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blankseplocked Specific Hardeners vs All-round hardeners vs Extenders
 
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Johnny Atlas
Posted - 2004.10.21 10:11:00 - [1]
 

Edited by: Johnny Atlas on 21/10/2004 10:15:06
This question has haunted me for a long time and I think im getting the hang of getting a ship fitted out properly.

At the beginning I was using extenders to get more shield but I learnt that this is an in-efficient way of keeping my ship intact, so I stopped using them

Atm, im using the following on my ships

Apoc - 1 nano-thingy hardeder (25% to all?), with a thermal & kinetic specific armor hardener.

Raven - 1 em, 1 thermal, 1 kinetic shield hardener.

I have just been looking at the object explorer on eve-i, and the rats I face (gurista, mordus, mercs etc) dont have any values against the explosive & em damage types. Is it safe to assume that I can drop the multi-hardener from the apoc, and drop the em hardener from the raven? Or are these damage types still hitting me in some form?

I ask this as I have just put my 1 apoc up against a lvl4 mordus mission, I managed to do it in the end, but I seemed to be losing cap and armor too quickly. Ive also tweaked my guns a bit as well since that 90 minute mission.

Cruz
Out of Order
Posted - 2004.10.21 10:17:00 - [2]
 

yep, afaik the mordus rats only do kinetic and thermal damage so thats all you need to tank against.

Gungankllr
Caldari
Hard Rock Mining Co.
Territorial Claim Unit
Posted - 2004.10.21 11:21:00 - [3]
 

I do L3 kill missions from a Caldari Navy agent (Guristas, Mordus, etc.)

I run two kinetic shield hardeners and a Thermal shield hardener, works great.

The only thing to remember is to switch around shield hardeners when you're doing the occasional damsel mission with Amarr NPC's, they do EM and Thermal damage mostly.

Versus Guristas and Mordus they only do about 7-10 points of damage per shot with all three hardeners running, and I warp in at 15k to make loot collection easier.

Workdawg
Minmatar
Dawg Inc
Posted - 2004.10.21 19:57:00 - [4]
 

if your using hardeners, dont use a "nano thingy" you should undock and check the resist stats on your ship when you turn the hardeners on and you have the nano installed, vs not having the nano.
i tried doing that same thing cause i had na extra lo slot, kin and thermal hards and a energize nano membrane. the difference between having the nano on and off was litterally less then 3% resist for kin and thermal. using the nano with hardeners causes penalities to both(at least thats the only way to explain it). unfit the nano and fit something else. maybe a damage mod

Shevar
Minmatar
Target Practice incorporated
Posted - 2004.10.21 23:59:00 - [5]
 

Originally by: Workdawg
if your using hardeners, dont use a "nano thingy" you should undock and check the resist stats on your ship when you turn the hardeners on and you have the nano installed, vs not having the nano.
i tried doing that same thing cause i had na extra lo slot, kin and thermal hards and a energize nano membrane. the difference between having the nano on and off was litterally less then 3% resist for kin and thermal. using the nano with hardeners causes penalities to both(at least thats the only way to explain it). unfit the nano and fit something else. maybe a damage mod


Basicly what happens is that the "Crappy" resist of the nano doesnt get a stacking penalty because it's already on when you activate the active harderner. Thus your active harderner gets a stacking penalty. Kinda annoying it works this way, they should have done so that the highest mod doesnt get a stacking nerf instead of the first activated one. (the same problem is with tracking enchancers and tracking comps, if you use a tracking enchaner2 and a tracking comp2 your tracking is actually worse then only using a tracking comp2)


 

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