Armor Fitting

Uh… yeah, that’s kind of what you get from a public forum. What did you expect?

Cute rant, but again, this is a public forum where any random no-body who has no idea what they’re talking about can pretend and talk big. If you actually want some good information, find a corporation that knows their stuff and get feedback from their experienced players, not randoms on here.

To be more specific, again, welcome to PUBLIC FORUMS.

to be more specific, you got here very good and detailed answers about armor tanking.
to be more specific, when you ask a question here, try to give precise informations about what you want to do and in which ship, or you will get the “it depends” answer, which is the good one if you don’t give info about the context. You ask for advices about armor tanking in the pve section, and we only find out several posts later that you plan to use a bs for hacking relic/data sites in null sec, which means that you plan to use armor tanking in pvp in null. So of course, our answers about reactive armor hardeners etc are not the good ones. So next time try to be more specific at the beginning to help people to give you the proper answer.
to be more specific if you wanna hack relic/data sites in hostile null sec space, use an explo frig (T1-> astero -> T2 covert ops). Your battleship will be a juicy target and you will be hunt and caught at gate camps with bubbles or even inside relic/data sites
To be more specific, why using a rattle for explo is not a good thing? mmmm… maybe because the hull has bonuses for thermal missiles but no bonus for scanning and hacking?
I would strongly suggest you to join a corp where you will get friends, advices, fits, etc. And you will get more specific answers

you don’t want to offend anybody but you ask questions without giving the proper context, you get long and detailed answers from people who took some time to answer you, and you complain about the fact that this forum seems useless to you… You even complain about the game (“This game seems to just change combat mechanics at will, which is a bit inconvenient”) whereas your questions show easily that you don’t have a large knowledge about the game mechanisms…

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Well not really. I was trying to do DED5 in lowsec with pirate corp active in system and they were extremely annoying with the combat probing, as if I didn’t know from killboard they will blob me. So I tried to annoy them back so I made two safespots and I was warping from one to the another. And they were able to scan me down. Now, I thought that it happened so I made yet another safespot 1k km from it and when returning I jumped to that. Lucky me because they were waiting there already. Those 8 seconds it takes to align and about another 8 seconds that it takes to land are enough to do a scan and you need basically just 2 scans to pinpoint battleship. So, if you will be really smart, you can avoid getting caught, but then what? The next step from them if you manage to log out safely will be camping exit gates from the other side…

Most dont like giving their specific fittings. One to avoid being told their wrong. Some fear becoming a target in game if they link a fitting with bling. And probably the most important and it is what you are not getting, is there is no one specific way to fit a ship. It varies from ship to ship, and depends on skills and what you are doing with that ship. You have been given the basics of armor tanking now use your simulator and try it out.

Active repair for pve. Add resistance depending on npc you are fighting. Easy peasy.

Read your ships bonuses and fit to take advantage of them. Also depends on what you are doing with it.

I been playing Eve on and off for some years now and I have ran into some of the same issues. The forums and other sources are lacking in specifics in many areas. You just have to soak up what information you can and use some in game trial and error to figure it out. Even if you find specific information you may not have the skills to make it work. The fitting simulator has become my favorite tool. You can try all kinds of combinations using YOUR specific skills to maximize a ships abilities. The basics are all you need to play with the simulator.

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OP, Since it isn’t clear to me how long you’ve been playing Eve (you only started posting on the forums very recently), you might already know this, but I don’t know if you do.

Eve has a test server, called Singularity, that players can logon to and use.
https://community.eveonline.com/support/test-servers/singularity/

What’s the big deal about the test server?

1: All ships, modules and skill books only cost 100 ISK each. CCP has one NPC designated station in each constellation where they supply pretty much every item you could want, and it’s all priced at 100 ISK each. This means you’re only a few jumps away from one of these market stations almost everywhere in the game. You could buy a battleship or even a carrier and all the other items for it for under 10,000 ISK. One down side is that all ammunition at these market hubs is also priced at 100 ISK per round. Your biggest cost on Singularity will be buying ammo rather than buying a ship.

If you want more ISK on the test server, buy the biggest ship you can fly but don’t fit any modules to it, fly it out of a station and self-destruct it. You’ll automatically get it’s full insurance payout, without needing to buy the insurance. You spend 100 ISK to buy the ship, and depending on what that ship is, when you self destruct it you can get several million ISK back as insurance.

PVP is restricted on the test server. Players are not supposed to attack you without your direct permission in most systems on the test server. Only a limited number of systems have unrestricted PVP. In theory this means you can go to almost any system on the test server and not have to be concerned with being attacked by other players. In practice, not all players on the test server obey the PVP restriction rules, so just like on the live server, there is always a chance you could get attacked by other players anywhere on the server. With ships and modules on the test server so cheap, and an easy way to get more ISK on the test server (self destruct a bare ship), the most that you lose if you do get ganked on the test server is some time.

Skill training. Skills need to be trained on the test server in exactly the same way as on the live server. There is no way to give yourself free skill points. CCP regularly runs special “mass test” sessions to test specific details they are working on and will invite players to join those test sessions. Players who participate in these test sessions get some free skillpoints as a reward for helping with the testing. CCP advertise these test sessions in the test server forum.
https://forums.eveonline.com/tags/singularity

Can I transfer ships, modules, ISK, or trained skills back to the live server from the test server? NO! What happens on Sisi stays on Sisi (Sisi is a commonly used name for the test server). The only thing you can take back to the live server from the test server is any new knowledge/understanding of how the game works.

Why am I mentioning all this? Because you could start out experimenting with armour tanked ships very cheaply and fairly safely on the test server instead of on the live server. Once you’ve developed some armour fits that you are comfortable with, you can try them out on the live server, instead of doing your experiments on the live server at full price while you are still learning how to put together and use an armour tank.

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Wow armor tanking takes alot. Still not sure if I’m doing something wrong, haha. But the cap drain is immense. And what’s the deal with nanite paste prices?
Am I doing something wrong?

Cap boosting on shields seems far superior to my understanding.

I’m going to assume you’re using Active reps.

Yeah, welcome to the world of active reps. It consumes capacitor in order to cycle modules. You’re going to want to use some Capacitor Batteries or Cap Boosters to maintain stability.

Who knows, that’s market stuff.

Active Shield boosting is VASTLY more capacitor consumption heavy that Active Armor repairing. Unless you’re talking about Ancillary Shield Boosters, which use Cap Booster charges in place of your actual capacitor. Those are nice, but after those booster charges run out, you’ll be hit with a 60 second long reload timer.

Armour tanking has it’s own advantages and disadvantages, shield tanking has different advantages and disadvantages. Shields aren’t always superior to armour and armour isn’t always superior to shields. Armour repping can be more efficient than shield repping in terms of how many points of tank you repair compared to how much cap you use to do that repair. Having high damage resistance definitely helps make repping more efficient, but that’s true for both shields and armour. Look into rigs that make armour reppers more efficient, such as Auxiliary Nano Pump rigs. There are also some ships which have built in bonuses to increase the efficiency of armour repper, like the Gallente Myrmidon battlecruiser.

One general rule for tanking which applies to both shields and armour is, you don’t need to keep your tank at 100% all the time, you just need to avoid it going to 0%.

From this perspective, on an armour tanked ship the shield will act as a buffer, preventing your armour from taking damage until your shield is very low. You don’t need to start running an armour repper until the armour is taking damage. If you start your armour repper while your shield is still healthy, you’re just burning up your cap for no benefit. Wait until just before your shield gets to 0% before you start using cap on your armour repper.

My general rule of thumb for an armour tanked PVE battleship is that I fit for around 3 minutes of Cap, meaning I can only run everything on the ship at the same time for 3 minutes before I run out of cap, but with skills trained to a high level and understanding how to manage my tank, I rarely go close to running out of cap, because I can judge when I need to rep and when I don’t need to. As long as I don’t let my tank get to 0%, that’s all I need. Trying to keep my tank repped to a high level all the time just burns up cap for no benefit.

Depending on exactly what I’m doing and how much incoming DPS I have to deal with, I might not even start repping my armour until it’s down to 40% or so for less intense situations, but for higher DPS situations I’ll start repping sooner, around 60% or so.

The point I’m trying to get across here is: It’s not just a matter of having a good tank fit, it’s also a matter of knowing how to manage that fit, when I need to rep, when I don’t need to rep, etc.

Even with an active rep armour fit, there’s more than one way to do it. Depending on the size of the ship (destroyer, cruiser, battlecruiser, etc.) and how many slots you have to work with. you could go for one big armour repper or two smaller reppers. The idea behind using multiple smaller reppers is that each repper uses less cap, Keep one repper running all the time and only use the second repper when the incoming DPS is too much for one repper to handle. Even then, you don’t need to try to keep your tank at 100%, you just need to keep it above 0%.

I have a similar setup on a Battleship.

Have an tank of 75-85%, and an total of 129k EHP. The interesting is i used to run a T2 or DarkSpace medium rep’er, and a DarkSpace X-Type large rep’er.
This allowed me to fire up the medium as soon as shield hits 5%, this would allow a continual armour repair (though low), and only fire the large rep’er up for one cycle when damage starts exceeding the medium rep’ers rate of repair.

I later on replaced the medium with an even better abyssal large x-type, that had a even lower cap cost than the medium and a similar cycle time. This setup allowed for solo missions of lvl4 and Amarr Epic Arc completely.

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