Difference between revisions of "Tanking"

From Agony Unleashed
Jump to: navigation, search
m
 
(15 intermediate revisions by 5 users not shown)
Line 1: Line 1:
<p align="Left"><small>text originally by [[http://www.agony-unleashed.com/user.php?id.2 Rells]]<br/></small></p>
+
[[Category:Agony]]
 +
[[Category:PVP University/INTERMEDIATE]]
 +
[[Category:PVP University]]
 +
[[Category:Public]]
 +
<p align="Left"><small>Original text by [http://www.agony-unleashed.com/user.php?id.2 Rells], [http://www.agony-unleashed.com/index.php?/user/1818-azual/ Azual]<br/></small></p>
 +
 
 
__TOC__
 
__TOC__
 +
 
==Introduction==
 
==Introduction==
To "tank" is a general term for surviving an attempt to put damage on your ship. There are many kinds of tanks and techniques for tankign damage in Eve, however, the techniques usually used in mission running, ratting and other player versus environment (PvE) activities work poorly for the purposes of PvP. This is what causes so many people with larger ships in missions to get so badly destroyed by pirates. In order to learn how to overcome these difficulties, we first need to learn the basic principles of tanking.
 
  
In general there are three types of tanking in Eve -- specifically active tanking, passive tanking and avoiding damage. Each type of tanking demands different techniques and has different weaknesses. Each type of tanking uses different mixes of repairing damage, resisting damage and avoiding damage. There are also some combinations of repair and resist but they are generally treated independently of each other. Whatever kind of tanking you choose to employ or techniques you prefer to focus on, the Eve fitting tool will be invaluable in testing the setup of your ship.  
+
'Tanking' is a general term for surviving an attempt to put damage on your ship. There are many kinds of tanks and techniques for tanking damage in Eve, however in general we can classify them under three broad categories - '''active tanking''', '''buffer tanking''' and '''avoidance tanking'''. Both active and buffer tanking can also be broken down into '''shield''', '''armour''' and '''hull''' tanking, depending on the component of your ship's HP that your tank focuses on.
  
==Tanking Techniques==
+
==Active Tanking==
When repairing damage, the focus of the ship is on capacitor management and the ability to repair the damage. Typically the pilot will put on one or more shield or armor repairers and load up on capacitor gear such as rechargers, power relays and injectors. The goal of this technique is to maximize the amount of damage that can be repaired over a specified period of time. To accomplish this, EFT can be used to simulate the capacitor usage of a ship over time in a fight. Once the setup of the ship is input into the tool, modules can be turned on and off to simulate the usage of the cap. Since most fights last under 5 minutes, in fact most last under 2 minutes, attempting to attain infinite capacitor simulation for your tank is actually wasteful. Once you have a simulation of 5 minutes, you should experiment with turning off a gun or two (assuming you are not using projectiles or missiles) and see if you can regain capacitor by reducing your damage output. Experimenting with turning off different items to regain capacitor will give you options in the rare situations where the fight goes longer than planned. The actual amount of damage you will be able to repair will be the bottom number in the defense portion of the EFT ship layout. The top number is the the amount of tank you could count on and never run out of capacitor.
+
  
When it comes to modules the types of repairers needed depend on the kind of tanking your ship will be doing. The size of the repairers is also a decision that will require some tradeoffs. The larger the repairer, the more capacitor it uses but the more it repairs. When it comes to capacitor, the pilot has many choices. Power diagnostic units will increase the total capacitor potential of the ship as well as shields, shield recharge and power grid. Cap power relays are a great module for increasing the recharge rate of the ship but they will reduce the amount of shield boost, therefore they are only really applicable for armor tanking ships. Capacitor rechargers are an alternative to cap power relays but at the cost of a valuable mid slot. Finally, capacitor injectors are an alternative that allows the user to recharge their capacitor from charges called cap boosters. The larger the booster, the more capacitor is recharged; the downside is that when you run out of cap booster charges, your entire capacitor recharge collapses. In addition to the modules, there are rigs that can be installed in a ship to increase amount of armor, shields and repair rates.  
+
Active tanking requires that the ship actively repair the damage it takes via the use of shield boosters or armour repairers. These are usually complimented by hardeners and in the case of shields, boost amplifiers to increase the effective amount of shield or armour that you're able to repair.
  
Resisting damage is another technique in the arsenal of tanking. This technique focuses on increasing the resistances of the ships to block damage from registering. When resisting damage the damage incoming is attenuated according to the resistance. If the opponent does 100 points of raw damage, to your ship and you have 50% resist to that damage then you will only take 50 points of damage. This kind of tanking is very familiar to most mission runners but there are some distinct differences between PVP and PVE resistance tanking. In PVE, you generally know what kind of damage you will be taking by the kind of opponent you will be fighting. In PVP, you don't know what damage you will be facing because of the diversity of weapons and ammunition types used. For that reason, the PVP pilot tries to lift resistances to all damage types as high as they can. Often there will be a little more focus on thermal damage as that is the most common type of damage of all weapons, but the pilot should be cautious of emphasizing thermal resist too strongly. Instead, the savvy pilot will try to plug the resistance holes of their ship to maximize their survivability.  
+
Active tanking is a very cap-intensive task, with without some way of sustaining your capacitor active tanking will quickly leave you dead in the water. In PVE this often means using capacitor recharge modules of some kind to make your ship 'cap stable' (i.e. capable of running its repair modules forever). In PVP this is not really viable, since it uses up too many slots and is easily ruined by energy neutralisers. Instead, active tanks in PVP are generally assisted by either a nosferatu (for frigate sized ships) or a cap booster (generally cruisers and larger) instead of cap regen modules. These allow you to inject energy into your capacitor regardless of neutralisation, and keep those cap-hungry modules running.
  
To raise resistances, the pilot might choose passive modules or active modules. Active modules will provide more resistance but at the cost of capacitor usage and the additional overhead of having to be turned on to be effective. There have been many ships destroyed because their pilots forgot to turn on their active hardeners. In addition, if the ship runs out of capacitor due to usage, nosferatus or neutralizers the entire tank collapses. . Passive hardeners do not have to be turned on and don't require capacitor to run. However, they incur a penalty of reduced resistance boost. One other important aspect of resistance tanking is that resistance modules have stacking penalties. Each additional resistance module only affects the remaining unresisted percentage. For example, if you have 50% resistance to EM damage and add another module that gives a 50% bonus to EM resistance, you will actually only get 25% more resistance for a total of 75% resistance because the additional module allows you to resist 50% of the remaining unresisted amount. This dynamic is important when calculating your resistance amounts. Finally, damage control modules not only affect all types of resistances on both shield and armor but also add a 50% resistance to your structure, which otherwise has no resistance at all.
+
The great thing about an active tank is that if your repair capability is strong enough, you can last forever (or at least until you run out of cap). However to be effective, an active tank relies on you being able to repair damage as fast as (or nearly as fast as) you're receiving it. Once incoming damage is significantly higher than the amount you're able to repair, active tanks quickly become fairly useless since you simply can't get enough cycles in to make a difference.
  
The EFT tool can also help with resistance tanking. The tool will calculate what your effective hit points (HP) is versus various kinds of damage profiles. The effective HP is the total amount of raw damage that will have to be done to your ship in order to destroy it. Effective HP can be increased by adding more plates or shield extenders, thus increasing the total HP, or by boosting your resistances. Keep in mind that the effective HP of a ship depends on the kind of damage that is being done to the ship. You can change the damage profile by right clicking on the defencevalue and choosing to edit damage profiles. The resulting dialog will allow you to enter percentages or values such as in a particular type of ammo. For example if a particular type of ammo does 5 kinetic and 10 thermal damage you can enter 5 and 10 in the appropriate field, choose the damage profile and get your effective HP versus that kind of damage. However, you should also consider the effective tanked HP. This is exactly like the effective HP of your ship but includes only the effective HP of what you are actually tanking (shield armor or structure). Unfortunately EFT doesn't compute this at this time but its not so hard to compute by hand using the resistance values given.  
+
Active tanks are especially effective on ships with a bonus to repair amount, such a myrmidons and cyclones. They work best in fairly small engagements, particularly solo, since in these cases the amount if incoming damage tends to be fairly manageable. Combat boosters (drugs) and command bonuses also help to make active tanks really shine. As a general guide, you should avoid using active tanks where the amount you're able to repair is not significant relative to the damage your ship is capable of dealing itself (for example, a 100 dps active tank on a cruiser is probably not worth it).
  
The final technique in tanking is avoiding damage. This is accomplished via many techniques such as rapid orbiting of gun ships, outrunning drones and missiles and using EWAR to suppress the damage of an opponent. Ships that use avoidance as a primary damage technique often don't use other types of damage tanking. Certain ships are predisposed to avoidance tanking such as interceptors, vagabonds and EWAR centric cruisers and recons.  
+
Whether shield or armor tanking, managing your capacitor with an active tank is paramount. You should experiment with how long you can leave your tank on without capping out, and keep a close eye on your capacitor during combat. In a fleet it is often better to reduce damage output to maintain tank if under fire (e.g. pull range on your opponent to allow your tank to catch up) - if you're lucky they will keep trying to take you down giving your fleetmates the opportunity to kill them as they do so.
  
==Shield, Armor or Structure Tanking==
+
==Buffer Tanking==
The most common type of PVP tanking is armor tanking. This means that the pilot focuses on repairing or boosting the armor of the ship. By contrast, shield tanking focuses on repairing or resisting on the sheilds. Structure tanking, which is very uncommon, focuses on repairing or resisting on the structure of the ship. Structure tanking is rarely very successful because of the slow cycle time of structure repairers and the inability to do more than fit a damage control to increase the normally 0 resistance of structure. Additional damage control modules can not be fit to the ship so the most resistance a structure tanker can have is 50%. By contrast shields repair themselves via their recharge rate. This allows the shield tanker to get passive shield points regeneration while not expending any capacitor energy. Armor tanking does not get any automatic regeneration but has quite good rates of repair, making it a favored method of tanking. In addition, its often easier to get armor resistance higher than shield resistances.
+
  
==Passive vs. Active Tanking==
+
Buffer tanking emphasizes maximizing effective HP (often called EHP, this is the combination of raw HP and resists) in order to increase the amount of time it takes for your opponent to destroy your ship. This is done by strapping on the largest size shield extenders or armour plates you can fit, and backing them up with the associated hardeners to increase your resists.
Passive tanking emphasizes maximizing effective HP and simply having too much HP to chew through in order to destroy the ship. Although armor and shield tankers can passive tank, passive tanking is most commonly done by shield tankers because the passive regeneration of shield HP will give a recharge to damage shields even if that recharge is slow. In fact some ships such as the drake and broadsword can be set up with enormous recharge rates by using shield power relays and rigs.  
+
  
Active tanking requires that the ship actively repair the damage and be able to repair the damage faster than it comes in. In active armor tanking, the armor is repaired on the end of the pulse of the repairer while shields repair on the beginning of the reactivation delay of the pulse. In addition, optimal shield tanking requires that the shield tanker pulse his repairer so that the shield stays at the optimal recharge rate of the shields, which is about 45% of shield strength. However, in PvP when there are multiple targets, shield tankers will often repair damage as soon as it comes in because the damage is just too intense to micromanage the tanking. The strategies depend on the damage being taken versus tanking ability.  
+
Buffer tanks tend to be easier to fit than (effective) active tanks, and are generally more popular for PVP. They are effective on almost any ship, and generally outperform active tanks once the engagement is larger than a handful of ships on each side. Buffer tanks also combine well with logistics ships thanks to their typically high resists.
  
Whether shield or armor tanking, managing capacitor energy is paramount. The pilot should have already experimented on how they can leave their tank on and lower their capacitor usage to continue to run their tank without capping out, another name for running out of capacitor energy. In a fleet it is often better to reduce damage output to maintain tank if under fire -- leave it to your comrades to kill the targets while you try to soak up damage and prevent the opponents from turning guns on others.  
+
To demonstrate the comparison between active and buffer tanking, let's say our active tanked battlecruiser is capable of tanking 500 dps and has 25,000 EHP, while our buffer tanked battlecruiser has 50,000 EHP but no repair. In order for the active tank to be more effective, it needs to repair at least 25,000 EHP before it dies, which will take 50 seconds. This means that against any opposing force dealing 1000 dps or more (for reference, this is roughly 2 battlecruisers or 3 cruisers) the buffer tank will be more effective, while against any force dealing less than that amount, the active tank will be more effective.
 +
 
 +
Obviously the above example assumes enemy dps remains constant and ignores factors like enemy ships being destroyed as the fight progresses, however it should provide a decent illustration of how the two tanking strategies compare.
 +
<br>
 +
 
 +
Another strategy related to buffer tanking is Passive Regen tanking - this is exclusive to shield tankers, and involves increasing shield hitpoints as well as shield recharge rate. Thanks to the way shield recharge time remains the same regardless of total shield HP, this can be used to produce a similar effect to a strong active tank, without requiring an actual repair module and while maintaining a fairly significant buffer tank too. However, Passive Regen tanks typically take up both your mid and low slots to be truly effective, and are not recommended for PVP outside of very specific circumstances.
 +
 
 +
==Avoidance Tanking==
 +
 
 +
The final technique in tanking is avoiding damage. This actually covers a variety of techniques and goes by many names including 'speed tanking', 'sig tanking', 'ewar tanking', 'kiting' or 'getting under their guns'. The key principle they have in common it putting yourself in a situation where it's difficult for your opponent to deal their full damage against you.
 +
 
 +
On speed tanking, it's important to note that simply going fast doesn't reduce the damage you take - especially if that speed is due to a microwarpdrive which drastically increases your signature radius. What it ''does'' do is allow you to get quickly into a position where damage is reduced, either by increasing the range from your target or by quickly closing to a range where (once your mwd is turned off) your target will be unable to track you effectively. True 'speed tanking' in a form that actually reduces damage also requires you to keep a low signature radius, which means using an afterburner.
 +
 
 +
==Shield, Armour or Structure Tanking==
 +
 
 +
Both armour and shield tanks are popular in PVP these days. When buffer tanking, armour tanking typically provides greater effective HP (the combination of raw HP and resists) at the expense speed and agility, and limit the low slots you have available to enhance your damage output, speed, or range. Shield tanking on the other hand provides somewhat lower EHP and causes an increase to signature radius and limits the mid slots you have available for tackle and propulsion mods, but leaves your low slots free.
 +
 
 +
For active tanks, an armour tank typically provides more repair per unit of cap, however each individual repair module is less effective. It is not uncommon for active armour tankers to rely on two or more armour repairers where a shield tanker would only require a single booster. The repair modules themselves don't confer any penalties, however the associated rigs share the penalties of the passive tanking modules.
 +
 
 +
Most ships can either be used with a shield or armour tank, although many will favour one over the other. The key factors are bonuses (if they exist) and slot layout - since a propulsion module and often at least one tackle or ewar mod are usually necessary, fitting a shield tank on a ship with few mid slots can be especially difficult. This is even more true when it comes to active tanks, since you'll usually be adding a cap booster to the mix!
 +
 
 +
Structure tanking is rare and generally not effective. Active hull repairers have far too little effect for a reasonable active tank, however passive hull tanking can be both interesting and unexpected. Gallente ships are especially good at structure tanking due to their large amount of structure hitpoints. With only a damage control, some Gallente ships will find the largest part of their effective hit points are in structure! That said, a true structure tank is a rare thing and generally involved modules like reinforced bulkheads to increase structure hitpoints. These tanks generally aren't viable in comparison to a shield or armour tank, however they can be very useful for baiting (a Gallente battleship can fit a huge structure tank, and as their shields and armour melt away quickly, the enemy will often keep them primary even though there may be greater threats on the field.
  
 
==Choosing a Tanking Strategy==
 
==Choosing a Tanking Strategy==
Each ship will have different bonuses which will determine the tanking strategy of the ship. Very few ships can effectively armor and shield tank. Caldari ships are usually predisposed to shied tanking while Amarr ships are predisposed to armor tanking. When choosing a tanking strategy make sure that you take advantage of the bonuses of your ship and maximize your skills in the areas important to your tanking as well as your ship skill level. For example, if flying a Moa, the pilot will get a 5% bonus to shield resistances per level. This means that you would do well to have the highest possible cruiser level in order to get the best tanking out of the ship.
 
  
[[Category:PVP University/ADVANCED]][[Category:Agony/Restricted]]
+
Which tanking strategy you choose will depend on your gang, your ship, and your expected targets. Consider your bonuses and slot layout - be cautious of fitting purely active tanks on a ship with no resist or repair bonuses (unless it's a frigate), however that doesn't mean it's always a bad idea. If your gang includes logistics ships, make sure your tank is compatible with them - '''NEVER''' bring an armour tanked ship to a shield logistics gang or vice versa, unless you have a very good reason for doing so.
 +
 
 +
===Mixing Tanking Strategies===
 +
 
 +
Sometimes, combining one or more tanking strategies can be very effective. Combining avoidance tanking with either buffer or active repair can work very well, effectively reducing the amount of damage you need to repair or prolonging the life of your buffer. Similarly combining an amount of active repair with a buffer tank can work well in many situations, although you should be wary of significantly reducing your buffer in order to do so (obviously combining active repair from logistics ships with strong buffer tanks is an excellent and very popular strategy).

Latest revision as of 11:46, 24 January 2013

Original text by Rells, Azual

Introduction

'Tanking' is a general term for surviving an attempt to put damage on your ship. There are many kinds of tanks and techniques for tanking damage in Eve, however in general we can classify them under three broad categories - active tanking, buffer tanking and avoidance tanking. Both active and buffer tanking can also be broken down into shield, armour and hull tanking, depending on the component of your ship's HP that your tank focuses on.

Active Tanking

Active tanking requires that the ship actively repair the damage it takes via the use of shield boosters or armour repairers. These are usually complimented by hardeners and in the case of shields, boost amplifiers to increase the effective amount of shield or armour that you're able to repair.

Active tanking is a very cap-intensive task, with without some way of sustaining your capacitor active tanking will quickly leave you dead in the water. In PVE this often means using capacitor recharge modules of some kind to make your ship 'cap stable' (i.e. capable of running its repair modules forever). In PVP this is not really viable, since it uses up too many slots and is easily ruined by energy neutralisers. Instead, active tanks in PVP are generally assisted by either a nosferatu (for frigate sized ships) or a cap booster (generally cruisers and larger) instead of cap regen modules. These allow you to inject energy into your capacitor regardless of neutralisation, and keep those cap-hungry modules running.

The great thing about an active tank is that if your repair capability is strong enough, you can last forever (or at least until you run out of cap). However to be effective, an active tank relies on you being able to repair damage as fast as (or nearly as fast as) you're receiving it. Once incoming damage is significantly higher than the amount you're able to repair, active tanks quickly become fairly useless since you simply can't get enough cycles in to make a difference.

Active tanks are especially effective on ships with a bonus to repair amount, such a myrmidons and cyclones. They work best in fairly small engagements, particularly solo, since in these cases the amount if incoming damage tends to be fairly manageable. Combat boosters (drugs) and command bonuses also help to make active tanks really shine. As a general guide, you should avoid using active tanks where the amount you're able to repair is not significant relative to the damage your ship is capable of dealing itself (for example, a 100 dps active tank on a cruiser is probably not worth it).

Whether shield or armor tanking, managing your capacitor with an active tank is paramount. You should experiment with how long you can leave your tank on without capping out, and keep a close eye on your capacitor during combat. In a fleet it is often better to reduce damage output to maintain tank if under fire (e.g. pull range on your opponent to allow your tank to catch up) - if you're lucky they will keep trying to take you down giving your fleetmates the opportunity to kill them as they do so.

Buffer Tanking

Buffer tanking emphasizes maximizing effective HP (often called EHP, this is the combination of raw HP and resists) in order to increase the amount of time it takes for your opponent to destroy your ship. This is done by strapping on the largest size shield extenders or armour plates you can fit, and backing them up with the associated hardeners to increase your resists.

Buffer tanks tend to be easier to fit than (effective) active tanks, and are generally more popular for PVP. They are effective on almost any ship, and generally outperform active tanks once the engagement is larger than a handful of ships on each side. Buffer tanks also combine well with logistics ships thanks to their typically high resists.

To demonstrate the comparison between active and buffer tanking, let's say our active tanked battlecruiser is capable of tanking 500 dps and has 25,000 EHP, while our buffer tanked battlecruiser has 50,000 EHP but no repair. In order for the active tank to be more effective, it needs to repair at least 25,000 EHP before it dies, which will take 50 seconds. This means that against any opposing force dealing 1000 dps or more (for reference, this is roughly 2 battlecruisers or 3 cruisers) the buffer tank will be more effective, while against any force dealing less than that amount, the active tank will be more effective.

Obviously the above example assumes enemy dps remains constant and ignores factors like enemy ships being destroyed as the fight progresses, however it should provide a decent illustration of how the two tanking strategies compare.

Another strategy related to buffer tanking is Passive Regen tanking - this is exclusive to shield tankers, and involves increasing shield hitpoints as well as shield recharge rate. Thanks to the way shield recharge time remains the same regardless of total shield HP, this can be used to produce a similar effect to a strong active tank, without requiring an actual repair module and while maintaining a fairly significant buffer tank too. However, Passive Regen tanks typically take up both your mid and low slots to be truly effective, and are not recommended for PVP outside of very specific circumstances.

Avoidance Tanking

The final technique in tanking is avoiding damage. This actually covers a variety of techniques and goes by many names including 'speed tanking', 'sig tanking', 'ewar tanking', 'kiting' or 'getting under their guns'. The key principle they have in common it putting yourself in a situation where it's difficult for your opponent to deal their full damage against you.

On speed tanking, it's important to note that simply going fast doesn't reduce the damage you take - especially if that speed is due to a microwarpdrive which drastically increases your signature radius. What it does do is allow you to get quickly into a position where damage is reduced, either by increasing the range from your target or by quickly closing to a range where (once your mwd is turned off) your target will be unable to track you effectively. True 'speed tanking' in a form that actually reduces damage also requires you to keep a low signature radius, which means using an afterburner.

Shield, Armour or Structure Tanking

Both armour and shield tanks are popular in PVP these days. When buffer tanking, armour tanking typically provides greater effective HP (the combination of raw HP and resists) at the expense speed and agility, and limit the low slots you have available to enhance your damage output, speed, or range. Shield tanking on the other hand provides somewhat lower EHP and causes an increase to signature radius and limits the mid slots you have available for tackle and propulsion mods, but leaves your low slots free.

For active tanks, an armour tank typically provides more repair per unit of cap, however each individual repair module is less effective. It is not uncommon for active armour tankers to rely on two or more armour repairers where a shield tanker would only require a single booster. The repair modules themselves don't confer any penalties, however the associated rigs share the penalties of the passive tanking modules.

Most ships can either be used with a shield or armour tank, although many will favour one over the other. The key factors are bonuses (if they exist) and slot layout - since a propulsion module and often at least one tackle or ewar mod are usually necessary, fitting a shield tank on a ship with few mid slots can be especially difficult. This is even more true when it comes to active tanks, since you'll usually be adding a cap booster to the mix!

Structure tanking is rare and generally not effective. Active hull repairers have far too little effect for a reasonable active tank, however passive hull tanking can be both interesting and unexpected. Gallente ships are especially good at structure tanking due to their large amount of structure hitpoints. With only a damage control, some Gallente ships will find the largest part of their effective hit points are in structure! That said, a true structure tank is a rare thing and generally involved modules like reinforced bulkheads to increase structure hitpoints. These tanks generally aren't viable in comparison to a shield or armour tank, however they can be very useful for baiting (a Gallente battleship can fit a huge structure tank, and as their shields and armour melt away quickly, the enemy will often keep them primary even though there may be greater threats on the field.

Choosing a Tanking Strategy

Which tanking strategy you choose will depend on your gang, your ship, and your expected targets. Consider your bonuses and slot layout - be cautious of fitting purely active tanks on a ship with no resist or repair bonuses (unless it's a frigate), however that doesn't mean it's always a bad idea. If your gang includes logistics ships, make sure your tank is compatible with them - NEVER bring an armour tanked ship to a shield logistics gang or vice versa, unless you have a very good reason for doing so.

Mixing Tanking Strategies

Sometimes, combining one or more tanking strategies can be very effective. Combining avoidance tanking with either buffer or active repair can work very well, effectively reducing the amount of damage you need to repair or prolonging the life of your buffer. Similarly combining an amount of active repair with a buffer tank can work well in many situations, although you should be wary of significantly reducing your buffer in order to do so (obviously combining active repair from logistics ships with strong buffer tanks is an excellent and very popular strategy).