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PavlikX
Shadows of the Day HeII Gate Alliance
5
|
Posted - 2012.06.24 13:58:00 -
[1] - Quote
For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Inferno gave us new modules in both tanks. I've allready seen few succesful fits with cap booster charges fueled ST modules, meanttime new AT modules are not so good. I can remember one advantage of AT before ST - free medium slots for stasis webs, scramblers and so on. But AT needs Low slots, the same slots weapons uprages demands. It is especially bad, because two races, who uses AT have worst weapons with limited types of damages and high weaponry cap usage. For now CCP declared that all ships will be rebalanced, but i hope that they will fix AT. So i have few sugestions. I don't want the nerf of ST, only AT optimisation. Let it be a rule - ST ships more faster and manerable, meantime AT ships have stronger defence entirely. No other changes.
1. Increase bonuses of armor compensation skills. 2. Inferno module Reactive armor hadener. Good idea. Let this module will be ordinary meta 0 T1 module, meantime CCP will bring to the game full stack of meta levels - meta1-4, meta5 akaT2, meta8, 9 faction modules, dead space and oficer modules. It will be great for PvE runners 3. We have today imo very strange group of modules - Resistance platings. Before Inferno there was useless passive resistance mods. Sorry, i have not seen even single fit with this modules. Their single positive aspect - very low fit demands. All players used Energised platings as passive mods, or Reactive plating as active mods. For now new type was added - Layered plating. The same passive mod with very low fit demands, adding armor HPs. 5% bonus T1 module, 8,5% T2 module. For sure it is more usefull, than old resistance platings, but i can not name it a really effective mods. Armor plates with their penalties and higher fit demands will be more effective imo. So i suggest to join modules in this group. Let it be modules, adding % of armor HP and resistances both. Full line of meta levels included 4. Armor plates. Looks good for now, but according to their penalties it would be great to make them a bit stronger. Also, as i can remeber, there are no dead space and officer armor plates, it must be improoved. 5. Armor repairer system. For now it's acts like shield one, but more slower. But shield hae regenerate ability, meantime armor have not. So i suggest to make possible cap booster charges (CBC) used by reairer system. Without cbc it's act like right now, but if you will charge it with CBC armor repairer will act more faster or will have more repair amount. 6. New active armor resistance module. Uses CBCs. Two options possible a. stronger CBC - more resistances at fixed time d. stronger CBC - longer time with fixed amount of resistances
And it would soooo great, if CCP will fix reactive hardeners, who gave no additional EHP when activated
PS Sorry for my English |

Paikis
Red Federation RvB - RED Federation
16
|
Posted - 2012.06.24 14:13:00 -
[2] - Quote
No.
Armour and Shield tanking are different and more or less balanced. What you are asking for would make armor tanks ridiculously over the top. No. |

nahjustwarpin
Imperial Academy Amarr Empire
20
|
Posted - 2012.06.24 14:19:00 -
[3] - Quote
Paikis wrote:No.
Armour and Shield tanking are different and more or less balanced. What you are asking for would make armor tanks ridiculously over the top. No.
no, they are far from balanced.
problem is the fleet compositions, which have bubblers and tacklers, and this more or less eliminates armor tanking ships with some spare mids (gallente) from current doctrines. gallente ships just don't fit to fly in a blob. don't say that's balanced, because 3 other races have their doctrines. |

Postitute
Center for Advanced Studies Gallente Federation
10
|
Posted - 2012.06.24 16:28:00 -
[4] - Quote
nahjustwarpin wrote:Paikis wrote:No.
Armour and Shield tanking are different and more or less balanced. What you are asking for would make armor tanks ridiculously over the top. No. no, they are far from balanced. problem is the fleet compositions, which have bubblers and tacklers, and this more or less eliminates armor tanking ships with some spare mids (gallente) from current doctrines. gallente ships just don't fit to fly in a blob. don't say that's balanced, because 3 other races have their doctrines.
|

Eternal Error
Exitus Acta Probant
48
|
Posted - 2012.06.24 16:49:00 -
[5] - Quote
What you posted is bad. The main problem with armor tanking is the penalty you take to speed. The rig penalties need to be reduced by a fair amount. Plates in general need to be looked at because it gets kind of stupid with cruisers fitting 1600mm plates IMO.
Active tanking for pvp sucks relatively equally for both shield and armor, so I consider it a separate (but significant) issue. |

nahjustwarpin
Imperial Academy Amarr Empire
20
|
Posted - 2012.06.24 17:33:00 -
[6] - Quote
Postitute wrote:nahjustwarpin wrote:
no, they are far from balanced.
problem is the fleet compositions, which have bubblers and tacklers, and this more or less eliminates armor tanking ships with some spare mids (gallente) from current doctrines. gallente ships just don't fit to fly in a blob. don't say that's balanced, because 3 other races have their doctrines.
2 questions for you: 1) There are some other very potent uses for mid slots beyond straight-up tackling, can you tell me what some of those might be? 2) "because 3 other races have their doctrines" - What fleet doctrines do the squids have besides "fly a Drake"?
1. target painter? ecm? it's already in drakeswarm.
2. whelp fleet(hurricane), drake swarm, alpha fleet (maelstrom with scorpion ecm support), ab zealot, abaddon, alphanado, sniping nagas, sometimes alpha muninns. only ship that gallente has to offer for fleets is lachesis. |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2048
|
Posted - 2012.06.24 22:02:00 -
[7] - Quote
Gall have Ishtarcats. This is EVE. -á Everybody Versus Everybody. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
314
|
Posted - 2012.06.25 02:00:00 -
[8] - Quote
When BCU's are changed to be middle slots then AT and Shield tanking will be balanced. brb |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2053
|
Posted - 2012.06.25 02:11:00 -
[9] - Quote
Lin-Young Borovskova wrote:When BCU's are changed to be middle slots then AT and Shield tanking will be balanced.
When plates balloon your Sig, shield and armor tanks will be balanced.
They're different styles and sets of benefits/drawbacks.
(Also, armor tanking ships tend to do more damage before damage mods. A Hellcat does around 900dps with just 2 dps mods.) This is EVE. -á Everybody Versus Everybody. |

IIshira
School of Applied Knowledge Caldari State
30
|
Posted - 2012.06.25 02:58:00 -
[10] - Quote
Lin-Young Borovskova wrote:When BCU's are changed to be middle slots then AT and Shield tanking will be balanced.
Do you also suggest low slot webs and scrams??
Why do so many people think everything must be exactly the same for it to be "balanced"? Use your brain and capitalize on the strong points of your ship!
I'm sure it wouldn't be very hard to make all ships of each class exactly the same except looks. You would be in a different ship with different weapons but doing the same thing.
As much as I hate to admit it the 'ship" is just something on a computer program. If the computer was programed that the Drake and Hurricane did the exact same things except look different then they would.
The same could be done for modules and weapons.
It would be perfectly "balanced" but would it be any fun???
We could have the Drake and Hurricane with the exact same HP, slots, DPS and all but would that be any fun |

Tippia
Sunshine and Lollipops
8135
|
Posted - 2012.06.25 04:19:00 -
[11] - Quote
PavlikX wrote:For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Right now, we have a situation which is pretty much exactly the same one as when armour tanks were GÇ£betterGÇ¥ than shield tanks (and they were GÇ£betterGÇ¥ back then in the same way that shields are GÇ£betterGÇ¥ now). All that has changed is the doctrines, and it will swing back towards armour again before long. 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¥
CONCORD spawns: quick enough to save you?
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2054
|
Posted - 2012.06.25 04:20:00 -
[12] - Quote
Tippia wrote:PavlikX wrote:For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Right now, we have a situation which is pretty much exactly the same one as when armour tanks were GÇ£betterGÇ¥ than shield tanks (and they were GÇ£betterGÇ¥ back then in the same way that shields are GÇ£betterGÇ¥ now). All that has changed is the doctrines, and it will swing back towards armour again before long.
Wait, are shield-caps back? This is EVE. -á Everybody Versus Everybody. |

Paikis
Red Federation RvB - RED Federation
18
|
Posted - 2012.06.25 04:45:00 -
[13] - Quote
RubyPorto wrote:Tippia wrote:PavlikX wrote:For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Right now, we have a situation which is pretty much exactly the same one as when armour tanks were GÇ£betterGÇ¥ than shield tanks (and they were GÇ£betterGÇ¥ back then in the same way that shields are GÇ£betterGÇ¥ now). All that has changed is the doctrines, and it will swing back towards armour again before long. Wait, are shield-caps back?
caps are different :because of slaves: |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2054
|
Posted - 2012.06.25 05:06:00 -
[14] - Quote
Paikis wrote:RubyPorto wrote:Tippia wrote:PavlikX wrote:For now we have situation in the game when Shield tank (ST) is better in general than Armor tank (AT) Right now, we have a situation which is pretty much exactly the same one as when armour tanks were GÇ£betterGÇ¥ than shield tanks (and they were GÇ£betterGÇ¥ back then in the same way that shields are GÇ£betterGÇ¥ now). All that has changed is the doctrines, and it will swing back towards armour again before long. Wait, are shield-caps back? caps are different :because of slaves:
Really, my god. Tell me more. Could it also have something to do with the qualities of Capital missiles? This is EVE. -á Everybody Versus Everybody. |

Rel'k Bloodlor
Mecha Enterprises Fleet Villore Accords
191
|
Posted - 2012.06.25 05:18:00 -
[15] - Quote
It's mostly fine the only real problem is that one is best at the smallest end of the scale and one better at the largest end. Aside from that most people just don't know how to use each or enuff about them to know what to use when thats all. Stack on that doctrens that need all ships to fly the same tank and whala in some catigorys its just more likly you will see/use one type. I am in Factional Warfare. Have been from day one.-á-áI will never work for a mega corp in null-sec. Do not make FW like null-sec. Were is the FW exclusive frigate sized ship? I see the cruiser and battle ship.......... |

PavlikX
Shadows of the Day HeII Gate Alliance
6
|
Posted - 2012.06.25 19:16:00 -
[16] - Quote
Have no idea what doctrines you talking about guys :) But according to the statistics ST tanked ships are more often croses the gates then AT ships. I have experience mission "Evolution" on Palladin and i saw like my friend deals with it using Machariel. Shields restores much faster, and Macahariel had no risk at all, mean time i've rewarped using the Paladin, because his armor can not withstand for a long time against fire of over 20 rogue drones different ships. We both fitted in high meta levels. I am talking about small tuning, not revolution. Hardly all my points will bring huge advance to the AT, especially that list is not solid, i am clearly understands that everything there can not be implemented. It would great if CCP will do something (even non included in my list) AT is much worse then ST for PvE at least. More bonus points to armor compensation skills. Is this so strange? Armor is more "hard" thing. More meta levels to the allready existing modules? What's wrong with this? Improovement of compleetly useless group of modules, again, what's wrong with it? and so on.
And i want to ask those, who oposes AT baff, what ships you operate? Harly it will be AT ships |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2063
|
Posted - 2012.06.25 19:22:00 -
[17] - Quote
PavlikX wrote:Have no idea what doctrines you talking about guys :) But according to the statistics ST tanked ships are more often croses the gates then AT ships. I have experience mission "Evolution" on Palladin and i saw like my friend deals with it using Machariel. Shields restores much faster, and Macahariel had no risk at all, mean time i've rewarped using the Paladin, because his armor can not withstand for a long time against fire of over 20 rogue drones different ships. We both fitted in high meta levels. I am talking about small tuning, not revolution. Hardly all my points will bring huge advance to the AT, especially that list is not solid, i am clearly understands that everything there can not be implemented. It would great if CCP will do something (even non included in my list) AT is much worse then ST for PvE at least. More bonus points to armor compensation skills. Is this so strange? Armor is more "hard" thing. More meta levels to the allready existing modules? What's wrong with this? Improovement of compleetly useless group of modules, again, what's wrong with it? and so on.
And i want to ask those, who oposes AT baff, what ships you operate? Harly it will be AT ships
You're having trouble with L4s in a Marauder? That's bad and you should feel bad.
EDIT: Oh, and you balance ships around PvP, not PvE. Armor is just fine. This is EVE. -á Everybody Versus Everybody. |

PavlikX
Shadows of the Day HeII Gate Alliance
6
|
Posted - 2012.06.25 19:35:00 -
[18] - Quote
Quote:You're having trouble with L4s in a Marauder? That's bad and you should feel bad. Well, that mission is one of the deadliest if you will shoot down trigger in second pocket. Also 6th pocket of Angel Extravaganza in case if i want standart (for all other missions at least) number of heat sinks - 4. Angels are not best NPCs to Amarr players and amount of damage done by my ship is more important in comparison with anti Sansha missions for example. So, i removeone heat sink to replace it with additional energised plating
Both tanks must have clear roles, positive and negative aspects. There must not be universal options (we have this situation for now). CCP must chek one more this matter and rework entire system of penalties and bonuses and modules. |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2064
|
Posted - 2012.06.25 19:47:00 -
[19] - Quote
PavlikX wrote:Quote:You're having trouble with L4s in a Marauder? That's bad and you should feel bad. Well, that mission is one of the deadliest if you will shoot down trigger in second pocket. Also 6th pocket of Angel Extravaganza in case if i want standart (for all other missions at least) number of heat sinks - 4. Angels are not best NPCs to Amarr players and amount of damage done by my ship is more important in comparison with anti Sansha missions for example. So, i removeone heat sink to replace it with additional energised plating Both tanks must have clear roles, positive and negative aspects. There must not be universal options (we have this situation for now). CCP must chek one more this matter and rework entire system of penalties and bonuses and modules.
Active Shield tanking is great for PvE, but, uh, nobody cares about balance between ships with PVE. You pick the right hammer for the job (shield Mach, or Shield NM) and call it good.
With PvP, both Shield and Armor tanks have significant benefits and drawbacks. They're just fine. This is EVE. -á Everybody Versus Everybody. |

Zhilia Mann
Tide Way Out Productions
535
|
Posted - 2012.06.25 20:00:00 -
[20] - Quote
PavlikX wrote:Have no idea what doctrines you talking about guys :)
I'm afraid that blows your credibility talking about ship balance right there. Sad but true. You have to know the metagame in order to talk about balance.
PavlikX wrote:But according to the statistics ST tanked ships are more often croses the gates then AT ships.
Which means what exactly? There are a ton of Drakes and Tengus fit for PvE. They use gates. That means nothing with regard to ship balance.
PavlikX wrote:Hardly all my points will bring huge advance to the AT, especially that list is not solid, i am clearly understands that everything there can not be implemented. It would great if CCP will do something (even non included in my list) AT is much worse then ST for PvE at least.
Armor probably is a bit out of favor in PvE; that much is true. But we don't balance around PvE, we balance around PvP and then make PvE work however it works. And Paladins are pretty much fine here.
PavlikX wrote:More bonus points to armor compensation skills. Is this so strange? Armor is more "hard" thing.
Since when? And why would we want to further encourage people to train armor comps when it's shield comps that are widely regarded as a relative waste of time?
PavlikX wrote:And i want to ask those, who oposes AT baff, what ships you operate? Harly it will be AT ships
I fly both with pretty much equal skill (core skills 5 except TSM, comps 4). And I just finished off Shield Compensation itself. So I guess technically I had better armor tanking skills for years. |

PavlikX
Shadows of the Day HeII Gate Alliance
6
|
Posted - 2012.06.25 20:21:00 -
[21] - Quote
Yes, i am talking about PvE mainly and can't agree about this game created for PvP players, meantime others must stay aside. Sorry, dut there are no such postulates in the rules :) I am glad that you are agree with me about this part of the game. It was my mistake that i have not indecated more clearly that i am speaking about PvE mainly and have no big PvP experience.
Still i hope that CCP will make few (i repeat, noone needs revolutions, CCP allready done one really big mistake in the past) improovements and changes to the tank system. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
323
|
Posted - 2012.06.25 20:21:00 -
[22] - Quote
RubyPorto wrote: Armor is just fine.
When it comes to use ships with bonus to armor resists? yes, significantly increases reps efficiency but that you already know it.
Armor is just not that fine, riggs and plates penalty are far more penalising than signature bloom in ships mostly using MWD's for pvp (sign radius is not a problem apparently ^^). Permanent MWD Drake 1200m/s and capital sign radius is the first example but cookie cutter shield cane is another and on the other side of the rope you've got stand still Abbadon and Rokh ducks with a hell of a buffer resist/profile and shortest range weapon spewing stuff "over there" Take away that +resist on Abbadons and lets see how many we will see around.
PVP is about get the best tool for "x" job, ST ships are generally better on subcap fleets (cap we can debate about slaves or Chimaera no tank cap stable or with tank and no cap after a few reps), caps and supers should just be removed from the game anyway or get bigger ship hangars to just move ships around 
If really armor tanking would be that awesome why does not fleet doctrines use 1K dps Brutix instead of 400'ish dps Drakes? Armagedons, Apocs (Pulse apoc is deadly) Hyperions and Megathrons (/toss)
My male part are already giggling about 2KVindicators raping everything in the system including planets with lost bullets.
brb |

Ayeshah Volfield
Republic Military School Minmatar Republic
11
|
Posted - 2012.06.25 20:31:00 -
[23] - Quote
Lin-Young Borovskova wrote:
If really armor tanking would be that awesome why does not fleet doctrines use 1K dps Brutix instead of 400'ish dps Drakes? Armagedons, Apocs (Pulse apoc is deadly) Hyperions and Megathrons (/toss)
I'm not too familiar with drake fleets but aren't these used over the ships like the brutix due to superior dmg projection ?
|

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2064
|
Posted - 2012.06.25 20:32:00 -
[24] - Quote
Lin-Young Borovskova wrote:RubyPorto wrote: Armor is just fine. When it comes to use ships with bonus to armor resists? yes, significantly increases reps efficiency but that you already know it. Armor is just not that fine, riggs and plates penalty are far more penalising than signature bloom in ships mostly using MWD's for pvp (sign radius is not a problem apparently ^^). Permanent MWD Drake 1200m/s and capital sign radius is the first example but cookie cutter shield cane is another and on the other side of the rope you've got stand still Abbadon and Rokh ducks with a hell of a buffer resist/profile and shortest range weapon spewing stuff "over there" Take away that +resist on Abbadons and lets see how many we will see around. PVP is about get the best tool for "x" job, ST ships are generally better on subcap fleets (cap we can debate about slaves or Chimaera no tank cap stable or with tank and no cap after a few reps), caps and supers should just be removed from the game anyway or get bigger ship hangars to just move ships around  If really armor tanking would be that awesome why does not fleet doctrines use 1K dps Brutix instead of 400'ish dps Drakes? Armagedons, Apocs (Pulse apoc is deadly) Hyperions and Megathrons (/toss) My male part are already giggling about 2KVindicators raping everything in the system including planets with lost bullets.
Alphabaddons, Hellcats, AHACs, and IshtarCats are all armor. That's a good chunk of the common fleet doctrines. Then we have the more esoteric AT3s.
Sig tanking is great when you want to hit above your weight class. See many sig-tanking Shieldboats?
PvP is about Rock Paper Scissors ships/fleetcomps. There is not meant to be a best tool for the job or you get Rock Rock Rock, which is pretty boring.
Arguing that armor is weak because not every ship uses it amazingly well is equivalent to saying that shield tanking sucks because the Abaddon sucks when shield tanked. This is EVE. -á Everybody Versus Everybody. |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2064
|
Posted - 2012.06.25 20:34:00 -
[25] - Quote
PavlikX wrote:Yes, i am talking about PvE mainly and can't agree about this game created for PvP players, meantime others must stay aside. Sorry, dut there are no such postulates in the rules :) I am glad that you are agree with me about this part of the game. It was my mistake that i have not indecated more clearly that i am speaking about PvE mainly and have no big PvP experience.
Still i hope that CCP will make few (i repeat, noone needs revolutions, CCP allready done one really big mistake in the past) improovements and changes to the tank system.
The game is balanced around PvP because relative differences between PvE boats don't actually matter because NPCs don't have a say in this. This is EVE. -á Everybody Versus Everybody. |

Gitanmaxx
Viziam Amarr Empire
49
|
Posted - 2012.06.25 20:35:00 -
[26] - Quote
in my opinion the two new modules are completely backwards. They both make so much more sense and seem like they'd be more logical if flipped. Armor rep is the one that needed the cap booster using repair and shields being the passive long drawn out defense should have the slowly adjusting Resistance mod.
I won't pretend to be an eve genius since I'm almost a noob being a returning player but shield tanking is definitely better than armor tanking currently. That's why the advice even on supposed armor focused ships is to fit shields on. It's suggested that it's better to squeeze a single LSE and one resist mod to an amarr or gallente ship rather than bother with armor tanking it with all those lows. Doesn't that show that something is wrong with armor tanking?
There are many more options and more skills for shield tanking. A passive shield tank can regen faster than an active armor tank in some cases without requiring any cap use. |

Apolyon I
AQUILA INC Verge of Collapse
88
|
Posted - 2012.06.25 21:08:00 -
[27] - Quote
Gitanmaxx wrote:in my opinion the two new modules are completely backwards. They both make so much more sense and seem like they'd be more logical if flipped. Armor rep is the one that needed the cap booster using repair and shields being the passive long drawn out defense should have the slowly adjusting Resistance mod.
I won't pretend to be an eve genius since I'm almost a noob being a returning player but shield tanking is definitely better than armor tanking currently. That's why the advice even on supposed armor focused ships is to fit shields on. It's suggested that it's better to squeeze a single LSE and one resist mod to an amarr or gallente ship rather than bother with armor tanking it with all those lows. Doesn't that show that something is wrong with armor tanking?
There are many more options and more skills for shield tanking. A passive shield tank can regen faster than an active armor tank in some cases without requiring any cap use. you're pretty wrong, sir.
shield is better in roamming because it has the option to disengage anytime.
generally speaking if 2 fleets commit in a fight, armor wins.
all good pvp ships are armor archon, bhaal, loki, proteus |

Lin-Young Borovskova
Science and Trade Institute Caldari State
327
|
Posted - 2012.06.25 21:09:00 -
[28] - Quote
Ayeshah Volfield wrote:Lin-Young Borovskova wrote:
If really armor tanking would be that awesome why does not fleet doctrines use 1K dps Brutix instead of 400'ish dps Drakes? Armagedons, Apocs (Pulse apoc is deadly) Hyperions and Megathrons (/toss)
I'm not too familiar with drake fleets but aren't these used over ships like the brutix due to superior dmg projection ?
It's one of the points but not the most important, shield cookie cutter auto canes can't spew crap that far and those are still valid comp, Supers and Titans fear the sight of those. "ho noes not them" Those can be fit MWD or AB fit a hell of a tank and...Cap stable. Hell even armor cane can push about 80k EHP and still push 400dps but they're soooooo slooooooow
First Drakes were used to be cheappo, 6months ago Drake hulls were about 32Mils, now more about 55. Secondly have enough dps in numbers to achieve "x" task and last but not least, battleship tank with a huge resist profile, can perma mwd cap stable and spew stuff over 80km. This makes your fleet value a cheappo throw away you don't mind loosing because it's cost effective.
Being able to project 400dps at 80km does not make it ubber, 720 T2 hotwizer can too and if you look the numbers Alpha is awfully bigger so it's not that much how far you can project missiles with a ship mwd'n and capital sign radius taking 115% dmg. It's a lot easier to keep drakes alive because EHP/resist profile than cookie cutter canes or ridiculous Brutix caping out just because they shoot ammo. Drake has also a ridiculous shield regen amount increasing significantly the more physical hp you have (about 100+ with no shield regen mods and fleet fits), it's an awesome fleet ship just lacking a bit of dps but this is about to change, and it's EHP? -peh 65k instead of 80 and moar dps.
Fleets are usually set with moto "cost effective", you can put on the field 4 drakes for the price of 1 abbadon (full fits +/-), this means more fun and more dudes ready to put some isk for a lot of fun rather then a lot of isk for a big loss and stand still duck like amazing fun game play brb |

IIshira
School of Applied Knowledge Caldari State
33
|
Posted - 2012.06.25 21:18:00 -
[29] - Quote
Gitanmaxx wrote:I won't pretend to be an eve genius since I'm almost a noob being a returning player but shield tanking is definitely better than armor tanking currently.
In one sentence you state you're pretty much a noob and in the next you make a decisive statement about armor tanking is inferior.
Maybe you should play the game a little more before jumping to conclusions. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
329
|
Posted - 2012.06.25 21:34:00 -
[30] - Quote
Apolyon I wrote:all good pvp ships are armor archon, bhaal, loki, proteus
Archon racial ship bonus: 5% all armor resist per level, the best capacitor of 4 carriers
Bhaalgorn: "hey' you seem me there? (50km)" Victim: "pwahaha FU flying banana!" Bhaalgorn: activates 1 energy neut 1 Web Victim: "erm, wtf? -wait, I have 0 cap and can't move??-wtf is this??) Bhaalgorn: "bzzzz -bzzzzz-bzzzz" Victim: "what tha...I didn't even..."
1.5Bill ship = 15 drakes
Proteus: slap 2 faction EANP 1New resist mod TE's plate and med rep(faction is cool) 1explo rig 1trimark 1 ambit extension. Shoot ammo with +25% tracking at 30km+, point at 40km (solo) push battleship HP and HAC dps 1Bil ship = 10 drakes
But we see more often Tengu fleets than ishtar fleets (bombs love for sentry everyone?), or Proteus fleets. Lokis are very common in fleets too however you'll not see full loki fleets tomorrow.
I know I have English grammar issues, however in my book it's completely different saying AT is "completely useless" from "not worthy" or "less good" or "not as effective as" It works in some specific cases that always turn around 2 major points:
-dmg projection: pulse abby ok, blaster mega:no -tank: +5 resist abby ok, blaster armor mega: no
Mega has a good drone bay: 1 set of lights 1 st of sentry Mega has a much better dps: 130k EHP for over 1400dps with
Problem here? -tank, Mega vs Abby has 100% less tank and even if you manage to land on top of those abby they'll pop like popcorn because cost effective = abby, mega is a nice snowflake at gates/station undocks for short time fights brb |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2071
|
Posted - 2012.06.25 21:37:00 -
[31] - Quote
Lin-Young Borovskova wrote:Apolyon I wrote:all good pvp ships are armor archon, bhaal, loki, proteus Archon racial ship bonus: 5% all armor resist per level, the best capacitor of 4 carriers Bhaalgorn: "hey' you seem me there? (50km)" Victim: "pwahaha FU flying banana!" Bhaalgorn: activates 1 energy neut 1 Web Victim: "erm, wtf? -wait, I have 0 cap and can't move??-wtf is this??) Bhaalgorn: "bzzzz -bzzzzz-bzzzz" Victim: "what tha...I didn't even..." 1.5Bill ship = 15 drakes Proteus: slap 2 faction EANP 1New resist mod TE's plate and med rep(faction is cool) 1explo rig 1trimark 1 ambit extension. Shoot ammo with +25% tracking at 30km+, point at 40km (solo) push battleship HP and HAC dps 1Bil ship = 10 drakes But we see more often Tengu fleets than ishtar fleets (bombs love for sentry everyone?), or Proteus fleets. Lokis are very common in fleets too however you'll not see full loki fleets tomorrow. I know I have English grammar issues, however in my book it's completely different saying AT is "completely useless" from "not worthy" or "less good" or "not as effective as" It works in some specific cases that always turn around 2 major points: -dmg projection: pulse abby ok, blaster mega:no -tank: +5 resist abby ok, blaster armor mega: no Mega has a good drone bay: 1 set of lights 1 st of sentry Mega has a much better dps: 130k EHP for over 1400dps with Problem here? -tank, Mega vs Abby has 100% less tank and even if you manage to land on top of those abby they'll pop like popcorn because cost effective = abby, mega is a nice snowflake at gates/station undocks for short time fights
Your problem isn't armor tanking, it's trying to use Gallente ships the same way you use Amarr ships. This is EVE. -á Everybody Versus Everybody. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
333
|
Posted - 2012.06.25 22:20:00 -
[32] - Quote
RubyPorto wrote:Your problem isn't armor tanking, it's trying to use Gallente ships the same way you use Amarr ships.
Well, I actually use Minmatar ships like blasters because they're better blaster ships than Gallente ones. I'll be back on my opinion after cruiser/battle cruiser revamp like I did with frigates, can't get rid of this little beast now:
Enyo
4 Light neutron blaster 1 Arbalest rocket launcher
1 MWD 1 Cap injector 1 Scram
1 DCU II 1 Overdrive II 1 MFS II 1 SAR
1 Hybrid burst aerator 1 Explosive rig (personal choice but can be changed for something else)
1 Hobgobelin II
370 dps without heat faction AM (+with void, dmg implants and combat booster) Awesome tank +/- 3400m/s heat
But then, there's Blarpy 
brb |

Fronkfurter McSheebleton
Inglorious Waffles
100
|
Posted - 2012.06.25 22:42:00 -
[33] - Quote
Lin-Young Borovskova wrote:
Well, I actually use Minmatar ships like blasters because they're better blaster ships than Gallente ones.
Sorry, but if I met someone on a gate or undock, I'd be much more threatened by a megathron than by a tempest. Likewise with a Hyperion vs a Maelstrom. Triple rep Myrms are like what you'd get if you strapped a beehive to Robocop. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
333
|
Posted - 2012.06.25 22:45:00 -
[34] - Quote
Fronkfurter McSheebleton wrote:Lin-Young Borovskova wrote:
Well, I actually use Minmatar ships like blasters because they're better blaster ships than Gallente ones.
Sorry, but if I met someone on a gate or undock, I'd be much more threatened by a megathron than by a tempest. Likewise with a Hyperion vs a Maelstrom.
Matter of point of view
brb |

Apolyon I
AQUILA INC Verge of Collapse
88
|
Posted - 2012.06.26 08:02:00 -
[35] - Quote
RubyPorto wrote:Lin-Young Borovskova wrote:Apolyon I wrote:all good pvp ships are armor archon, bhaal, loki, proteus Your problem isn't armor tanking, it's trying to use Gallente ships the same way you use Amarr ships. here's your problem, you can't fly/ fit all ships the same way, wouldn't it make the game boring??
shield is inferior in wspace, armor dominate, if you desperately wants to fly your galante ship, find a decent wh corps and enjoy power of armor ships |

Jorma Morkkis
State War Academy Caldari State
89
|
Posted - 2012.06.26 09:50:00 -
[36] - Quote
Paikis wrote:Armour and Shield tanking are different and more or less balanced.
I would like to see armor BC with 100k EHP and still be able to deal 500 dps @ 100km. |

Kuehnelt
Devoid Privateering
95
|
Posted - 2012.06.26 10:23:00 -
[37] - Quote
Jorma Morkkis wrote:Paikis wrote:Armour and Shield tanking are different and more or less balanced. I would like to see armor BC with 100k EHP and still be able to deal 500 dps @ 100km.
Reading "and does decent damage" in place of "100km", you can't see it right now only because Amarr's tanky BC is tier 1, whereas the Drake is tier 2. Wait for tiericide to get that far and then complain about shield vs. armor. |

Wuxi Wuxilla
The Tuskers
25
|
Posted - 2012.06.26 10:48:00 -
[38] - Quote
Quote: I would like to see armor BC with 100k EHP and still be able to deal 500 dps @ 100km.
Please show me the shield bc that does this. Tip, Drake can't shoot farther than 80km with faction, 70 with rage and has 60 drone control range, which translates to 300dps@80, 400dps@70, 500dps@60. Increasing range decreases tank. |

Paikis
Red Federation RvB - RED Federation
20
|
Posted - 2012.06.26 11:07:00 -
[39] - Quote
Jorma Morkkis wrote:I would like to see armor BC with 100k EHP and still be able to deal 500 dps @ 100km.
I'd like to see ANY BC that can get 100k EHP and 500 DPS at 100kms range.
Please show me |

Rel'k Bloodlor
Mecha Enterprises Fleet Villore Accords
191
|
Posted - 2012.06.26 11:07:00 -
[40] - Quote
all armour needs is a little change to how there reppers work and they would be golden. (spreed the heal over the duration, starting 5% ending at 60% of total heal in the last sec EX a repper that heals 100 over 5 sec would heal 5 then 5 then 10 then 20 and finally 60)
Rigs i think some are fine others not, trimarks should wreak your speed but the ones bonusing repping probably not.
much of peoples opinions of shields are just peer based, there has been for some time more new shield tank players than armour, i started with old faggs so i usta get teased all the time for my "****** shields" and there bad resist and lower hp totals compared to armour. I am in Factional Warfare. Have been from day one.-á-áI will never work for a mega corp in null-sec. Do not make FW like null-sec. Were is the FW exclusive frigate sized ship? I see the cruiser and battle ship.......... |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 11:55:00 -
[41] - Quote
Wuxi Wuxilla wrote:Please show me the shield bc that does this. Tip, Drake can't shoot farther than 80km with faction, 70 with rage and has 60 drone control range, which translates to 300dps@80, 400dps@70, 500dps@60. Increasing range decreases tank.
108k EHP (77,3/80,1/85,1/87,6) 556 @ 109 km 655 @ 84 km
[Drake, Drake fit]
Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System Caldari Navy Ballistic Control System
Caldari Navy Large Shield Extender Caldari Navy Large Shield Extender Caldari Navy Large Shield Extender Caldari Navy Adaptive Invulnerability Field Caldari Navy Adaptive Invulnerability Field Caldari Navy Adaptive Invulnerability Field
Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Dread Guristas Heavy Missile Launcher, Dread Guristas Scourge Heavy Missile Drone Link Augmentor II
Medium Anti-EM Screen Reinforcer I Medium Rocket Fuel Cache Partition I Medium Rocket Fuel Cache Partition I
Hobgoblin II x5
Zainou 'Snapshot' Heavy Missiles HM-705 Zainou 'Deadeye' Rapid Launch RL-1005 |

Wuxi Wuxilla
The Tuskers
25
|
Posted - 2012.06.26 14:23:00 -
[42] - Quote
Yes, and next you will tell me that this is a perfectly normal fit, as every rat in null drops faction. Another tip, posting full faction fits in threads about the general state of armor/shield tanking isn't helping your case. |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 14:41:00 -
[43] - Quote
Wuxi Wuxilla wrote:Yes, and next you will tell me that this is a perfectly normal fit, as every rat in null drops faction. Another tip, posting full faction fits in threads about the general state of armor/shield tanking isn't helping your case.
As far as I remember you claimed that Drake can't do it. I proved you wrong. |

Paikis
Red Federation RvB - RED Federation
20
|
Posted - 2012.06.26 15:05:00 -
[44] - Quote
Jorma Morkkis wrote:Wuxi Wuxilla wrote:Yes, and next you will tell me that this is a perfectly normal fit, as every rat in null drops faction. Another tip, posting full faction fits in threads about the general state of armor/shield tanking isn't helping your case. As far as I remember you claimed that Drake can't do it. I proved you wrong.
With a ****-fit and implants. Good job. Please bring this ship to Liekuri and I'll kill it for you. |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 15:09:00 -
[45] - Quote
Paikis wrote:With a ****-fit and implants. Good job. Please bring this ship to Liekuri and I'll kill it for you.
Show me 100k EHP armor BC with 100km range then. |

Bouh Revetoile
The Rough Riders Ares Protectiva
25
|
Posted - 2012.06.26 15:20:00 -
[46] - Quote
This is more a problem of the drake than a problem of armor tank ; problem which will be corrected by removing drake resist bonus soon(TM) ; and maybe HML have a bit too much dps for their range too.
Though I think the main problem of armor vs shield is armor rig killing your speed and hence your ship as opposed to shield rig which only explose your signature radius, which is only relevant when fighting against cap (and I'm exagerating only a little bit).
Armor rog penalty is silly IMO, moreover on active tank rig, but when Itterbium proposed to make buffer rig with speed malus, anyone and their grand mother went crying. |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 15:27:00 -
[47] - Quote
Bouh Revetoile wrote:This is more a problem of the drake than a problem of armor tank ; problem which will be corrected by removing drake resist bonus soon(TM)
It will have ~80k EHP after bonus change. Only T1 armor BC with similar EHP is Prophecy. But its dps and range are weak compared to Drake. |

Paikis
Red Federation RvB - RED Federation
21
|
Posted - 2012.06.26 15:28:00 -
[48] - Quote
Jorma Morkkis wrote:Paikis wrote:With a ****-fit and implants. Good job. Please bring this ship to Liekuri and I'll kill it for you. Show me 100k EHP armor BC with 100km range then.
[Hurricane, SH!TF!T] 800mm Reinforced Rolled Tungsten Plates I Draclira's Modified Reactor Control Unit Shaqil's Modified Energized Adaptive Nano Membrane Tobias' Modified Gyrostabilizer Tobias' Modified Gyrostabilizer Tobias' Modified Gyrostabilizer
Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script Cormack's Modified Tracking Computer, Optimal Range Script
720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M [empty high slot] [empty high slot]
Medium Trimark Armor Pump II Medium Trimark Armor Pump II Medium Trimark Armor Pump II
Full slaves, maxed squad commander and a Cataclysmic wormhole.
152,720 EHP 601 DPS 137km range.
Queue the semantics in 3....2.....1.... |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 15:31:00 -
[49] - Quote
Paikis wrote:[Hurricane, SH!TF!T]
And what makes you think that is cheaper than Drake fit I posted? |

Paikis
Red Federation RvB - RED Federation
22
|
Posted - 2012.06.26 15:37:00 -
[50] - Quote
Jorma Morkkis wrote:Paikis wrote:[Hurricane, SH!TF!T] And what makes you think that is cheaper than Drake fit I posted?
Paikis wrote:Queue the semantics in 3....2.....1....
Jorma Morkkis wrote:As far as I remember you claimed that Drake can't do it. I proved you wrong.
Jorma Morkkis wrote:Show me 100k EHP armor BC with 100km range then.
How does it feel, eating your own words? Do they taste good? GTFO. |

Wuxi Wuxilla
The Tuskers
27
|
Posted - 2012.06.26 15:47:00 -
[51] - Quote
Jorma Morkkis wrote:Wuxi Wuxilla wrote:Yes, and next you will tell me that this is a perfectly normal fit, as every rat in null drops faction. Another tip, posting full faction fits in threads about the general state of armor/shield tanking isn't helping your case. As far as I remember you claimed that Drake can't do it. I proved you wrong.
Oh, you did? How do shoot missiles out to 100km with 75km lock range then?
Quote: [Myrmidon, lolWhat?] 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Corpum A-Type Energized Adaptive Nano Membrane Drone Damage Amplifier II Drone Damage Amplifier II Drone Damage Amplifier II
Shadow Serpentis Tracking Computer, Optimal Range Script Shadow Serpentis Tracking Computer, Optimal Range Script Shadow Serpentis Tracking Computer, Optimal Range Script 'Marketeer' Tracking Computer I, Optimal Range Script F-90 Positional Sensor Subroutines, Targeting Range Script
Drone Link Augmentor I Drone Link Augmentor II 250mm Railgun II, Spike M 250mm Railgun II, Spike M [empty high slot] [empty high slot]
Medium Trimark Armor Pump II Medium Trimark Armor Pump II Medium Trimark Armor Pump II
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
483 drone dps @104km 40 gun dps @97+32km 117k ehp
Slave 1-6 Inherent Implants 'Noble' Hull Upgrades HG-1006 |

Paikis
Red Federation RvB - RED Federation
22
|
Posted - 2012.06.26 15:53:00 -
[52] - Quote
Quote: [Myrmidon, lolWhat?] 483 drone dps @104km 40 gun dps @97+32km 117k ehp
Slave 1-6 Inherent Implants 'Noble' Hull Upgrades HG-1006
That one doesn't count because its drones and YOU CHEATED ANYWAYS!!!!!11!! /rage |

Grog Drinker
The Tuskers
58
|
Posted - 2012.06.26 15:56:00 -
[53] - Quote
Wuxi Wuxilla wrote: Ogre II x2 Hammerhead II x2 Hobgoblin II x1 483 drone dps @104km 40 gun dps @97+32km 117k ehp
Slave 1-6 Inherent Implants 'Noble' Hull Upgrades HG-1006
The cutely named pirate for the win! |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 16:06:00 -
[54] - Quote
Paikis wrote:How does it feel, eating your own words? Do they taste good? GTFO.
Ok, you win. Shield tanking is superior.
And your Cane fit only has 46,8k EHP and targeting range is 56,3 km. 535 dps isn't even close what you stated. |

Paikis
Red Federation RvB - RED Federation
23
|
Posted - 2012.06.26 16:23:00 -
[55] - Quote
Jorma Morkkis wrote:Ok, you win. Shield tanking is superior.
And your Cane fit only has 46,8k EHP and targeting range is 56,3 km. 535 dps isn't even close what you stated.
A few things:
Firstly, neither shield or armour tanking is best. They are simply different and better at different things depending on the situation. Do you honestly want a game where shield and armor tanking is the same? Or where one is clearly better than the other?
Secondly, all the fits shown in this thread are crap. They are utterly horrible and no one should ever fly any of them.
Thirdly, I'll give you the targetting range, I honestly didn't check that... but then, neither did you. However, the fit I linked had the required DPS, range and tank (the tank provided by wormhole effects, but you pretty much made it anything goes).
Fourthly, the issue with the drake is more based on Heavy Missiles having long range. The actual DPS and tank numbers are very easy for all the tier 2 battlecruisers to hit, in fact the Drake actually has LESS EHP buffer than both the Harbinger and the Hurricane when they're armor tanked.
Can we be a bit more reasonable about this topic now? (i.e end the thread) |

Apolyon I
AQUILA INC Verge of Collapse
88
|
Posted - 2012.06.26 16:27:00 -
[56] - Quote
Jorma Morkkis wrote:Paikis wrote:Armour and Shield tanking are different and more or less balanced. I would like to see armor BC with 100k EHP and still be able to deal 500 dps @ 100km. Apolyon I wrote:shield is inferior in wspace, armor dominate, if you desperately wants to fly your galante ship, find a decent wh corps and enjoy power of armor ships All carriers in w-space are equpped with shield transporters (yes, even Arch and Than). Also: Pulsar. please do link, I'd be very interested in looking at it |

Jorma Morkkis
State War Academy Caldari State
90
|
Posted - 2012.06.26 16:38:00 -
[57] - Quote
Paikis wrote:in fact the Drake actually has LESS EHP buffer than both the Harbinger and the Hurricane when they're armor tanked.
58,3k EHP Harbinger and for some reason I can't think anything useful out of Drake with LESS than 58,3k EHP.
[Harbinger, pew]
1600mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Heat Sink II Heat Sink II Heat Sink II
10MN MicroWarpdrive II J5 Prototype Warp Disruptor I X5 Prototype Engine Enervator Medium Electrochemical Capacitor Booster I
Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M [Empty High slot]
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I |

Paikis
Red Federation RvB - RED Federation
24
|
Posted - 2012.06.27 00:47:00 -
[58] - Quote
Jorma Morkkis wrote:Paikis wrote:in fact the Drake actually has LESS EHP buffer than both the Harbinger and the Hurricane when they're armor tanked. 58,3k EHP Harbinger and for some reason I can't think anything useful out of Drake with LESS than 58,3k EHP. [Harbinger, pew]
Drake's EHP comes from its mid-slots. If you can't think of anything useful to put there other than tank, you're not trying hard enough.
Sensor Boosters Target Painters Tracking Disruptors Webs Scram Long point ECM (Bad, but I've seen it) ECCM MWD AB
Thats 10 mid-slot items that are useful. Drake has 6 midslots. Having said that, my fleet drakes (with no tackle) have 63k. My armor Harbinger fit has 69k EHP without slaves, although I do use it for things most wouldn't, and not in fleet :) |

Azurius Dante
Immortalis Inc. Shadow Cartel
4
|
Posted - 2012.07.13 14:32:00 -
[59] - Quote
I think that large problem here is not the EHP.
It's that shield tanking high EHP automatically means high passive shield bonus.
For example:
Can fit a drake with 80k EHP very easily and have a passive regen of 60 shield per sec (on average, but it's much higher at 30% shields) and a nice amount of dps and range.
But with any armor tanking ship, it's difficult to get a nice balance of EHP, regen, dps and range as it is for a shield tanking drake.
Also to note, Prophecy's are utter garbage and should be scrapped. |

Zyella Stormborn
Alpha Strategy In Umbra Mortis
14
|
Posted - 2012.07.13 15:19:00 -
[60] - Quote
Azurius Dante wrote:I think that large problem here is not the EHP.
It's that shield tanking high EHP automatically means high passive shield bonus.
For example:
Can fit a drake with 80k EHP very easily and have a passive regen of 60 shield per sec (on average, but it's much higher at 30% shields) and a nice amount of dps and range.
But with any armor tanking ship, it's difficult to get a nice balance of EHP, regen, dps and range as it is for a shield tanking drake.
Also to note, Prophecy's are utter garbage and should be reworked.
Fix't. ;P
Prophecy is not a bad ship, but it definitely needs some love in the dps projection department. I like my golden chickens ;) |

Unit757
North Point Cannabis Legionis
9
|
Posted - 2012.07.13 19:16:00 -
[61] - Quote
When it comes to NORMAL fittings for both shield and armor, it seems pretty balanced. The big thing on shield ships is free play on low slots for damage mods, and with armor ships you have plenty of room for full tackle. Each style has their advantages and disadvantages. for example, if im flying with a small group, I prefer armor as i can have decent tank and full tackle, wereas in a large fleet I prefer shield, as I can forgo tackle and fit a harder tank. |

DarthNefarius
Minmatar Heavy Industries
250
|
Posted - 2012.07.14 00:52:00 -
[62] - Quote
Get ready to revamp your armour fits: on Sisi the T2 plates now are getting a buffer bonus that'll make them more valuable then the meta 4 Rolled Tungstens. Time to make room on the Power grid armour fleets  An' then [email protected], he come scramblin outta theTerminal room screaming "The system's crashing! The system'scrashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children' |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
726
|
Posted - 2012.07.14 01:08:00 -
[63] - Quote
DarthNefarius wrote:Get ready to revamp your armour fits: on Sisi the T2 plates now are getting a buffer bonus that'll make them more valuable then the meta 4 Rolled Tungstens. Time to make room on the Power grid armour fleets  Shame that amarr ships will never be able to fit them because of the extra CPU load! |

Lin-Young Borovskova
Science and Trade Institute Caldari State
502
|
Posted - 2012.07.15 12:29:00 -
[64] - Quote
Vimsy Vortis wrote:DarthNefarius wrote:Get ready to revamp your armour fits: on Sisi the T2 plates now are getting a buffer bonus that'll make them more valuable then the meta 4 Rolled Tungstens. Time to make room on the Power grid armour fleets  Shame that amarr ships will never be able to fit them because of the extra CPU load!
They will but I guess some ships with resistance bonus is a fair trade if they fit 800's instead of 1600. Then we're about to get cruiser/BC rebalance, it will take some time but this means all parameters should be taken in account. Only hope it's CCP Ybert(whateverthingIcanneverspell) who's in charge, he did an awesome work with all frigates, I can only think he would make all those cruisers/bc's something we would have tons of fun with like we do with frigs. brb |

Alara IonStorm
2635
|
Posted - 2012.07.15 13:15:00 -
[65] - Quote
The Drake isn't overpowered because of Shields, it is pretty much the missiles. Remove the Drake and give the Prophecy 7 Launchers, 7 Lows and a missile damage bonus and I give it a week before the first Prophecies are destroying the game because everyone is using them thread. Other medium LR weapons are whole insubstantial. They eat up all your fitting and load long range ammo that can near compete with the Drakes range and your DPS drops into the pathetic. Artillery Canes are only good at close ammo range because of this.
The Drakes problem is that most of the medium turret ships in the game do not measure up with the weapons.
---
As for Armor Speed vs Shield it does go a bit overboard in some cases. An Armor Rupture, Thorax, Arbitrator, Maller, Vexor are all slower then the Shield Cane before Nano's. Hopefully that will be looked into in the upcoming Cruiser buff.
CCP has stated they want to look into the Armor situation and created a rig plan in F&I that didn't measure up and so it was cancelled.
IMO I think the best buff to both Armor and Shields is to remove Rig Penalties entirely. Drakes and Rokh's don't care how big there Sig is, they are going to be regardless. It is small Shield Cruisers that suffer from it by bloating them, Armor Cruisers on the other hand move at the speed of Shield BC's and Armor BC's at the speed of Shield BS's.
Change that Rigging Skill from a 10 to a 20% and not only is there more reason to take it to V but it helps the smaller and underused ships like Cruisers and unused ships like the Harbinger get a new lease on life without hurting the bigger ships.
|

Takeshi Yamato
Ministry of War Amarr Empire
177
|
Posted - 2012.07.15 18:27:00 -
[66] - Quote
Armor Hurricane
1600mm Reinforced Rolled Tungsten Plates I 10MN MicroWarpdrive II Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Speed 1025 m/s
Without the plate and rigs it goes 27% faster (1311 m/s).
Shield Hurricane
10MN MicroWarpdrive II Large Shield Extender II Large Shield Extender II
Medium Core Defense Field Extender I Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Signature 1894 m
Without the rigs and extender the signature drops by 31% (1440 m)
What does speed affect? (besides getting around faster) - Ability to escape and to catch targets - Ability to get into optimal firing distance or to deny optimal firing distance to opponents - Reduces missile damage in some cases and makes the ship harder to track in some cases.
In other words, speed is essential in almost every encounter and of great value. Speed is often the best "tank".
What does signature radius affect? - Minimal effect on opponent's lock time (0.2 sec lock time difference when the Armor and Shield Hurricane lock each other) - Affects opponent's tracking. This mainly makes a difference against opponents in larger ships using turrets a size class higher. In a Shield vs Armor Hurricane fight, there is basically no difference in damage (<1% difference, though I haven't performed an in-depth analysis). - Affects missile damage in some cases. Rage HAMs do 11% more damage on the Shield Hurricane.
In other words, the drawbacks of increased signature radius are neglibible most of the time and only start mattering more in some circumstances.
This should explain a good part of the problem. |

Bouh Revetoile
Barricade.
38
|
Posted - 2012.07.15 18:53:00 -
[67] - Quote
Takeshi Yamato wrote:
Interesting stuff.
This.
The only point where signature and speed are equivalent is when you orbit your target to outtrack its guns ; in this case, 30% less speed is equivalent to 30% more signature, with an advantage for less speed, because it's easier to orbit with less speed ; though the advantage is gone when your target is faster than you...
Another problem of armor is that the freed mid slot allowing for EWAR are useless because you have no choice but to use them for web and scram ; that and the other EWAR being of little use most of the time. |

Takeshi Yamato
Ministry of War Amarr Empire
178
|
Posted - 2012.07.15 19:04:00 -
[68] - Quote
Bouh Revetoile wrote: This.
The only point where signature and speed are equivalent is when you orbit your target to outtrack its guns ; in this case, 30% less speed is equivalent to 30% more signature, with an advantage for less speed, because it's easier to orbit with less speed ; though the advantage is gone when your target is faster than you...
Yes. Armor has a very slight advantage when both ships are orbiting each other, but it shouldn't be much (27% speed reduction vs 31% sig radius increase in these setups).
The interesting part is the observation that shield tanked ships tend to have medium or long range weapons and due to being shield tanked, also higher speed. They can control better whether to actually engage in a close range brawl. |

Cpt Branko
Zawa's Fan Club
13
|
Posted - 2012.07.15 21:29:00 -
[69] - Quote
Bouh Revetoile wrote: Another problem of armor is that the freed mid slot allowing for EWAR are useless because you have no choice but to use them for web and scram ; that and the other EWAR being of little use most of the time.
This is not really so simple, because a spare mid is of great use in any small-scale situation. For instance, you can fit ECCM which is very useful. Extra webs are always useful. TD is situational, but very useful given it cuts incoming damage from a ship to 0 in many cases...
The bigger thing is really that lows are vital, and so is fitting.
Consider a Hurricane in a small gang setting, for instance. The best weapon to fit in gang settings is 720mm artillery, because it does better DPS and has more alpha then ACs anywhere outside 18-ish km or so. This is fine, but a 1600mm / eanm / dc tank is both not going to fit, but even if it did the ehp wouldn't be any better then a heated invuln+LSE tank, with lower speed as well.
Assuming hypothetically fitting TCs in the mids to compensate for lost TEs, the resulting ship would be worse in just about every way. With some more imaginative use of midslots it might be better for a few applications, but still.
The only place where armour buffer really rules is Battleships, because the fitting of 1600mm plates is not a problem fitting-wise, their range is greater anyway due to gun size, and they have enough lows that a 5 slot buffer tank won't leave them impotent.
|

Wuxi Wuxilla
The Tuskers
32
|
Posted - 2012.07.15 22:49:00 -
[70] - Quote
Quote: The only place where armour buffer really rules is Battleships, because the fitting of 1600mm plates is not a problem fitting-wise, their range is greater anyway due to gun size, and they have enough lows that a 5 slot buffer tank won't leave them impotent.
AHACs are really great too (and pretty much a hardcounter to drakes)
There is also quite a bit useful stuff you can use midslots for - Scrams, Webs, Tracking Disruptor, Sensor Dampener, Cap Booster, Dual Prop, ECCM, Projected ECCM, Target Painter. My AHAC Vigi has 4 midslots (obviously) and I wish I had more, because I could fill all of them with awesome stuff.
|

WhaleCommander
Caucasian Culture Club Transmission Lost
1
|
Posted - 2012.07.16 18:30:00 -
[71] - Quote
The only issue I see is that active armor tanking sucks.
You need ships with bonus or high resists to make it even considered viable, then pimped out mods, boosters, ganglinks, etc.
Deadspace shield boosters are significantly better than their tech 2 counterparts, while deadspace armor is not as much. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
516
|
Posted - 2012.07.16 19:26:00 -
[72] - Quote
Wuxi Wuxilla wrote:Quote: The only place where armour buffer really rules is Battleships, because the fitting of 1600mm plates is not a problem fitting-wise, their range is greater anyway due to gun size, and they have enough lows that a 5 slot buffer tank won't leave them impotent.
AHACs are really great too (and pretty much a hardcounter to drakes) There is also quite a bit useful stuff you can use midslots for - Scrams, Webs, Tracking Disruptor, Sensor Dampener, Cap Booster, Dual Prop, ECCM, Projected ECCM, Target Painter. My AHAC Vigi has 4 midslots (obviously) and I wish I had more, because I could fill all of them with awesome stuff.
Thing is that you should never take a pirate ship or faction DED mods as example for any sort of balance because it's all fail at the end, see 95% or above people crying about Tengu when they clearly know absolutely nothing what they're talking about.
If you want to pick a decent example of how bad armor tank is pick a 6 low slot Dominix, yep has more mids but hey!! it's a hell of a drone boat...
Then take Mega, 7 lows already 5 for tank (+ rigs or you'll just die often before you get in range) but only 3 mids, so you're using guns that make you cap out with top skills, using a awful cap hungry MWD plus, you'll fit at least 1 disruptor because you don't want that shiny to go away just because he uses AB instead of MWD. At this point, if you ever had to do more than 20km towards your enemy, your about to cap out, so you have no other choice but to fit a cap injector just to be able to shoot and move, we're talking here of an all passive fit, ad 1 LAR and it's a dual cap injector you need witch means no point, no web.
Pick Hyperion, the awfullest of all Tier 3 battleships because of it's silly slots layout, cap/pg. same problem than Mega but you will just have +1mid and less tank but not even more dps on the field unless on top of something because Hyperions are obviously also known for their awful tracking. Now change it for a double LAR+double cap inj, you just have to fit lower tiers guns, still have dmg application issues because awful tracking and you don't have much better tank, you just have tank as long as you have cap booster charges that are vanishing FTL but then, paper thin loot pi+¦ata.
These are just some examples who by no means show they are useless, they can succeed and do in groups with logis tackling ships etc, but it's not like if something else couldn't do it too and easier for you group to carry on their back. Ok since hybrids rebalance Blasters dps got interesting but rails still meh but this has little to do with the discussion apart from the cap hungry shooting side.
This kind of ship, and specially Domi and Hyperion, are by a strong margin a lot better shield fitted. What the heck?
It's just my point of view, the reason why we should not start saying "Armor tanking is omgfckpwn" just because Vindicators Bhaalgorns and other pirate ships that are most often what T1/T2/T3 base ships should have as base slots/PG/CPU in the first place.
Pick the new module, so if you're not using an armor afk drones killing red crosses Navy Dominix what interest do you have on it? -none, and it's not the silly skill that helps whatever, it's just a trolling skill nothing else. Use it on caps? -probably, but from some of my friends flying those SC/TItans they don't even want to see the sight of it in their cargo.
I can't talk to much about Amarr since I don't fly those that much but Gallente yes, and no one around will make me change my mind about the fact imho armor tanking in general is bad and active armor tanking is total crap, eats too much slots/riggs, too heavy penalties, extremely cap hungry and overall there's absolutely no armor mods that bring the efficiency of shield tanking as a hole be it buffer or active (forget caps I don't even want to get in to that because they should all pop in a single boum to make this game a better place) brb |

Lin-Young Borovskova
Science and Trade Institute Caldari State
516
|
Posted - 2012.07.16 19:37:00 -
[73] - Quote
WhaleCommander wrote:The only issue I see is that active armor tanking sucks.
You need ships with bonus or high resists to make it even considered viable, then pimped out mods, boosters, ganglinks, etc.
Deadspace shield boosters are significantly better than their tech 2 counterparts, while deadspace armor is not as much.
You've got X-type LAR+Officer (only 2 of them that high) with about 1240 rep/cycle 15sec then OC you need to pick skills, Tech 2 LAR reps 800 per 15sec cycle and faction most used one is Imperial Navy one for 900 HP rep per 15sec cycle
I'm sure someone will post at some point some omgfckpwn dude dual rep/injectors pwning 5000 dudes and tacking chunks of planets off with lost bullets yadayada...usual crap proving nothing else but most often how many silly people you can find in pvp with awfull skills/fitted ships/bad choices etc
Now if armor tanking is just sitting still pulse Abbadons,, and gate/station camping Megathrons, certainly I will never get and will ever see in whatever manner how this Armor tanking can be balanced. I'll still think a shield Brutix/Myrmidon/Astarte/Dominix/Megathron/hyperion are awesomely better shield tanked. brb |

Takeshi Yamato
Ministry of War Amarr Empire
180
|
Posted - 2012.07.16 19:45:00 -
[74] - Quote
When CCP creates an item, they assign it a CPU and PG cost. How much CPU is 1 PG and vice versa?
Generally speaking, 2x Armor Repairer = 1x Shield Booster + 1x Shield Boost Amp.
If somebody knows the CPU equivalent of 1 PG then we figure out if there's some sort of imbalance in fitting requirements. It sure feels like 2x Armor Repairers are more demanding to fit. |

Wuxi Wuxilla
The Tuskers
35
|
Posted - 2012.07.16 23:03:00 -
[75] - Quote
What are you even talking about?
First of all, you got the slots wrong. Domi has 7 lows (and 5 mids), Megathron has 4 mids. Then you don't have to run dual injectors for single LAR + MWD (unless you forget to turn your MWD when you are in range. Which you shouldn't forget btw). Hyperion has tracking issues, but as a 8 Gun Blaster Ship with dmg bonus it lays down the hurt on everything big enough (btw, Mael/Tempest/Abaddon/Apocalypse/Geddon can still track stuff without a tracking bonus and thats without superior blaster tracking) I also don't understand the connection between pirate cruisers and deadspace mods - well, I don't understand most of your post, but still, that stood out. Pirate cruisers are not really more expensive than HACs, are actually the weakpoint of any AHAC gang (missing t2 resists, big cap issues on the Ashimmu) and wouldn't even be in them if it weren't for the web/neut bonus. Pirate ships are good because of quite a few things, tank is not one of them (besides the Guristas line maybe)
Armor tanking is still very much viable, less so in the active department (there are still people killing stuff in dual rep Domis for example) - Talking about t2 fit domis without links before someone screams pirate/deadspace again. |

Songbird
59
|
Posted - 2012.07.17 00:15:00 -
[76] - Quote
Armor tanking viable? sure , but lets count the matches in tournament where active armor tanking was used?
I personally saw 0 active armor tanks OTOH almost every shield fleet out there had ASB as a supplemental tanks.
Active Tanking was semi balanced before ASB. Shield uses the more important mid slots so it has the better modules - invuln (which gives a blanket protection you can't buy for armor) boost amp, which armor can only mimic with rigs and crystal set implants which armor has not.
Enter ASB - reps for twice the amount for less cap(it says it uses 940 cap but will run off of 400 boosters)and activation time is 4 secs.
Look at a t2 armor rep with maxed skills :400 cap , 800 repair , 11.25 secs duration Now look at an ASB with maxed out skills :400 cap, 980 repair, 4 secs duration running from boosters of course but that's also an advantage since you cannot neut a booster charge.
hmmmm.....
Now think what an ancillary armor repper would look like :
200 charges, 1600 repaired , 9 secs duration(uses 800 cap without the charge) - yes I can see everyone and their grandma using 1 :) |

Zyella Stormborn
Alpha Strategy In Umbra Mortis
14
|
Posted - 2012.07.17 00:54:00 -
[77] - Quote
Lin-Young Borovskova wrote: *snip* I can't talk to much about Amarr since I don't fly those that much but Gallente yes, and no one around will make me change my mind about the fact imho armor tanking in general is bad and active armor tanking is total crap, eats too much slots/riggs, too heavy penalties, extremely cap hungry and overall there's absolutely no armor mods that bring the efficiency of shield tanking as a hole be it buffer or active (forget caps I don't even want to get in to that because they should all pop in a single boum to make this game a better place)
Amarr is slightly better due to better cap, but not a ton. And the fact that there is no 'passive' regen possibility for armor tanks is a bit painful as well, since it means you will ALWAYS have to a) hit a base and repair, or b) have a repper nearby. So the only options are to active tank (as you said, its terrible atm), or buffer with support.
Well said. ;) |

Lin-Young Borovskova
Science and Trade Institute Caldari State
518
|
Posted - 2012.07.17 16:09:00 -
[78] - Quote
Wuxi Wuxilla wrote:What are you even talking about?
First of all, you got the slots wrong. Domi has 7 lows (and 5 mids), Megathron has 4 mids. Then you don't have to run dual injectors for single LAR + MWD (unless you forget to turn your MWD when you are in range. Which you shouldn't forget btw). Hyperion has tracking issues, but as a 8 Gun Blaster Ship with dmg bonus it lays down the hurt on everything big enough (btw, Mael/Tempest/Abaddon/Apocalypse/Geddon can still track stuff without a tracking bonus and thats without superior blaster tracking) I also don't understand the connection between pirate cruisers and deadspace mods - well, I don't understand most of your post, but still, that stood out. Pirate cruisers are not really more expensive than HACs, are actually the weakpoint of any AHAC gang (missing t2 resists, big cap issues on the Ashimmu) and wouldn't even be in them if it weren't for the web/neut bonus. Pirate ships are good because of quite a few things, tank is not one of them (besides the Guristas line maybe)
Armor tanking is still very much viable, less so in the active department (there are still people killing stuff in dual rep Domis for example) - Talking about t2 fit domis without links before someone screams pirate/deadspace again.
You're probably right about slots, I rarely check those from my office witch makes type silly things 
Anyway the point I was trying to make is that by no means we should put aside regular/navy/pirate ships and T2/faction/DED mods to say at some point "x" ship does really good in whatever field. Anyway I'm tired of my journey to edit the dam post because of slots to still finish with same opinion, I'll pick shield Tanking over Armor tanking every day, and my armor skills are by far better than shield ones. brb |

Katalci
Creative Cookie Procuring Veto Corp
100
|
Posted - 2012.07.20 01:24:00 -
[79] - Quote
nahjustwarpin wrote:problem is the fleet compositions, which have bubblers and tacklers, and this more or less eliminates armor tanking ships with some spare mids (gallente) from current doctrines. gallente ships just don't fit to fly in a blob. don't say that's balanced, because 3 other races have their doctrines. Tell me more about the fleet doctines of the Imperial Academy. |

Bouh Revetoile
Barricade.
40
|
Posted - 2012.07.20 09:49:00 -
[80] - Quote
What I wanted to say is that when armor tanking, you almost always need three of your midslot for tackle (prop, scram, web) or you're not gonig to catch any target due to your speed. That mean that any armor tanking ship cannot use the midslot advantage armor is supposed to give to him unless it have four or five mids.
If you don't want to take the web, then you need a lot of speed, hence no armor rigs, and hence your tank is rather weak. Moreover considering that EWAR is CPU intensive, you then need to use armor plating instead of energized membrane, reducing your tank even more.
On the oposite, a shield tanked ship have almost all its lows free for anything he want, lowslot being critical more than sometimes useful as EWAR is. |

Gitanmaxx
Viziam Amarr Empire
66
|
Posted - 2012.09.05 22:31:00 -
[81] - Quote
Bouh Revetoile wrote:What I wanted to say is that when armor tanking, you almost always need three of your midslot for tackle (prop, scram, web) or you're not gonig to catch any target due to your speed. That mean that any armor tanking ship cannot use the midslot advantage armor is supposed to give to him unless it have four or five mids.
If you don't want to take the web, then you need a lot of speed, hence no armor rigs, and hence your tank is rather weak. Moreover considering that EWAR is CPU intensive, you then need to use armor plating instead of energized membrane, reducing your tank even more.
On the oposite, a shield tanked ship have almost all its lows free for anything he want, lowslot being critical more than sometimes useful as EWAR is.
That's why I love when people say the advantage of armor tanking is that it frees up mid slots....
Really, all 3 of those mid slots armor tanking ships have? |

Lenna Davidson
Science and Trade Institute Caldari State
0
|
Posted - 2012.09.06 06:59:00 -
[82] - Quote
Songbird wrote:Armor tanking viable? sure , but lets count the matches in tournament where active armor tanking was used?
I personally saw 0 active armor tanks OTOH almost every shield fleet out there had ASB as a supplemental tanks.
Active Tanking was semi balanced before ASB. Shield uses the more important mid slots so it has the better modules - invuln (which gives a blanket protection you can't buy for armor) boost amp, which armor can only mimic with rigs and crystal set implants which armor has not.
Enter ASB - reps for twice the amount for less cap(it says it uses 940 cap but will run off of 400 boosters)and activation time is 4 secs.
Look at a t2 armor rep with maxed skills :400 cap , 800 repair , 11.25 secs duration Now look at an ASB with maxed out skills :400 cap, 980 repair, 4 secs duration running from boosters of course but that's also an advantage since you cannot neut a booster charge.
hmmmm.....
Now think what an ancillary armor repper would look like :
200 charges, 1600 repaired , 9 secs duration(uses 800 cap without the charge) - yes I can see everyone and their grandma using 1 :)
Yeah, well Large Shield Extender II's take up a whole mid slot and only give 2625 shield HP, and you can get 1600mm plates II that give 4800 HP and only take up one slot! You get almost double the health for half the slots! THAT'S OP!
But no, really. Compare in the module size. LAR =/= XLSB.
Armor gets oversized buffer modules, shield gets oversized active modules.
Also, you won't hear me defending ASB's as fair. I'm not here to do that. Just asking you to compare in the module size group. |

Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
207
|
Posted - 2012.09.06 14:16:00 -
[83] - Quote
Its funny reading these replies....then looking at this issue in light of the % of armor/shield for the ATX. Especially the prominent use of ASB's.
Shields have one nice thing going for them that armor don't. They can oversize their tank EASILY, both passive and active. Armor has more than a few issues if trying to oversize their active tank.
Small scale PVP example:
I dare you to match the active burst tank of a shield Mael to that of an active burst tank of an armor Hyper. With cap boosters it is more than possible to keep the Mael alive for as long as it can be fed charges. But trying to feed (and fit) a second Large Armor rep is quite a bit different.
Also, there is the issue of the ASB. It further perpetuates the short term uber tank on a shield ship. Just look at how many fleets in the Tourny lost b/c they choose not to fit shield ASB's. (there was also alot of gross logi piloting mistakes, but thats not my point) The diversity in the Tourny this year was very sad, just alot of ASB's....everywhere, with only a handful of actual armor fleets. (you know its bad when ppl are coming up with better shield tanks on Gallente ships, than the armor they were intended for)
The new Armor mod is next to useless in pvp, better off with an EANM II than one of them. My vote is give armor something similar to the ASB, not exactly the same, but similar. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |

Paikis
Lycosa Syndicate Surely You're Joking
148
|
Posted - 2012.09.06 14:33:00 -
[84] - Quote
ITT: People confusing ASBs as an individual module with shield tanking as a concept. |

Noisrevbus
220
|
Posted - 2012.09.06 16:36:00 -
[85] - Quote
Well to be honest this has been a recurring topic lately and will continue to be so while the game streamline, dumb-down, scale-up and simplify.
One thing often omitted or never identified when people try to compare midslot utility with lowslot streamline is that the lowslots tend to be stacking modules while the midslots are often unique modules. That's why ASB were given to shields, because (active-) shield tankers at smaller scales had trouble fitting all necessary mods. That's also why ASB distinguish itself from other active tanking by leaning towards cap-independent ships as a cap-independent system.
As an armor tanker your tank to spank is always under a balanced give-and-take. You determine that balance quite flexibly yourself. While you definately can stack standardized midslots (like Points for example, in smaller scales), it's likely that you augment whatever free slots you have with different modules in variation and synergy. That is quite complex though, while much of the game is heading in a simplistic direction - so less and less people will begin to understand it's value or balance. |

Gabrielle Lamb
Pator Tech School Minmatar Republic
25
|
Posted - 2012.09.06 17:22:00 -
[86] - Quote
IMO they should just balance it out, move all tanking to either mids or lows regardless of shield / armor and rebalance slots accordingly. |

Noisrevbus
220
|
Posted - 2012.09.06 19:42:00 -
[87] - Quote
I don't know Gabrielle, i mean this topic is similar to all other balancing topics, like when people discuss the balance of certain ships in the face "large scale PvP".
It's been my recurring theme, trying to get people to see that perspective, as these threads pop up.
Either we can "balance" all these ships, modules and systems to fit current "meta" or we can balance current meta to fit all these ships and modules.
Anything that is complex, small scale or short range for example, they don't fit current meta (which is simple, large scale, long-medium projection).
It's the same as when people complain about Myrms not being Drakes. It's not a question of good or bad, it's a question of meta (or scale).
Most of CCP's responses so far have been either streamlining ships and modules or splitting the gameworld into different meta.
I consider all those actions downright negative for the core of this game (complex, hardcore, emergent, single-shard, sandbox). |

Exploited Engineer
Creatively Applied Violence Inc.
85
|
Posted - 2012.09.06 19:47:00 -
[88] - Quote
Lenna Davidson wrote:Yeah, well Large Shield Extender II's take up a whole mid slot and only give 2625 shield HP, and you can get 1600mm plates II that give 4800 HP and only take up one slot! You get almost double the health for half the slots! THAT'S OP!
Well, the LSEII als increases shield regeneration (especially when fit on BCs or smaller), while the 1600mm only increases armor hp. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
705
|
Posted - 2012.09.06 23:13:00 -
[89] - Quote
Noisrevbus wrote:It would be like saying "who needs tutorials when we have EVE Uni?"
That's exactly what I think about armor/shield stuff. Why in hell would you choose restrictive game play and fun when you can choose easy funny mode since you pay a game to have fun?
Maybe I'm too lazy or too much "normal" but the guy choosing to pay for a game and using the worst tools available to have fun is the biggest idiot on earth or simply natural selection didn't worked on him. It's a game, you're supposed to have fun with different tools, but be able to achieve the same tasks, just differently. Now we can use simple phrases to say everything is fine or play with awesome words and technical terms we don't even understand their real meanings, but everyone with a couple neurons still working doesn't even need to come from Harvard to understand there's an imbalance that needs to to be looked at.
What is hell is this so difficult to understand or admit is beyond me. brb |

Jasmine Shepard
Relentless Destruction
0
|
Posted - 2012.09.06 23:34:00 -
[90] - Quote
In regards to active tanking there are 3 main attributes to consider when fitting your ship. Tank, damage, and speed. It is taken for granted that shield tanked ships will be faster than armor tanked ones. With the slot configuration shield tanks will be able to do more dps as well but will not be able to fit as many tackling mods as an armor tank ship because they need those slots for tank. Now because of this it's only sensible for armor tanks to have a slight advantage in tank if a shield tank ship has a slight advantage in dps and manuerverability. I think this has generally been the case up until the asb has been introduced. This mod has given shield tanking a huge buff now that there is no need to try and force a cap booster into cruiser/bc sized ships. For a short amount of time a shield tanking ship can now do more dps/tank/speed than an armor tanking ship. However this obviously comes at great cost cuz once ur cap charges are out then u die. But does this really mean that armor tanking ships need a buff? Maybe slightly but active armor tanks have always been good and still are. I think there needs to be a little more time for the dust to settle with the asb before ccp tries to interfere with it yet again. |

Noisrevbus
221
|
Posted - 2012.09.07 00:42:00 -
[91] - Quote
Since you claim to be ontop of this now Lin, what would you prefer?
Different ships doing different things that appeal to different players, yet unify that in one interactive world.
or
Different ships doing the same things that appeal to the same players, that splinter into divided worlds.
In ship terms it would be like comparing the Stealth bomber class to the Recon or HAC classes. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
705
|
Posted - 2012.09.07 09:08:00 -
[92] - Quote
Noisrevbus wrote:Since you claim to be ontop of this now Lin, what would you prefer?
Different ships doing different things that appeal to different players, yet unify that in one interactive world.
or
Different ships doing the same things that appeal to the same players, that splinter into divided worlds.
In ship terms it would be like comparing the Stealth bomber class to the Recon or HAC classes.
Your statement regarding shield or armor tanks and why people "just can't have fun" could easily be spun back to say "Why don't just people who want to fly Drakes, fly Drakes?" or "Why don't people complaining about armor within certain classes not just find the correct venue for their particular taste?". Balance in terms of ships and modules become equally pointless then, and then everybody lose. What imbalance is it you speak of? Is it solo-imbalance? I doubt it.
(Solo) (Squad) (Wing) (Fleet) Myrm ---------> <--------- Drake Myrm ----<----- ---->----- Drake
Do you see why interactivity is important now?
Do you see the second dimension?
Small scale - Myrm Large scale - Drake = 4 (more)
Large scale - Myrm Large scale - Drake = 3 (less)
You can easily do the same "made up math" with active- and passive tanks or whatever other system you'd like. It's the same thing there, passive tanks are not better per cathegory. People who want to improve active tanks to overcome their logical limitation (if outside repairs are infinite, local mitigation is all that matters; look at trends in Carrier setups and you can see that quite clearly there as well), those people always have the most overblown and unreasonable concepts of balance. They want active tanks to tank 100-man fleets. In their eyes that's what it need to adapt meta. Insert lol-ASB.
The biggest problem adapting the game to meta has that it doesn't stop with armor-shield or active-passive. There are so many other things (LR-SR weapons, tracking-explosion accuracy etc.) you need to adapt that when you're done you're going to realize that you burnt more resources to end up with that "less".
The biggest imbalance, most differentiated attention from CCP and easiest fix is: (Solo) (Squad) (Wing) (Fleet)
I'll exemplify that with one of my pet illustrations: When POCO were introduced to lowsec, what would you need to interact with them and what kind of response would you assume they'd provoke?
Even if POCO are "hitpoint-grind light" they are still hitpoint-grind and the entry level is at least (Squad), while the common outcome is (Fleet). That's their span. Saying they endorse small-gang content by having less hitpoints or shorter timers is just ridiculous regardless if you look at theory or practise. Most people provoke POCO by the same standard they provoke (moon-) POS. Compare that to old mineral hauls that spanned the whole spectrum.
It's far preferable and balanced different ships using different mechanics being able to achieve the same tasks with same difficulty level in the same time, actually this is not the case. Doing lvl 4's with a Myrmidon became a little bit easier because of Drone mods, not because armor tanking became suddenly great. And for the sake of this discussion please explain why would be preferable to keep armor ships being better with shield tanking and assume armor tank has no issues but there are just smarter players. This is horrible as argument, absolutely horrible.
I'm not asking for all the ships in certain category being the same, I'm asking them to be able to achieve the same tasks and roles with different tools witch is not the same and sticks perfectly to "diversity" instead of underpowered ship---->preferred ship/race leading to this incredible feeling CCP kills their own game from the start when the new player realises somehow he did the bad (race) choice and then have to cross train, often leading to the guys just leaving because train a single race is already as tedious as farming rabbits in wow.
brb |

feihcsiM
Last Exit For The Lost Dark Therapy
33
|
Posted - 2012.09.07 13:35:00 -
[93] - Quote
Five pages of somewhat sensible discussion on the pros and cons of shield and armour tanking and their balance, and still no
"Real men hull tank."
What happened to my eve?  It's the end of the world as we know it and I feel fine. |

Aaron Greil
Royal Imperial Navy Reserves
20
|
Posted - 2012.09.07 17:44:00 -
[94] - Quote
imho, the ASBs are way overpowered. I was all for them when I heard the concept but, their stats are ridiculous. Same is true for the new armor mod, only in a bad way.
Also, why did winmatards get *another* pvp buff? Everyone and their dog (including me) has been shouting that minmatar is too good (or rather, autocannons are too good.)
I think a lot of this would be solved if they made the new armor mod a viable option. -Make it scale to the actual proportion of incoming damage. If I'm recieving 95% exp, and 5% kin, the stupid thing scales to 50/50, as is. -Make them stacking penalized, like everything else, but allow us to use more than one. -Make it scale more quickly. Like after one cycle, or make the cycles once or twice a second, so that the bonus can actually accumulate before the fight is over. Or make the scaling more than 1% per cycle. -Let it adjust to new incoming damage profiles instead having to deactivate it, and let it build up again.
tbh, I expected the mod to be like this when it came out. As it is, no one uses it. Complete failure of a module.
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ColdCutz
Pwny Nation
27
|
Posted - 2012.09.07 21:07:00 -
[95] - Quote
Lenna Davidson wrote:Yeah, well Large Shield Extender II's take up a whole mid slot and only give 2625 shield HP, and you can get 1600mm plates II that give 4800 HP and only take up one slot! You get almost double the health for half the slots! THAT'S OP!
But no, really. Compare in the module size. LAR =/= XLSB.
Armor gets oversized buffer modules, shield gets oversized active modules.
Also, you won't hear me defending ASB's as fair. I'm not here to do that. Just asking you to compare in the module size group. Yeah no, look at the powergrid requirements of that 1600mm plate. Over FOUR TIMES the powergrid cost than Large Shield Extenders. So with two extenders you add roughly the same hitpoints as one 1600mm for less than half the powergrid cost. This gives you at least 3 major advantages:
1) Room to fit larger guns / cap warfare 2) A free low slot for either further increase to gun damage output or nano speed 3) No mass increase allows agility and base ship speed to be maintained
and an incremental advantage:
4) Increase passive shield recharge rate (++capacity / charge time)
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Lenna Davidson
Science and Trade Institute Caldari State
0
|
Posted - 2012.09.07 21:34:00 -
[96] - Quote
ColdCutz wrote:Lenna Davidson wrote:Yeah, well Large Shield Extender II's take up a whole mid slot and only give 2625 shield HP, and you can get 1600mm plates II that give 4800 HP and only take up one slot! You get almost double the health for half the slots! THAT'S OP!
But no, really. Compare in the module size. LAR =/= XLSB.
Armor gets oversized buffer modules, shield gets oversized active modules.
Also, you won't hear me defending ASB's as fair. I'm not here to do that. Just asking you to compare in the module size group. Yeah no, look at the powergrid requirements of that 1600mm plate. Over FOUR TIMES the powergrid cost than Large Shield Extenders. So with two extenders you add roughly the same hitpoints as one 1600mm for less than half the powergrid cost. This gives you at least 3 major advantages: 1) Room to fit larger guns / cap warfare 2) A free low slot for either further increase to gun damage output or nano speed 3) No mass increase allows agility and base ship speed to be maintained and an incremental advantage: 4) Increase passive shield recharge rate (++capacity / charge time)
And takes up 2 mid slots that could instead be used for tackle, Ewar, cap boosters, prop mods, and more. Also, it increases your signature radius substantially making you more susceptible to missiles, makes larger guns track you better, an easier target to hit, etc. Oh, and each one takes up 46 CPU, 15 more per module. With 2, that's 2.8x the CPU. Oh, and co-processors only give up to 10% more CPU, RCU's can give up to 15% more (T2), and Processor overclock rigs take up too much calibration to put 3 on and each one gives less CPU than each ACR gives to PG. So it's harder to expand your CPU to accommodate things than it is to expand your PG.
Each has their upsides and downsides. Fitting issues aren't just for plates because they take a lot of PG. |

Lin-Young Borovskova
Science and Trade Institute Caldari State
710
|
Posted - 2012.09.08 14:58:00 -
[97] - Quote
Lenna Davidson wrote:ColdCutz wrote:Lenna Davidson wrote:Yeah, well Large Shield Extender II's take up a whole mid slot and only give 2625 shield HP, and you can get 1600mm plates II that give 4800 HP and only take up one slot! You get almost double the health for half the slots! THAT'S OP!
But no, really. Compare in the module size. LAR =/= XLSB.
Armor gets oversized buffer modules, shield gets oversized active modules.
Also, you won't hear me defending ASB's as fair. I'm not here to do that. Just asking you to compare in the module size group. Yeah no, look at the powergrid requirements of that 1600mm plate. Over FOUR TIMES the powergrid cost than Large Shield Extenders. So with two extenders you add roughly the same hitpoints as one 1600mm for less than half the powergrid cost. This gives you at least 3 major advantages: 1) Room to fit larger guns / cap warfare 2) A free low slot for either further increase to gun damage output or nano speed 3) No mass increase allows agility and base ship speed to be maintained and an incremental advantage: 4) Increase passive shield recharge rate (++capacity / charge time) And takes up 2 mid slots that could instead be used for tackle, Ewar, cap boosters, prop mods, and more. Also, it increases your signature radius substantially making you more susceptible to missiles, makes larger guns track you better, an easier target to hit, etc. Oh, and each one takes up 46 CPU, 15 more per module. With 2, that's 2.8x the CPU. Oh, and co-processors only give up to 10% more CPU, RCU's can give up to 15% more (T2), and Processor overclock rigs take up too much calibration to put 3 on and each one gives less CPU than each ACR gives to PG. So it's harder to expand your CPU to accommodate things than it is to expand your PG. Each has their upsides and downsides. Fitting issues aren't just for plates because they take a lot of PG.
I'm trying to fit a LAR II and a 1600 T2 on my Deimos but seems I can't fit anything. Welp, back to my LSE II and Xl-ASB and MWD + tackle+220 T2 auto canons Vagabond.
I really don't understand why people say armor is crap, they have no clue about it and me? -peh I don't have a clue what I'm talking about  brb |

Gitanmaxx
Viziam Amarr Empire
66
|
Posted - 2012.09.09 15:19:00 -
[98] - Quote
Jasmine Shepard wrote:In regards to active tanking there are 3 main attributes to consider when fitting your ship. Tank, damage, and speed. It is taken for granted that shield tanked ships will be faster than armor tanked ones. With the slot configuration shield tanks will be able to do more dps as well but will not be able to fit as many tackling mods as an armor tank ship because they need those slots for tank. Now because of this it's only sensible for armor tanks to have a slight advantage in tank if a shield tank ship has a slight advantage in dps and manuerverability. I think this has generally been the case up until the asb has been introduced. This mod has given shield tanking a huge buff now that there is no need to try and force a cap booster into cruiser/bc sized ships. For a short amount of time a shield tanking ship can now do more dps/tank/speed than an armor tanking ship. However this obviously comes at great cost cuz once ur cap charges are out then u die. But does this really mean that armor tanking ships need a buff? Maybe slightly but active armor tanks have always been good and still are. I think there needs to be a little more time for the dust to settle with the asb before ccp tries to interfere with it yet again.
This problem existed before the ASB, shield tanking being vastly superior was being talked about constantly. This module just made it even worse. |
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