Difference between revisions of "Remote repair concepts"

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(Remote shield transfer)
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When remote repairing shields, the modules used are referred to by the game as Shield Transporters (example: [http://games.chruker.dk/eve_online/item.php?type_id=3608|Large Shield Transporter II].  Despite the name and description, shield transporters do not actually remove any shields or shield regeneration from your own ship.
 
When remote repairing shields, the modules used are referred to by the game as Shield Transporters (example: [http://games.chruker.dk/eve_online/item.php?type_id=3608|Large Shield Transporter II].  Despite the name and description, shield transporters do not actually remove any shields or shield regeneration from your own ship.
 
====Modules====
 
====Modules====
 +
Like other module types (turrets for example), shield transporters are divided into three categories (small, medium, large) with the corresponding fitting requirements and benefits you would expect.  Within the size category, there are six non-faction module types:
 +
 +
=====Tech 1=====
 +
* Shield Transporter I (meta 0)
 +
* Asymmetric Barrier Transpositioner I (meta 1)
 +
* Murky Shield Screen Transmitter I (meta 2)
 +
* 'Atonement' I Ward Projector (meta 3)
 +
* S95a Partial Shield Transporter (meta 4)
 +
=====Tech 2=====
 +
* Shield Transporter II
 +
 +
Within the Tech 1 progression, each higher meta level increases the amount transferred and range as well as decreasing CPU.  The cycle time (5seconds) and power requirements stay the same.
 +
 +
Tech 2 shield transporters require more CPU and Power than the tech 1 modules, an equal amount of transfer and range as the meta 4 variant and a half second reduction in cycle time. (4.5seconds)  Due to the high fitting requirements and the low bonus (half a second of cycle time does not add up to a lot in your typical fleet engagement) you will frequently see people fitting meta 4 modules instead of tech 2.
  
 
===Remote armor repair===
 
===Remote armor repair===

Revision as of 15:57, 21 April 2011

Introduction

This article is part of the PVP Remote Repair seminar. It will describe what remote repair is, how it works and what modules are used. It will define and explain a number of terms that are key to understanding remote repair. You are probably familiar with a lot if not all of these concepts, but this is just to make sure that we are all on the same page and use the same terms.

Make sure you understand the concepts in this article well, since the seminar will only touch briefly on it. If you have any questions about this material, make sure you prepare them.

Remote repair 101

Remote repair is a mechanic in EVE where one ship repairs another. Since there are three levels of tank on a ship, we will look at remote repair for each of these tank levels and examine the specifics of each form.

Shield Transporters

When remote repairing shields, the modules used are referred to by the game as Shield Transporters (example: Shield Transporter II. Despite the name and description, shield transporters do not actually remove any shields or shield regeneration from your own ship.

Modules

Like other module types (turrets for example), shield transporters are divided into three categories (small, medium, large) with the corresponding fitting requirements and benefits you would expect. Within the size category, there are six non-faction module types:

Tech 1
  • Shield Transporter I (meta 0)
  • Asymmetric Barrier Transpositioner I (meta 1)
  • Murky Shield Screen Transmitter I (meta 2)
  • 'Atonement' I Ward Projector (meta 3)
  • S95a Partial Shield Transporter (meta 4)
Tech 2
  • Shield Transporter II

Within the Tech 1 progression, each higher meta level increases the amount transferred and range as well as decreasing CPU. The cycle time (5seconds) and power requirements stay the same.

Tech 2 shield transporters require more CPU and Power than the tech 1 modules, an equal amount of transfer and range as the meta 4 variant and a half second reduction in cycle time. (4.5seconds) Due to the high fitting requirements and the low bonus (half a second of cycle time does not add up to a lot in your typical fleet engagement) you will frequently see people fitting meta 4 modules instead of tech 2.

Remote armor repair

Something about remote armor repair here.

Modules

Remote hull repair

Something about remote hull repair here.

Modules

Remote repair concepts

These terms are specific to remote repair, although some are also relevant to local repair.

Remote repair buffer

Define term

'Landing a rep (cycle)'

Define term

'Overrepping'

Define term

Remote repair capacity

Define repair capacity

  • Peak
  • Sustained

Remote repair related concepts

Here are some general EVE concepts that are relevant to remote repair.

Hit Points, Resistances and Effective Hit Points

Remote Energy Transfer

Module cycling and staggering

  • cycle time
  • staggering

Cap(acitor) management

Describe the term

Target locking

  • scan resolution and signature radius: how fast you can lock
  • sensor strength: how hard it is to jam you
  • lock range: how far away you can lock a target
  • lock slots: how many targets you can have locked at the same time

Fleet broadcasts

Damage: sustained DPS vs volley damage

Remote repair types compared

Summary

  • Some important stuff here