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PotatoOverdose
Royal Black Watch Highlanders RISE of LEGION
83
|
Posted - 2012.05.23 06:28:00 -
[31] - Quote
Roime wrote:Look at the amount of minmatardation in this thread.
"My nanocane does 700dps, EFT says so"
OP is right and this module is one the stupidest things CCP did to tank balancing.
Saying "My nanocane does 700dps, EFT says so" is no less tarded than saying: "My Mael has a cap stable 5k dps tank, EFT says so" ....or saying: "the mael has 800 dps and will kill dem nanocanes before they can do any real damage." ...or: "Screw reload times, this new module will let me tank 2k dps forever and ever and ever, amen."
Because in a real fight: -The Canes will be shooting the maels lowest resist (EM/thermal), so he wont have the averaged omni tank to match the EFT numbers. -The 3-4 canes (with 2 medium neuts a pop) will neut the mael down to the point where he cant point/web (might even turn off his invuln) -Everyone will be moving so no one will be doing max dps -Fat-ass(tm) battleship guns track so damn well at close range when your webs are neuted off, that they can do full dps and blap nanocanes at point blank range, amirite? -when the dual rep mael is reloading both boosters, and the 60 second reload time will have to overlap at some point, the zero buffer mael dies.
Next time, check your facts before calling people tards. Comparing EFT tank numbers is just as tarded as comparing EFT dps numbers. Neither are going to be 100% accurate.
Its a neat proof of concept, but anyone that thinks this module is OP needs to get their head out of their ass. |

Vilnius Zar
Ordo Ardish
32
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Posted - 2012.05.23 06:33:00 -
[32] - Quote
Maelstrom always had a ridiculous tank, how is this news? |

Roime
Shiva Furnace Dead On Arrival Alliance
756
|
Posted - 2012.05.23 07:10:00 -
[33] - Quote
Mfume Apocal wrote:Roime wrote:Even if you had that APPLIED +2K dps on field you wouldn't break this tank. I never said it would. I mean, if I was going to throw the term "tard" in my response to someone's post, I'd at least try to read the words first.
No, you said that 3 or 4 canes do 2K dps.
Gallente - the choice of the interstellar gentleman |

Roime
Shiva Furnace Dead On Arrival Alliance
756
|
Posted - 2012.05.23 07:26:00 -
[34] - Quote
PotatoOverdose wrote: Saying "My nanocane does 700dps, EFT says so" is no less tarded than saying: "My Mael has a cap stable 5k dps tank, EFT says so" ....or saying: "the mael has 800 dps and will kill dem nanocanes before they can do any real damage." ...or: "Screw reload times, this new module will let me tank 2k dps forever and ever and ever, amen."
Don't you understand the difference between those numbers? The tank is "real" as in calculated after resists, dps cited at point-blank range before resists. Nanocanes stay at +13km or so, or die, where they do 250-300 applied dps.
And they way active tank cycles work, you need to punch through it's reps/cycle amount in between the cycles to do any permanent damage.
Anyway the stats in OP include all kinds of boosts, I'm looking now at the raw tank before plugins, heat, links or drugs and it's 1000 dps against lowest resist.
I don't think that's really overpowered for a battleship, and retract my case.
Gallente - the choice of the interstellar gentleman |

Verity Sovereign
Pator Tech School Minmatar Republic
195
|
Posted - 2012.05.23 09:35:00 -
[35] - Quote
I think its just not fair that there is no comparable armor mod. Sure, you stick a cap booster on, and use it to run the armor rep, but you could always do that with a shield tank (as is apparently common with the nightmare), the point is you've used up an extra slot. While it may be more versatile (you can also use the cap to power hardeners and such, not just the armor rep), it also has some vulnerabilities to negate that (if your cap boost cycle isn't synced with your armor rep cycle, the cap you just boosted can get neuted out again before the armor rep starts its next cycle)
the adaptive armor hardener just doesn't make up for it (and I think its crap the way its resistance shifts, rather than being omni like the "adaptive" invuln fields) |

Daniel Plain
Science and Trade Institute Caldari State
126
|
Posted - 2012.05.23 10:42:00 -
[36] - Quote
are deadspace XL booster prices plummeting yet? |

that beast
Brutor Tribe Minmatar Republic
1
|
Posted - 2012.05.23 12:35:00 -
[37] - Quote
@OP
There's only one way to settle this.
In the words of the great Oscar Wilde: "FIGHT!"
You take your *super*mael against 4 canes, and tell us how long you last. In fact, if you want, I know a couple of alliances who would be happy to show you the error of your ways.
Only true warrior is the EVE tried and tested warrior.
Also, as for the "it's cheaper" argument, these modules haven't been in game for much more than a day, their prices are in no way set and I wouldn't be surprised at all if they didn't rise faster than a taranis could take out your pod. |

TomyLobo
Posthuman Society Elysian Empire
14
|
Posted - 2012.05.23 12:53:00 -
[38] - Quote
OP definitely hasn't used this mod yet. It forces you to keep it running until you run out of cap boosters and cap or risk reloading cap charges for 60 secs ( a period where a metric butt ******* crap ton of dps can be dealt ) so the best thing to do is to fit two of this module and balance their use around the 60 sec reload rate of each one. In the end, one still ends up getting shafted by that ****** reload rate. |

Daniel Plain
Science and Trade Institute Caldari State
128
|
Posted - 2012.05.23 12:59:00 -
[39] - Quote
TomyLobo wrote:OP definitely hasn't used this mod yet. It forces you to keep it running until you run out of cap boosters and cap or risk reloading cap charges for 60 secs ( a period where a metric butt ******* crap ton of dps can be dealt ) so the best thing to do is to fit two of this module and balance their use around the 60 sec reload rate of each one. In the end, one still ends up getting shafted by that ****** reload rate. or you just fit three. |

Roosterton
Syndicalis Immortalis
349
|
Posted - 2012.05.23 14:18:00 -
[40] - Quote
Quote:Well, then again, why would any sane person prefer 10 active tanked Maelstroms over 10 passive ones. I was talking solo/small gang pvp (maybe up to 3-4 people). Of course, with a fleet of a sufficient size, being able to engage larger numbers, you would go for a buffer fit, maybe bringing some logi.
So basically, CCP are causing people to actually vary up their tactics depending on the style of fighting they are doing? Not just "buffer tank everything?"
Active tanks dominate small gang, passive tanks dominate fleet. Seems balanced to me.
I don't see how this is different than "warp scramblers dominate short range, warp disruptors dominate long range." |

Lin-Young Borovskova
Science and Trade Institute Caldari State
61
|
Posted - 2012.05.23 17:08:00 -
[41] - Quote
TomyLobo wrote:Active tanked maelstrom with prop mod. Props to you, brosef.
As for the 4 BCs dealing 2k dps. It's not guaranteed that said BCs will deal that much even at optimal.
3 Talos in optimal is about 5.1K dps, isn't enough? -with blasters ROF, I can assure this IS NOT a problem at all. |

WarpOutNow
Republic Military School Minmatar Republic
2
|
Posted - 2012.05.23 17:33:00 -
[42] - Quote
Lin-Young Borovskova wrote:3 Talos in optimal is about 5.1K dps, isn't enough? -with blasters ROF, I can assure this IS NOT a problem at all.
Good thing none of the Taloses with a papertank will die so they can keep up that pace, huh?
TomyLobo wrote:Active tanked maelstrom with prop mod. Props to you, brosef.
Hurr. As stated before, this module doesn't need cap thanks to the fact you can load cap charges in it and it'll consume 0 cap then. |

Mfume Apocal
Origin. Black Legion.
454
|
Posted - 2012.05.24 01:29:00 -
[43] - Quote
Roime wrote:No, you said that 3 or 4 canes do 2K dps.
Yes, I did. That's not unreasonable...? 500 DPS per ship isn't like, some unreachable, EFT-only figure. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
71
|
Posted - 2012.05.24 02:46:00 -
[44] - Quote
Mfume Apocal wrote:Roime wrote:No, you said that 3 or 4 canes do 2K dps.
Yes, I did. That's not unreasonable...? 500 DPS per ship isn't like, some unreachable, EFT-only figure.
It is an EFT-only figure indeed. What's 500 dps after, say, 50% resists? 50% falloff? 500 m/s transversal? |

Mfume Apocal
Origin. Black Legion.
454
|
Posted - 2012.05.24 03:38:00 -
[45] - Quote
sabre906 wrote:It is an EFT-only figure indeed.
So is 5K DPS tanked on a hull with only 10K base shield HP.
|

Roosterton
Syndicalis Immortalis
349
|
Posted - 2012.05.25 02:09:00 -
[46] - Quote
Quote:What's 500 dps after, say, 50% resists?
Pyfa factors in resists when calculating shield boost amounts.
Quote:50% falloff? 500 m/s transversal?
If you're kiting, you'll be in falloff. If you're sigtanking, you're going to have a high transversal. You're not going to have both at the same time.
Considering that the paper DPS of a Hurricane is easily 700 with RF ammo and overload, saying that you will do 500 after factoring in the transversal/range is perfectly reasonable. |

Hal Safon
Morior Invictus. Ethereal Dawn
1
|
Posted - 2012.05.25 19:05:00 -
[47] - Quote
The module is crap. Reload time makes it worthless in anything longer than a 30 second fight. |

RoCkEt X
Hostile. PURPLE HELMETED WARRIORS
1
|
Posted - 2012.05.25 22:03:00 -
[48] - Quote
This thread right here proves that most people are thick as ****....
the OP is correct. fit 2; 1 on, 1 off, and cycle them. maelstrom is now baws, and if you need to deaggro and jump/dock, you can tank like 7k with crystals, if you get neuted and your invuls turn off, you have a 5k tank..
i'm a maelstrom pilot... i refitted my pvp navy scorp yesterday, it tanks 9.5k with a fully passive set of hardeners. with no gang/fleet boosters
its officially broken.
|

Archimedes Eratosthenes
Imperial Academy Amarr Empire
36
|
Posted - 2012.05.26 19:23:00 -
[49] - Quote
It's good to see that redesigned ships and modules are making it so fights will laster longer and thus require SKILL to kill your opponent.
Allow me to direct you here:
https://forums.eveonline.com/default.aspx?g=posts&m=1289224 |

Tippia
Sunshine and Lollipops
7422
|
Posted - 2012.05.26 19:36:00 -
[50] - Quote
1. Make a cap-injected setup. 2. Call it permatanking. 3. GǪ 4. Loss.
 GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Shift-click does nothing GÇö why the Unified Inventory isn't ready for primetime. |

Cunanium
NUTS AND BOLTS MANUFACTURING En Garde
13
|
Posted - 2012.06.03 02:09:00 -
[51] - Quote
Roime wrote:PotatoOverdose wrote: Saying "My nanocane does 700dps, EFT says so" is no less tarded than saying: "My Mael has a cap stable 5k dps tank, EFT says so" ....or saying: "the mael has 800 dps and will kill dem nanocanes before they can do any real damage." ...or: "Screw reload times, this new module will let me tank 2k dps forever and ever and ever, amen."
Don't you understand the difference between those numbers? The tank is "real" as in calculated after resists, dps cited at point-blank range before resists. Nanocanes stay at +13km or so, or die, where they do 250-300 applied dps. And they way active tank cycles work, you need to punch through it's reps/cycle amount in between the cycles to do any permanent damage. Anyway the stats in OP include all kinds of boosts, I'm looking now at the raw tank before plugins, heat, links or drugs and it's 1000 dps against lowest resist. I don't think that's really overpowered for a battleship, and retract my case.
WTF, no one calculates "after resists". You include resists into your dps tank calculation. THAT way when someone says "Hey, I have a 700 dps cane" it makes sense when you compare it to a tank, instead of implying some mystical reduction factor that are called resists.
This boat is incredibly susceptible to alpha, I see it dying to 4 alpha Nado's easily. It is, however, nice to see active tanking being brought back to some degree.
|

Hans Tria
Dark Matter Inc
7
|
Posted - 2012.06.03 06:16:00 -
[52] - Quote
Regardless of anything anyone says in this thread, these new modules make soloWTFPWNMobiles out of just about any ship in a 1v1 fight.
1v1 still happens in Eve. All the time.
Fit ancillary booster. Win.
Ridiculously overpowered. Needs fixed. |

I Accidentally YourShip
eHarmony Inc. Brushie Brushie Brushie
176
|
Posted - 2012.06.03 16:39:00 -
[53] - Quote
People in this thread in charge of not knowing how EFT tank dps is calculated. Since it's calculated after resists, if you have a 700 dps tank profile against RF Fusion M + warriors and the Hurricane is doing 712 dps assuming full applied dps that tank is broken.
Edit: Person rather, going through again I only saw one person with a ******** understanding of tank numbers. |

Zarnak Wulf
Brutor Tribe Minmatar Republic
357
|
Posted - 2012.06.03 18:19:00 -
[54] - Quote
Hans Tria wrote:Regardless of anything anyone says in this thread, these new modules make soloWTFPWNMobiles out of just about any ship in a 1v1 fight.
1v1 still happens in Eve. All the time.
Fit ancillary booster. Win.
Ridiculously overpowered. Needs fixed.
It's too soon to declare it as OP. Give it a couple of months rather then weeks and then we'll see. Has anyone come across an A. booster fit in combat yet? |

Mfume Apocal
Origin. Black Legion.
488
|
Posted - 2012.06.03 22:24:00 -
[55] - Quote
Zarnak Wulf wrote:It's too soon to declare it as OP. Give it a couple of months rather then weeks and then we'll see. Has anyone come across an A. booster fit in combat yet?
I've tried a few, not particularly impressed, might change once T2/faction/deadspace versions come out. |

Angsty Teenager
50
|
Posted - 2012.06.03 22:45:00 -
[56] - Quote
You're going to have a field day when you discover the rattlesnake.
http://i.imgur.com/FefxO.jpg
U made bro? |
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