Skill Discussions

 
 

Why is there no armor compensation skill

Author
Solitaire.
#1 - 2016-12-25 07:20:30 UTC
That gives a 2% cap reduction for armor repairers the same way shield comp reduced cap use on shield boosters?
Just curious.
#2 - 2016-12-25 18:07:16 UTC
I would guess it is because Armor ships start out with more base cap, than shield ships.
An active shield tank gets into its cap much sooner than an armor ship.
And, Armor ships have a little buffer of shield before you hit their main tank.
Evictus.
#3 - 2016-12-25 21:16:49 UTC
An active armor tank and active shield tank aren't intended to work the same way. The repair system skill reduces cycle time on the armor repair module so cap requirement actually increases!
Working Stiffs
#4 - 2016-12-28 07:17:47 UTC
Armor repair is more energy efficient than shield repair.
#5 - 2017-01-26 16:13:07 UTC
There are quite a few differences in the way that armour and shield tanks work (for example there is an armour module that reacts to the damage types you receive, but no equivalent for shields).

The game is more interesting when not every system is exactly the same as every other one (consider guns vs missiles vs drones) so lets keep it that way rather than call for each weapon type to be exactly the same as every other, and call for exact equality between armour and shield tanking.

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#6 - 2017-03-10 14:20:55 UTC
Because armor and shields are not the same


Shield boosters are much more cap intensive your "armor equivalent" is the layering skill
#7 - 2017-03-13 06:41:30 UTC
Shield Compensation - Repair Systems
Shield Operations and Armor Layering are the other skills that are not shared but they are pretty different

I personally see the skills are ways of fixing something.

Shields have a fast cycle and use too much cap - Cap Reduction Skill
Armor have slow cycle and use less cap - Cycle Time Skill.
Solitaire.
#8 - 2017-03-13 19:08:20 UTC
Andrew Indy wrote:
Shield Compensation - Repair Systems
Shield Operations and Armor Layering are the other skills that are not shared but they are pretty different

I personally see the skills are ways of fixing something.

Shields have a fast cycle and use too much cap - Cap Reduction Skill
Armor have slow cycle and use less cap - Cycle Time Skill.

Cycle time increases cap usage though.

How do these ancillary things work? I've seen them but never used one.
#9 - 2017-03-13 21:30:12 UTC
Matthias Ancaladron wrote:

How do these ancillary things work? I've seen them but never used one.


Hah. Depends whether you're talking about armor or shield.

Armor consumes nanite paste as ammo but also uses cap. When loaded, their boost is much larger.

Shield consumes cap boosters but don't require cap. Well, they can run without cap boosters, but if you try it they'll basically kill your cap in a single cycle.

Both have long reloads during which the module is of course inactive.

Good discussion here.
Solitaire.
#10 - 2017-03-13 21:53:03 UTC
Zhilia Mann wrote:
Matthias Ancaladron wrote:

How do these ancillary things work? I've seen them but never used one.


Hah. Depends whether you're talking about armor or shield.

Armor consumes nanite paste as ammo but also uses cap. When loaded, their boost is much larger.

Shield consumes cap boosters but don't require cap. Well, they can run without cap boosters, but if you try it they'll basically kill your cap in a single cycle.

Both have long reloads during which the module is of course inactive.

Good discussion here.

Hmm neither of those appeal to me then. Just noticed they increased the small ancil blueprints. I always liked getting them cause they're like 5m a pop.
Templis CALSF
#11 - 2017-03-14 18:55:55 UTC
don't be so quick to judge the ancillary reppers. there is a reason they are worth quite a bit. and they are very effective.. in pvp
The Wraithguard.
#12 - 2017-03-21 13:51:00 UTC
Real men speed tank
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