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Bonny Lee
Caldari The Guardian Agency Systematic-Chaos
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Posted - 2009.09.26 22:14:00 -
[1]
Edited by: Bonny Lee on 26/09/2009 22:17:27 Edited by: Bonny Lee on 26/09/2009 22:15:30 As we all know in modern Fleet-Fights a huge Buffer Tank is in almost every possible way the better option as an active tank. Its immpossible to rep the incoming damage with the current reppers. Buffing the current Shield-Boosters or Armor-Reppers is no Solution cause it would overpower their use for example in Mission-Running or Small-Scale PvP.
One possible solution to make active tanking an option in fleet fights is to introduce some new kind of heavy reppers and shield boosters. Those modules would repair a significant amount of shield and armor per run but would also come with a much higher duration.
The difficulty would be to balance them in a way that normal reppers and boosters are still a better solution in small-scale PVP and PVE but the new ones could perform well in bigger fleet-fights. The amount of DPS repped and the duration would have to be in a way that it is a though decision if you go with a heavy-puffer or the ability to regnerate your armor and shield. I dont want to give numbers cause those had to be determinded by testing the reppers in fleet-fight-situations.
Most benefit of those changes would be for ships with active tanking bonis and shield tanks. In most occasions it would be the best for armor tankers to still go with a puffer tank and rely on the logistics on the field. In current fleets armor-logistics are preferred to shield-logis so it wouldnt hurt them too much. Shield ships with the design of the booster to give the boost at activation would have a new solid option improving their suitability for fleet-fights.
Eventually it could be designed the way that heavy armor reppers also rep on activation but it wouldnt be in line with the way current reppers do work.
Altough it would need a lot of work and testing i am sure those modules would find their place in eve and would help for some diversity in possible fleet-fittings.
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Serge Bastana
Gallente GWA Corp
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Posted - 2009.09.26 22:19:00 -
[2]
One possible solution that has been mentioned that would not require any major reworking of the active tanks is to put a stacking penalty on the amount of incoming damage, so when a ship was primaried, the damage wouldn't overwhelm the active tank as greatly, and may prove more effective to distribute damage over several targets.
As you said, finding that balance between an active repper that works in fleet combat and one that works in small scale pvp/pve would be a problem. ------------------------------------------------ You either need a punch up the throat or a good shag.
Nobody round here is offering the second one therefore your choices are limited! |
Bonny Lee
Caldari The Guardian Agency Systematic-Chaos
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Posted - 2009.09.26 22:26:00 -
[3]
In addition they could also have their place in pve-combat without making the current reppers obsolete. Perhaps they could be designed in a way making it a good choice to combine a normal with a heavy repper.
So instead of fitting a Large Repper and a Medium one it could be an option to fit the large and a heavy medium repper. The large would do the main work and the heavy medium could give you some boost in difficult situations and gives you some more time to lower the incoming npc-dps.
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Mire Stoude
The Undesirables
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Posted - 2009.09.27 00:46:00 -
[4]
High cap use is also another huge draw back to an active tank setup.
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Denny Haze
Amarr Ministry of War
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Posted - 2009.09.27 01:17:00 -
[5]
What are X-Large Shield boosters for, then?
60D GTC |
Bonny Lee
Caldari The Guardian Agency Systematic-Chaos
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Posted - 2009.09.27 07:38:00 -
[6]
X-Large SB arent boosting enough for making them viable in fleet-fights in a shoprt period of time. I suggested to massive increase amount and duration. For exampel: 10x amount 12x duration
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Grut
Deep Core Mining Inc.
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Posted - 2009.09.27 08:36:00 -
[7]
Originally by: Bonny Lee Edited by: Bonny Lee on 27/09/2009 07:52:57 X-Large SB arent boosting enough for making them viable in fleet-fights in a shoprt period of time. I suggested to massive increase amount and duration.
For exampel:
XL SB II: 600 Shield 5s LSE II: 2625 Shield
Heavy XL-SB II: 8x600 Shield = 4200 HP Duration 10x5 = 50s Heavy Large SB II: 8x240 Shield = 1920 HP Duration 10x4 = 40s
Maybee those Boosters are not always a good choice but on certain ships they would be an option.
No a bad idea but I think your going the wrong way on duration. Fleet damage is ALOT you'd need a massive boost to it remotely better then an extra 1600, the cycle time has to be low or you'll pop before you get a second boost.
I'd go along the lines of;
1600 = 5k armour L-repII = 800 hp every 11.25 secs (too long) 71 hp / 1 sec 2hp/1cap Armour overload = 1000 hp / 2 secs 1.2 hp / 1 cap - Not effected by repair boosts such as rigs.
That way the 1600 gives you buffer to survive Alpha and reps time to work. The standard reps give far better hp for cap so in a low numbers slugging match is better then the overload. The armour overload gives you an insane tank very briefly and murders your cap - if your lucky it'll give you enough time to warpout.
Kinsy > deadman you there? Kinsy > are either of us in pods, becase we dont know...
Mostly harmless [ 2005.12.09 19:22:50 ] (notify) You have started trying to warp scramble the Dreadnought |
Bonny Lee
Caldari The Guardian Agency Systematic-Chaos
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Posted - 2009.09.27 23:16:00 -
[8]
This idea would especially work good for shield-boosters. You are right and i mentioned above that i personally dont know if there is a plce for a heavy armor repper.
But at shields with skills etc. those boosters could be a real option. Look at the maelstrom for example:
Lets go with 4200 HP per Cycle. Apply Ship Bonus => +37,5% = 5775 HP-Boost Add a SBA => + 12% = 6279 HP-Boost With Skills it could be even more. (Perhaps Numbers are to high but just for example).
Such a booster would definatly be an Option over LSEIIs. + Shieldboostbonis wouldnt be wastet in Fleetfights.
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Joe Starbreaker
Octavian Vanguard
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Posted - 2009.09.27 23:52:00 -
[9]
How about shield/armor injectors that use ammo like cap boosters? They'd repair more HP faster than standard reppers, which would make them viable for PVP, but the oversized ammo would not totally unbalance PVE setups.
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