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Not using both passive and active tank
I have a question: I know about not using both armor and shield tanking on a ship but someone said recently not to mix passive and active tank.

I don't think it's a bad idea personally. If the armor points are low, the active tank rep will juice out the capacitor. But if I have armor plates and armor reinforcing rigs, I have one repairer to fix the armor if things get a little hairy.

What is everyone else's thoughts on that?
Last edited by TheMarcosianOne; Mar 29, 2021 @ 7:47am
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ZumZoom Mar 29, 2021 @ 8:06am 
You'll just end up being not particularly good at either. With passive tank you don't use much capacitor enhancing modules (non at all most times), and with active you have to have a strong capacitor. So when trying to combine the two you will simply not have enough slots to fit it all, and will end up very sub-optimal.
Last edited by ZumZoom; Mar 29, 2021 @ 8:06am
TheMarcosianOne Mar 29, 2021 @ 8:15am 
Originally posted by ZumZoom:
You'll just end up being not particularly good at either. With passive tank you don't use much capacitor enhancing modules (non at all most times), and with active you have to have a strong capacitor. So when trying to combine the two you will simply not have enough slots to fit it all, and will end up very sub-optimal.

That makes sense. Maybe I will replace the small armor repairer with an energized adaptive nano membrane or something.

On my T3D, I have 200mm tungsten armor plates (or 400mm, I don't remember now because I'm not home now), and all 3 rig slots are for EM, Thermal, and Kinetic armor reinforcement as well as a Damage Control 2 module. I have 75% resistance against all damage types. Once I go into Defensive Mode, all 4 armor resists jump up to 80-something percent.
ZynXao Mar 29, 2021 @ 8:27am 
thats an interesting discussion. I fly an osprey navy with an extender + ancil and that thing can tank quiet a lot. I remember getting into a fight with a cate camp that had battlecruisers and I did not get volley'd off the field. the extender gave me that little extra to not bleed armor/hull and I was able to rep the shields back up once I got range. I'm not sure if running a boost amp instead of the extender would have helped as much. but shields are a bit different anyways imo as you can fit an oversized rep or extender.
ZumZoom Mar 29, 2021 @ 8:32am 
Originally posted by ZynXao:
thats an interesting discussion. I fly an osprey navy with an extender + ancil and that thing can tank quiet a lot. I remember getting into a fight with a cate camp that had battlecruisers and I did not get volley'd off the field. the extender gave me that little extra to not bleed armor/hull and I was able to rep the shields back up once I got range. I'm not sure if running a boost amp instead of the extender would have helped as much. but shields are a bit different anyways imo as you can fit an oversized rep or extender.
Yeah, in pvp it helps to have some buffer tank even if you are using active, especially with gate camps.
TheMarcosianOne Mar 29, 2021 @ 8:39am 
I just did some math ( I love math ) and just realized that my tank is better than I thought.

If my armor is 75% resistive to all 4 damage types and my base armor points with the rigs and modules add up to 1500, that means that if I divide 1500 by 0.25 (25%), that adds up to 6000 armor points.

If a ship had 100% resistance, dividing 1500 by 0 would be infinity. If the ship had 0% resistance, 1500 divided by 1 (100%) would just be the 1500 armor points.
Shotgun Mar 29, 2021 @ 9:01am 
This is a very situational strategy. For some specific purposes, adding a plate or an extender is required in order to give you enough buffer to not start losing underlying hit points when you take heavy damage. This is something seen mostly on large ships, and in situations with remote assistance. For something small like a destroyer, and for solo PvE work, you probably don't want to waste a slot and fitting resources on a plate. If you take such heavy damage that you need that buffer to keep you from leaking hull, you're probably dead anyway. Rely on speed and mobility instead.
TheMarcosianOne Mar 29, 2021 @ 9:42am 
Originally posted by Shotgun:
This is a very situational strategy. For some specific purposes, adding a plate or an extender is required in order to give you enough buffer to not start losing underlying hit points when you take heavy damage. This is something seen mostly on large ships, and in situations with remote assistance. For something small like a destroyer, and for solo PvE work, you probably don't want to waste a slot and fitting resources on a plate. If you take such heavy damage that you need that buffer to keep you from leaking hull, you're probably dead anyway. Rely on speed and mobility instead.

Ideally, I would love to use 3 heat sink iis on this along with speed modules but then it would feel like a glorified glass cannon. It kind of feels good having the tank and the damage control ii on it at least. 3 mid slots doesn't leave me much choice. I have a small battery, a cap recharger, and a 5MN MWD.
Shotgun Mar 29, 2021 @ 10:18am 
If you're sniping, you can go all-out gunnery mods in the lows, but you need T2 guns for that. For an active armor tank, you probably shouldn't have more than a single gunnery mod, possibly combined with a rig (so essentially the same as 1.5 gunnery mods).
TheMarcosianOne Mar 29, 2021 @ 10:53am 
Originally posted by Shotgun:
If you're sniping, you can go all-out gunnery mods in the lows, but you need T2 guns for that. For an active armor tank, you probably shouldn't have more than a single gunnery mod, possibly combined with a rig (so essentially the same as 1.5 gunnery mods).

I'm curious to find out how good the T2 energy turrets do. Right now with just T1s loaded with Navy Issue Ultraviolet crystals, I'm getting over 200 dps up to 15 km. I dont have to worry if any hostile get in too close. I'm just surprised that with Sharpshooter mode activated, my Navy Issue Multifrequency cystals still don't go past 6 or 7 km with the range bonus in that mode. I get 6 or 7 km in everything else that I fly with.

I'm using Small Focused Modulated Pulse Energy Beam I
Last edited by TheMarcosianOne; Mar 29, 2021 @ 10:56am
Shotgun Mar 29, 2021 @ 12:12pm 
For all ammo in the game, as damage increases, range decreases. MF is the highest-damage, shortest-range Amarr ammo.

The thing about T2 guns is that they open up 4 more ammo types (2 per type of turret). Scorch in particular is a game-changer, as it allows you to kite/snipe while still doing close to mid-tier ammo damage. Alternatively you can go for beams and Aurora, and snipe from the edge of your lock range, at which point you generally don't even need a tank (just make sure to kill the fast targets first).
Last edited by Shotgun; Mar 29, 2021 @ 12:12pm
TheMarcosianOne Mar 29, 2021 @ 12:29pm 
Originally posted by Shotgun:
For all ammo in the game, as damage increases, range decreases. MF is the highest-damage, shortest-range Amarr ammo.

The thing about T2 guns is that they open up 4 more ammo types (2 per type of turret). Scorch in particular is a game-changer, as it allows you to kite/snipe while still doing close to mid-tier ammo damage. Alternatively you can go for beams and Aurora, and snipe from the edge of your lock range, at which point you generally don't even need a tank (just make sure to kill the fast targets first).

I'm excited to try it out. :)
Huginn Mar 29, 2021 @ 9:24pm 
Do not forget that T2 pulse also get access to Conflag which deals even more damage than MF in some cases (depending on which faction ammo you used)
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Date Posted: Mar 29, 2021 @ 7:46am
Posts: 12