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DHB WildCat
Mind Games. Suddenly Spaceships.
86
|
Posted - 2012.05.12 23:59:00 -
[1] - Quote
Ever since the days of JamesW's videos and the hp buff of years ago, passive tanking has become the norm and generally more powerful way to tank ships in eve. I have read a few posts and tried to think of ways that we may be able to give active tanking a little boost (pardon the pun) without completely braking the balance or game mechanics.
Ultimately I think this is the best way to do it, again without completely braking everything. We are not proposing stronger boosters / reps / or less cap used with active mods. Nothing of the sort. Instead we focused on the old saying that "Cap is life in EVE". So we propose that the only thing that changes is the amount all cap boosters take in the cargo hold. If we reduce the amount of space needed, everyone can carry more. This can be beneficial to both active and passive tanks, all turrets that require energy...... (hellcat pos bashers) ect.
Giving people a little bit more breathing room in terms of cap can alleviate a lot of issues or fears when using mods that require cap to function.
I guess Im asking what you all think. Is this a reasonable idea? Is it too much?
Thanks,
WildCat |

Sup B1tches
Quovis CORE Alliance
20
|
Posted - 2012.05.13 01:09:00 -
[2] - Quote
Seen some friends fly around in active tanking Rokh's killing everything in sight, i too think shield booster and armour reppers could do with a touch up.
It's a lot more exciting than buffer tanking!
i think with the removal of tiers we may see specialised active tanked ships that will be quite good (brutix/cyclone) |

Mfume Apocal
Origin. Black Legion.
440
|
Posted - 2012.05.13 11:09:00 -
[3] - Quote
It's reasonable, yeah. |

Heun zero
Reliant Tactical Operations
50
|
Posted - 2012.05.13 11:17:00 -
[4] - Quote
I dont really see the problem. Active tanking is used for PvE and 1v1 or (maybe) small scale pvp, i'd say it's pretty much working as intended. |

Death Toll007
Fleet of Doom Psychotic Tendencies.
52
|
Posted - 2012.05.13 11:17:00 -
[5] - Quote
+1 for developing the game with a buff rather than a nerf.
-DT |

Captain Campion
Synergy. Imperial Republic Of the North
0
|
Posted - 2012.05.13 11:43:00 -
[6] - Quote
I've been back and forth on this, I'll explain my current thinking. The scenario I have in mind is roaming in a gang of 5-10 players and taking fairly even fights.
Around 2006 I was flying a Harbinger, I fit it with one plate and one rep. My justification was that I couldn't rep enough HP within a useful time to make the second rep worthwhile over a plate - but I did want to be able to repair between fights.
I've always held the opinion that passive shield tanking is superior to passive armor tanking because: - automatic regeneration - no speed reduction - takes up mid slots, freeing lows for damage mods
I would choose dual rep tanking in situations where I'm likely to take damage from a small number of ships - such that I can repair their DPS long enough to kill some of them - such that I can repair their entire DPS and then fight under a cap-countdown. This situation is so rare I think it's not even worth discussing.
So.... where did the passive tank get me. Short answer... killed more.
I found myself in situations where my gang took a fight and I got called primary. - I'm tackled - I'm getting shot by their entire gang - All the tank does is delay my death
The obvious response is... "but delaying your death means someone else isn't being shot". - This is true, but fitting DPS instead removes enemies from the field which has the same effect.
I'm now flying Omen/Zealot/Harbinger, and on each I have two inertial stabilizers. - If you're tackled you're dead regardless of tank - If you can leave the fight quicker you're not tackled - You can have better DPS than a tanked equivalent
TL/DR - You're dead if you get tackled and primaried regardless. So focus on escape instead. |

Kaaeliaa
Ministry of War
16
|
Posted - 2012.05.13 13:37:00 -
[7] - Quote
DHB WildCat wrote:Ever since the days of JamesW's videos and the hp buff of years ago, passive tanking has become the norm and generally more powerful way to tank ships in eve. I have read a few posts and tried to think of ways that we may be able to give active tanking a little boost (pardon the pun) without completely braking the balance or game mechanics.
Ultimately I think this is the best way to do it, again without completely braking everything. We are not proposing stronger boosters / reps / or less cap used with active mods. Nothing of the sort. Instead we focused on the old saying that "Cap is life in EVE". So we propose that the only thing that changes is the amount all cap boosters take in the cargo hold. If we reduce the amount of space needed, everyone can carry more. This can be beneficial to both active and passive tanks, all turrets that require energy...... (hellcat pos bashers) ect.
Giving people a little bit more breathing room in terms of cap can alleviate a lot of issues or fears when using mods that require cap to function.
I guess Im asking what you all think. Is this a reasonable idea? Is it too much?
Thanks,
WildCat
The problem I see with this is that buffing Cap Booster modules/charges will also buff RR (and a lot of other activities), which, in a lot of opinions, is a bit over-the-top already.
If you want to buff active tanking, buffing the active tanking modules or mechanics themselves is probably the more sensible idea. I believe the advent of buffer tanking in PvP came with the massive lag of fleet fights back in the day. By the time people noticed they were primaried and hit their active tanking modules, they wouldn't activate in time. It wasn't just because of huge alpha, although that has also played its part. Now that we have time dilation, that particular disadvantage of active tanking in fleet fights has been eliminated. |

Lunkwill Khashour
Red Federation RvB - RED Federation
81
|
Posted - 2012.05.13 14:03:00 -
[8] - Quote
I'ld suggest to make overheating reppers/boosters much more powerfull both in terms of effect and in terms of heat damage taken.
But in general, the problem is that one can fit oversized buffers but not oversized boosters/reppers (with some exceptions) Moreover the dps being these days mean that a buffer offers much better time to live than an active module when talking about grid/cpu/cap needed (e.g. 1600 plate vs large repper grid use) |

Large Collidable Object
morons.
1419
|
Posted - 2012.05.13 14:08:00 -
[9] - Quote
Kaaeliaa wrote:
The problem I see with this is that buffing Cap Booster modules/charges will also buff RR (and a lot of other activities), which, in a lot of opinions, is a bit over-the-top already.
I don't think the OPs idea is not that bad, and I don't think RR is the real problem here (capchains). However, my Bhaalgorn would love smaller cap booster charges. Why not just decrease the amount of cap used by active tanking mods? It doesn't change too many issues unrelated to active tanking, except the benefit of having more cap available for other mods.
Quote: If you want to buff active tanking, buffing the active tanking modules or mechanics themselves is probably the more sensible idea. I believe the advent of buffer tanking in PvP came with the massive lag of fleet fights back in the day. By the time people noticed they were primaried and hit their active tanking modules, they wouldn't activate in time. It wasn't just because of huge alpha, although that has also played its part. Now that we have time dilation, that particular disadvantage of active tanking in fleet fights has been eliminated.
Subcap local active tanking has never been used in large fleet fights because it tips over too easily with increasing numbers - a passive tank will always soak up X amount of damage, regardless of how many people are primarying the target.
Unless CCP would implement some kind of diminishing returns for primaries like a decrease in signature radius the more people are hitting the ship due to the signature becoming blurred because of all the explosions and interference, it will never beat a passive tank with RR in fleet battles and will never be viable - and even then it would be alphad before the effect kicks in.
I agree lag would have made it impossible anyway, but usually there's far too few ships necessary to primary one of it's class to push an unboosted active tank over to ever make it viable in bigger engagements.
In general, I'd agree that active tanks (especially armor) could use some love, but it's hard to accomplish. I don't think the OPs idea is bad at all, but I agree it would affect too many other factors.
edit: On a side note I'm quite interested how the new tanking mods will turn out - are they on Sisi yet? You know... morons. |

wallenbergaren
University of Caille Gallente Federation
42
|
Posted - 2012.05.13 14:22:00 -
[10] - Quote
I proposed this idea just the other day, so I definitely support it. It basically doubles the endurance of active tankers, equivalent to the doubling of the EHP of buffer tanks years ago. |

Hrett
Quantum Cats Syndicate Villore Accords
89
|
Posted - 2012.05.13 14:27:00 -
[11] - Quote
DHB WildCat wrote:Ever since the days of JamesW's videos and the hp buff of years ago, passive tanking has become the norm and generally more powerful way to tank ships in eve. I have read a few posts and tried to think of ways that we may be able to give active tanking a little boost (pardon the pun) without completely braking the balance or game mechanics.
Ultimately I think this is the best way to do it, again without completely braking everything. We are not proposing stronger boosters / reps / or less cap used with active mods. Nothing of the sort. Instead we focused on the old saying that "Cap is life in EVE". So we propose that the only thing that changes is the amount all cap boosters take in the cargo hold. If we reduce the amount of space needed, everyone can carry more. This can be beneficial to both active and passive tanks, all turrets that require energy...... (hellcat pos bashers) ect.
Giving people a little bit more breathing room in terms of cap can alleviate a lot of issues or fears when using mods that require cap to function.
I guess Im asking what you all think. Is this a reasonable idea? Is it too much?
Thanks,
WildCat
Good thread. I don't have your experience DHB, but I do have an active tank fetish, so I have thought about it a lot recently. This is the best I have been able to come up with:
1. Fix active armor tank rigs so they have a penalty besides speed. The problem with active tanking now (where you should be more nimble because you have less buffer) is that the rigs sap your speed too. Passive armor rigs should keep the speed penalty.
2. Ship bonuses on ships that have them should be buffed to 10% instead of 7.5%. Perhaps the new incursus is a hint that this is coming.
3. Reduce the overheating damage caused/taken and/or module hit points for subcap reppers. For something that is supposed to give you longevity, they burn out too fast.
4. Reduce fitting requirements on armor reps. You need 2 to compete with shield reps, but on Gal ships it makes you downgrade guns to electrons usually. Just do it slightly so you can at least fit ions or other medium guns. |

Malcanis
Vanishing Point. The Initiative.
3748
|
Posted - 2012.05.13 14:36:00 -
[12] - Quote
DHB WildCat wrote:Ever since the days of JamesW's videos and the hp buff of years ago, passive tanking has become the norm and generally more powerful way to tank ships in eve. I have read a few posts and tried to think of ways that we may be able to give active tanking a little boost (pardon the pun) without completely braking the balance or game mechanics.
Ultimately I think this is the best way to do it, again without completely braking everything. We are not proposing stronger boosters / reps / or less cap used with active mods. Nothing of the sort. Instead we focused on the old saying that "Cap is life in EVE". So we propose that the only thing that changes is the amount all cap boosters take in the cargo hold. If we reduce the amount of space needed, everyone can carry more. This can be beneficial to both active and passive tanks, all turrets that require energy...... (hellcat pos bashers) ect.
Giving people a little bit more breathing room in terms of cap can alleviate a lot of issues or fears when using mods that require cap to function.
I guess Im asking what you all think. Is this a reasonable idea? Is it too much?
Thanks,
WildCat
Ultimately what we need is an environment that won't support med+ gangs (ie: gangs with more than 10-12 members). W-space is an example of the kind of environmental restriction that's needed, as wormholes have a mass limit. But that mass limit is still way over what's needed to favour the buffer/logi fleet model.
Imagine if CCP were to add a region or two of "lost" space with old, low-tech gates that had a low mass limit which quickly regenerated, allowing a small gang to move around, but hobbling and restricting larger ones. Unstable gas clouds that explode when too many ships are on grid. Magnetic anomalies that reduce targetting range and lock speed as more ships are in proximity. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Captain Campion
Synergy. Imperial Republic Of the North
0
|
Posted - 2012.05.13 14:59:00 -
[13] - Quote
Malcanis wrote:Imagine if CCP were to add a region or two of "lost" space with old, low-tech gates that had a low mass limit which quickly regenerated, allowing a small gang to move around, but hobbling and restricting larger ones. Unstable gas clouds that explode when too many ships are on grid. Magnetic anomalies that reduce targetting range and lock speed as more ships are in proximity.
I like this idea.
Perhaps you go there and fly around to try and find salvagable artefacts - something you blow up, resulting in a bunch of small salvagable stuff - so it would take a while to salvage. But if you had a gang you could salvage it all.
And if you stumbled accross another gang you could fight them. Winner takes the spoils.
But the stuff isn't valuable and is unpredictably located - so it's not worth (or possible) for large alliance to monopolise it. |

Lunkwill Khashour
Red Federation RvB - RED Federation
82
|
Posted - 2012.05.13 15:24:00 -
[14] - Quote
Hrett wrote:
1. Fix active armor tank rigs so they have a penalty besides speed. The problem with active tanking now (where you should be more nimble because you have less buffer) is that the rigs sap your speed too. Passive armor rigs should keep the speed penalty.
2. Ship bonuses on ships that have them should be buffed to 10% instead of 7.5%. Perhaps the new incursus is a hint that this is coming.
3. Reduce the overheating damage caused/taken and/or module hit points for subcap reppers. For something that is supposed to give you longevity, they burn out too fast.
4. Reduce fitting requirements on armor reps. You need 2 to compete with shield reps, but on Gal ships it makes you downgrade guns to electrons usually. Just do it slightly so you can at least fit ions or other medium guns.
1. The speed penalty is ******** for all armor rigs. Change it to mass or agility penalty. 2. This will make active tanking only viable on the few ships with this specific bonus. The modules need work, not the ship boni. 3. No opinion 4. Agreed |

Viribus
Love Squad Confederation of xXPIZZAXx
47
|
Posted - 2012.05.13 16:10:00 -
[15] - Quote
It still wouldn't solve the other major problems local tanks have of the ubiquity of neuts, the gains from plates/LSEs+trimarks/extenders being so great that an active tanked typically will be worn down/neuted out long before chewing through the huge EHP of a typical PVP ship, and the general fitting problems that active tanked ships have relative to buffer fits. One huge problem with an obvious solution is that, unlike active tanking rigs which are stacking penalized, trimarks and CDFEs become more effective the more you fit. Rigs disproportionately favour passive tanking.
I honestly don't think a cap booster size reduction would be that helpful toward making active tanking viable again, even ships that can fit a huge amount of cap boosters generally aren't flown without plugs and boosting alts because it's usually suicide otherwise. The Sacrilege, for example, can fit enough navy 800s for nearly 8 solid minutes of cap boosting. Most cruiser hulls can hold at least 4-6 minutes of cap boosters, and that still doesn't stop them from getting neuted in 90 seconds and getting dumpstered.
I did have a similar sort of idea for making it more practical to take active-tanked ships deep into nullsec or w-space, and that is to introduce cap boosters which, when used, eject into your cargohold and recharge over the course of 20-30 minutes. The recharge rate would be way too slow to be of any use in a fight (unless you're tanking people for half an hour straight for some reason) but would allow active-tanked or cap booster-dependent ships to hang out far away from a dockable station without having to go back 30 jumps for charges after every fight. |

Hrett
Quantum Cats Syndicate Villore Accords
92
|
Posted - 2012.05.13 19:01:00 -
[16] - Quote
Malcanis wrote:DHB WildCat wrote:Ever since the days of JamesW's videos and the hp buff of years ago, passive tanking has become the norm and generally more powerful way to tank ships in eve. I have read a few posts and tried to think of ways that we may be able to give active tanking a little boost (pardon the pun) without completely braking the balance or game mechanics.
Ultimately I think this is the best way to do it, again without completely braking everything. We are not proposing stronger boosters / reps / or less cap used with active mods. Nothing of the sort. Instead we focused on the old saying that "Cap is life in EVE". So we propose that the only thing that changes is the amount all cap boosters take in the cargo hold. If we reduce the amount of space needed, everyone can carry more. This can be beneficial to both active and passive tanks, all turrets that require energy...... (hellcat pos bashers) ect.
Giving people a little bit more breathing room in terms of cap can alleviate a lot of issues or fears when using mods that require cap to function.
I guess Im asking what you all think. Is this a reasonable idea? Is it too much?
Thanks,
WildCat Ultimately what we need is an environment that won't support med+ gangs (ie: gangs with more than 10-12 members). W-space is an example of the kind of environmental restriction that's needed, as wormholes have a mass limit. But that mass limit is still way over what's needed to favour the buffer/logi fleet model. Imagine if CCP were to add a region or two of "lost" space with old, low-tech gates that had a low mass limit which quickly regenerated, allowing a small gang to move around, but hobbling and restricting larger ones. Unstable gas clouds that explode when too many ships are on grid. Magnetic anomalies that reduce targetting range and lock speed as more ships are in proximity.
It's called plexing in Faction Warfare. It's not a hard cap on the number of ships, but given the relatively small gangs in FW, it works. |

Fon Revedhort
Monks of War DarkSide.
691
|
Posted - 2012.05.13 20:29:00 -
[17] - Quote
That's a wrong way to do it, since cap is a good balancing factor and is precisely what makes things interesting. Instead of breaking active tanks (via removing its natural drawbacks) it's much better to improve passive tanking via introduction of proper penalties for using plates and SE's. Mobility comes to mind first.
I'll quote my CSM thread:
Quote:Tanking in general is a very powerful ability. It doesn't matter what the ship itself does on a battlefield or how it's affected by other stuff, but it still dies by taking damage. One's ability to tank that damage is to come with proper cost. At the moment active tanking comes with: high CPU and grid requirements, high capacitor usage. On the other hand, current buffer tanking, while being very potent and popular (yet again, numbers speak for themselves), is hardly associated with any significant penalties. That is especially true for shield tanking, where increase of signature radius is simply a (bad) joke.
There's a great number of ways we can improve buffer tanking (so that it becomes balanced), but the idea of decreasing mobility for using HP modules is something hardly anyone will argue with. Decreased mobility should be there no matter whether you go for shield or armour. Wanna move fast(er)? Go for active tanking then. What is really cool, it's the fact this change hardly affects fleet warfare: the difference between everyone going at 1km/s and say 700-800 is pretty much non-existent. Great Nano Fix reduced velocity values by about the same margin, yet people still blob just fine.
I'm surely perfectly fine with CCP introducing instead some other proper penalties for buffer tanking, but these changes should then come in significant shifts - you can not just increase PG usage of pesky Large Shield Extenders by 20 MWs and consider it done. Nothing will change.
As for repairing/boosting values, these are fine as they are. Increasing them will just ruin small-scale PvP. We don't want to meet unbreakable monsters on each gate. The game is meant to be fun and dynamic, so the stuff must explode. Increasing tanking values just forces people to bring bigger numbers with them and that's it.
So, in general: - active tank is mostly OK - improve passive tank instead 14 |

FT Diomedes
Factio Paucorum
89
|
Posted - 2012.05.13 21:43:00 -
[18] - Quote
I don't think this is a bad change, but I also don't think it will do enough to make active tanking a more viable option over buffer tanking. I think making both shield and armor buffer tank modules (armor plates and shield extenders) decrease speed is a more viable option. |

Timm Tachyon
PILSGESCHWADER Monkey Circus
1
|
Posted - 2012.05.13 23:31:00 -
[19] - Quote
Given DHB-¦s other topic about not enough solo/small gang action. Is it really a good thing to make active local tanking worth it in fleet scenarios?
By that I don-¦t even mean the big sov-blobs. Just a 4 man gang shooting you. If you can mount a regular active tank on every non speciality ship that tanks that many ships for a good amount of time, wouldn-¦t it reach a state where ships would be generally unable to kill each other in 1vs1 or even 1 vs 2 situations? I mean other than dedicated neut boats. Especially smaller ships may then be generally unable to kill bigger ones.
Is that really a desirable scenario?
I mean who in a regular combat ship engages that solo hyperion/maelstrom nowadays? You usually wait for friends to engage because their rep bonus makes it unwise to attack alone. (Unless you have a special neut/ewar setup) |

Misanthra
Alternative Enterprises
56
|
Posted - 2012.05.14 01:13:00 -
[20] - Quote
FT Diomedes wrote:I don't think this is a bad change, but I also don't think it will do enough to make active tanking a more viable option over buffer tanking. I think making both shield and armor buffer tank modules (armor plates and shield extenders) decrease speed is a more viable option.
CCP proposed that idea and it died. It has 2 issues. One is it makes all tanks the same. Its nice to have some variety in the drawbacks of the tank styles. For say a lok pilot, it adds complexity to flying it as on armour roams his loki is a completely different ship from when run on shield roams Second issues is it doesn't really solve much.
System as now (with thronw out numbers since cba to eft actual ones.)
Plated armour vanilla buffer/passive fit top speed is 800 m/s. Already has his plate speed reduction Shield tanked vanilla MSE/LSE, CDFE or resist rigs top speed 950 m/s
System where shield rigs dont do sig drawback but do speed reduction:
Plate armour takes a speed hit, probably more so since the same. Shield tanker is going slower....but still faster than the armour plate boat, and keeps agility.
Your system (and one ccp was thinking about) , end resutl is the shield tanker kiter is still kiting. jsut at reduced speed. Bunch of code rewrites, in house balance tesitng, final testing on sisi and end of the day......that jaguar and that shield cane is still kitng.
|

Fronkfurter McSheebleton
Inglorious Waffles
89
|
Posted - 2012.05.14 01:21:00 -
[21] - Quote
I'm a supporter of making incoming RR affected by an active tanking bonus. Resist bonuses help almost as much as active bonuses when active tanking...the difference per repper in something like 3% between an abaddon and a hyperion. With current mechanics, active bonuses are flat out worse than resist bonuses. Change it to affect incoming RR as well, and you get the same balance.Bigger buffer/better alpha resistance on the resist bonused ship, and slightly higher sustained incoming damage on the rep bonused ship. Would balance the hyperion out nicely in fleet fights, and perhaps make maelstroms useful for something besides alpha. Cyclone and Brutix hulls would be happy as well.
It would also be a handy buff to marauders, without breaking them.
Under current mechanics, active is good in solo/small gang...end of. (although, when done right, it really works) Triple rep Myrms are like what you'd get if youit strapped a beehive to Robocop.-Kale Eledar |

FT Diomedes
Factio Paucorum
90
|
Posted - 2012.05.14 01:48:00 -
[22] - Quote
Misanthra wrote:FT Diomedes wrote:I don't think this is a bad change, but I also don't think it will do enough to make active tanking a more viable option over buffer tanking. I think making both shield and armor buffer tank modules (armor plates and shield extenders) decrease speed is a more viable option. CCP proposed that idea and it died. It has 2 issues. One is it makes all tanks the same. Its nice to have some variety in the drawbacks of the tank styles. For say a lok pilot, it adds complexity to flying it as on armour roams his loki is a completely different ship from when run on shield roams Second issues is it doesn't really solve much. System as now (with thronw out numbers since cba to eft actual ones.) Plated armour vanilla buffer/passive fit top speed is 800 m/s. Already has his plate speed reduction Shield tanked vanilla MSE/LSE, CDFE or resist rigs top speed 950 m/s System where shield rigs dont do sig drawback but do speed reduction: Plate armour takes a speed hit, probably more so since the same. Shield tanker is going slower....but still faster than the armour plate boat, and keeps agility. Your system (and one ccp was thinking about) , end resutl is the shield tanker kiter is still kiting. jsut at reduced speed. Bunch of code rewrites, in house balance tesitng, final testing on sisi and end of the day......that jaguar and that shield cane is still kitng.
Fair enough. I'm not wedded to a particular way to change the balance between active and buffer tanking - I just think shield buffer tanking needs a bit more of a draw back than it currently has.
|

Mfume Apocal
Origin. Black Legion.
441
|
Posted - 2012.05.14 05:09:00 -
[23] - Quote
FT Diomedes wrote:I just think shield buffer tanking needs a bit more of a draw back than it currently has.
It has a fairly significant drawback for medscale and larger gangs, especially once you're dealing with dreads and tracking titans. Admittedly, this bias isn't felt harshly at the solo/small gang level, but armor tanking's drawback is similarly diminished as scale increases. |

Maeltstome
Epidemic. F0RCEFUL ENTRY
1
|
Posted - 2012.05.14 15:37:00 -
[24] - Quote
EHP setups are preferred because of huge DPS numbers. The EHP of an active tanking ship increases the long it is fighting and tanking damage. The more dps you are receiving, the less time you're repping, the lower your EHP gained from reps.
Long story short you can alpha strike active setups with only a few ships - whereas a buffer setup will survive a few extra volley's, which is enough normally to get out of range and cut effective DPS to nothing, or for remote reps to land on them.
The best way to buff active tanking is to substantially buff the base HP of all ships without touching the HP gained from buffer modules. Perhaps lowering rig/implant bonuses to make sure they dont take advantage of this would bea good idea also.
here's an example:
Brutix, twin rep, all resists at 55% on armor, 2x rep amount rig, 1x rep cycle rig (lowest resist). 37k basic EHP 2 reps bc5 = 140 HP/s * 1.55 = 217 EHP/s No free low slots
Brutis, no rep, all resists 55% on armor, 3x trimark (lowest resist) 65.4k Basic EHP 1 free low slot
So it takes (65400 - 37000) / 217 = 130 seconds for the active tank to actually prove better than a passive. Take into account how much cap this is using compared to a passive tank, the fact that both of them move at the same speed and that the passive tank still has a free low slot and still only uses 120 more PG... you really need to think that repping just doesn't cut it these days.
And all this is on a lvl5 battlecruiser with a bonus to active tanking. on other ships it's much worse. |

Kalli Brixzat
30
|
Posted - 2012.05.14 17:24:00 -
[25] - Quote
Maeltstome wrote:EHP setups are preferred because of huge DPS numbers. The EHP of an active tanking ship increases the long it is fighting and tanking damage. The more dps you are receiving, the less time you're repping, the lower your EHP gained from reps.
Long story short you can alpha strike active setups with only a few ships - whereas a buffer setup will survive a few extra volley's, which is enough normally to get out of range and cut effective DPS to nothing, or for remote reps to land on them.
The best way to buff active tanking is to substantially buff the base HP of all ships without touching the HP gained from buffer modules. Perhaps lowering rig/implant bonuses to make sure they dont take advantage of this would bea good idea also.
here's an example:
Brutix, twin rep, all resists at 55% on armor, 2x rep amount rig, 1x rep cycle rig (lowest resist). 37k basic EHP 2 reps bc5 = 140 HP/s * 1.55 = 217 EHP/s No free low slots
Brutis, no rep, all resists 55% on armor, 3x trimark (lowest resist) 65.4k Basic EHP 1 free low slot
So it takes (65400 - 37000) / 217 = 130 seconds for the active tank to actually prove better than a passive. Take into account how much cap this is using compared to a passive tank, the fact that both of them move at the same speed and that the passive tank still has a free low slot and still only uses 120 more PG... you really need to think that repping just doesn't cut it these days.
And all this is on a lvl5 battlecruiser with a bonus to active tanking. on other ships it's much worse.
Trolling, right? |

Fon Revedhort
Monks of War DarkSide.
691
|
Posted - 2012.05.14 18:55:00 -
[26] - Quote
Kalli Brixzat wrote:Maeltstome wrote:
The best way to buff active tanking is to substantially buff the base HP of all ships without touching the HP gained from buffer modules.
Trolling, right? Why even ask?  14 |

Cunanium
NUTS AND BOLTS MANUFACTURING En Garde
13
|
Posted - 2012.05.15 04:06:00 -
[27] - Quote
Active tanking will always be subservient to passive tanking for two simple reasons, alpha and logistics.
Take an ideal fight for example, your tanked dps boats are within their optimal of the opposing fleet, and your logistics are (hopefully) "behind" your tanked dps boats providing support, out of range of the enemies tanked dps boats. Logistics obviously specialize in repping, and provide a second cap reserve for tanking. This allows the DPS boats to utilize their cap on weapons and utility mods, which we all know can be highly cap sensitive. In addition, passive tanking with high EHP preferably through high resists allows said dps boat a higher threshold before logistics attempting to save the dps boat are ineffective, the Alpha factor.
Simply put, passive tanked boats benefit from a synergy with logistic fleet compositions that is prominent through the small-mid gang size. Getting into the large gang and, depending on fleet comps, boats may begin to be alpha'ed regardless of their tank.
Thus, outside of small, localized fights, local repping will never become prominent. It will continue to exist on small ships such as frigates where the passive tanking penalty is significant to their overall tank (plates removing agility, shields adding sig radius), and their alpha threshold even with a buff tank is low enough to render the difference between active and passive negligible.
In addition, changes that "buff" active tanking in regards to capacitor will inevitably nerf nos/nuets, since the buff to cap will effect all modules not just active reppers, possibly to the extent that nos/neuting can become irrelevant.
The best idea for active tanking is to make it more situational. It may be possible to make specific hulls which benefit more from active tanking, thus making them more popular in smaller gang warfare, possibly adding a penalty to passive tanking and increasing base HP.
However, in the world of min/maxing, you will have either one, and with logistics, it makes no sense to have localized repping as effective as buffer tanking, a specialized fleet composition, since it would defy the idea of synergy in fleet comps. |

Seishi Maru
doMAL S.A.
0
|
Posted - 2012.05.15 14:50:00 -
[28] - Quote
I think what is mostly needed is a rebalance of fittings. Passive tanks is so much easier to fit that its a joke.
Compare local active tank fitting cost with remote one. Then you see why remote is so much smarter than local rep even for battleships with no logistics.
In general I think fitting of armor repairers need to be ALMOST HALVED on PG and shield ones must decrease like 25% on both CPU and PG. |

Fon Revedhort
Monks of War DarkSide.
691
|
Posted - 2012.05.16 00:49:00 -
[29] - Quote
Seishi Maru wrote: In general I think fitting of armor repairers need to be ALMOST HALVED on PG and shield ones must decrease like 25% on both CPU and PG.
Once again: it's better to increase those for passive tank mods instead.
There's no point in having game concepts of CPU and PG if they don't limit you in a slightest. Having to make choices and compromises - speaking of fitting, that's exactly what makes this game interesting. 14 |

Seishi Maru
doMAL S.A.
0
|
Posted - 2012.05.16 11:39:00 -
[30] - Quote
Fon Revedhort wrote:Seishi Maru wrote: In general I think fitting of armor repairers need to be ALMOST HALVED on PG and shield ones must decrease like 25% on both CPU and PG.
Once again: it's better to increase those for passive tank mods instead. There's no point in having game concepts of CPU and PG if they don't limit you in a slightest. Having to make choices and compromises - speaking of fitting, that's exactly what makes this game interesting.
In fact I think both must be moved. PAssive moduels increased a bit and active one decreased. Active rep must be decreased. Simply compare remote repairer and local repairer to see that there is a problem there. Loal repairers shoudl not cost so much more than remotes. |
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