of the ship.
ECM White Noise Generator - Secondary Electronic Module , Adds to the dodge chance modified of the ship.
These four modules are very important modules as they are all one slot, and it will directly affect the damage dealt and received by the ship , refer here.

Reversed Cloacking Device - Able to hide the ship numbers and prevent radar detection , a very important module to have strategically , one slot as well.
Engines - Of course a ship needs engines, amount of engines per ship will depend, but I'd suggest Ship Movement + Weapon Range = 11.

Signing Out
-Ashiya-
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Ashiya
Rofilla
Server: Canser
Corp: Top Guns

TOP

so if  ship movement + weapon range = MORE THAN 11 is it okay?

TOP

that would be a waste of slots if range+move more than 11. that number is to prevent kiting by pandora guns+weapon evo ray III but in most battles now kiting is a rare issue coz most of them are large scale battles and kiting would not be possible there - u escape 1 fleet another one will get u no matter how far u run. 11 is the most u should put but i'd suggest about 9-10 will be enough. those extra slots would probably fit in another gun or two on ur ship.
Server: Libra
Name: 5kyWa1ker
Faction: Kadry
Corps :Conquest
Rank: Vice-Colonel

TOP

It's very depends on the tactical needs from the macroscopic view. Say to have a fast response armada, max # of engine with very low flight time will be very crucial to turn the fate of small to medium size battle.
Server: Libra
Faction: Rofilla
Corp: Terra
Player: RaSaar

TOP

Thx for the guide ^_^

TOP

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