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Larkonis TrassIer
Trolls From Outer Space
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Posted - 2010.02.07 00:10:00 -
[1]
With the prevelance of buffer tanks across all spectrums of PVP and the current uselessness of ships with 'Active Tank' boni I propose the following:
All ships with a 7.5% bonus per level to Repair mod effectiveness have it increased to 10% per level.
Currently, even in solo/small gang situations the 7.5% rep bonus is very nearly equalled in effectiveness by a 5% resist per level bonus in terms of raw damage tanked. The ship with the resist bonus however has the advantage of being able to, should he chooses, buffer tank his vessel and take full advantage of this bonus in RR gangs. The Rep bonus vessel does not.
Pros:
Ships with an Active tank bonus will be utilised more in solo/small gang warfare.
Cons: Possible slight buff to PVE boats.
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Morel Nova
Genos Occidere HYDRA RELOADED
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Posted - 2010.02.07 00:13:00 -
[2]
yeah, active tanks really need love! /signed Reward small gang/solo pvp!
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Mopfog
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Posted - 2010.02.07 00:14:00 -
[3]
Originally by: Larkonis TrassIer With the prevelance of buffer tanks across all spectrums of PVP and the current uselessness of ships with 'Active Tank' boni I propose the following:
All ships with a 7.5% bonus per level to Repair mod effectiveness have it increased to 10% per level.
Currently, even in solo/small gang situations the 7.5% rep bonus is very nearly equalled in effectiveness by a 5% resist per level bonus in terms of raw damage tanked. The ship with the resist bonus however has the advantage of being able to, should he chooses, buffer tank his vessel and take full advantage of this bonus in RR gangs. The Rep bonus vessel does not.
Pros:
Ships with an Active tank bonus will be utilised more in solo/small gang warfare.
Cons: Possible slight buff to PVE boats.
I'm all for this 
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Larkonis TrassIer
Trolls From Outer Space
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Posted - 2010.02.07 00:16:00 -
[4]
Originally by: Morel Nova yeah, active tanks really need love! /signed
M8 you need to check the support box.
Supporting my own topic because it's cool.
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Ben Booley
Genos Occidere HYDRA RELOADED
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Posted - 2010.02.07 00:16:00 -
[5]
I agree with this. I don't even active tank sleipnirs because active tanks are completely useless.
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Shana Tirii
Cool Ninjas of Awesome Ownage
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Posted - 2010.02.07 00:18:00 -
[6]
Maybe the Hyperion would be worth flying after this. Supporting.
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JitaPriceChecker2
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Posted - 2010.02.07 00:19:00 -
[7]
Originally by: Larkonis TrassIer With the prevelance of buffer tanks across all spectrums of PVP and the current uselessness of ships with 'Active Tank' boni I propose the following:
All ships with a 7.5% bonus per level to Repair mod effectiveness have it increased to 10% per level.
Currently, even in solo/small gang situations the 7.5% rep bonus is very nearly equalled in effectiveness by a 5% resist per level bonus in terms of raw damage tanked. The ship with the resist bonus however has the advantage of being able to, should he chooses, buffer tank his vessel and take full advantage of this bonus in RR gangs. The Rep bonus vessel does not.
Pros:
Ships with an Active tank bonus will be utilised more in solo/small gang warfare.
Cons: Possible slight buff to PVE boats.
Yes remove the bonus for active tanking for hyperion and brutix alltogether instead add bonus to shield hp or resistance.
Shield gank > armor tank
Suppporting !
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Dibsi Dei
Genos Occidere HYDRA RELOADED
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Posted - 2010.02.07 00:20:00 -
[8]
stacking penaltize trimarks/extenders tbh!!!
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Redrector
The Restless Masquerade
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Posted - 2010.02.07 00:27:00 -
[9]
Supporting. Would give gallente and small scale pvp some much needed love!
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Drangu
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Posted - 2010.02.07 00:29:00 -
[10]
+1
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jitaalt 5168415141
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Posted - 2010.02.07 00:30:00 -
[11]
+1
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mothyowns
The Restless Masquerade
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Posted - 2010.02.07 00:36:00 -
[12]
This gains my approval.
http://desusig.crumplecorn.com/ |

s0upGa1s
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Posted - 2010.02.07 00:37:00 -
[13]
+1
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Alekseyev Karrde
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Posted - 2010.02.07 02:43:00 -
[14]
I dont know that it'd go far enough, but it's a step in the right direction. ---
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Gigiarc
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Posted - 2010.02.07 02:53:00 -
[15]
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Kou Rien
Viper Squad
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Posted - 2010.02.07 04:08:00 -
[16]
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XXSketchxx
Remote Soviet Industries
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Posted - 2010.02.07 04:15:00 -
[17]
Originally by: Dibsi Dei stacking penaltize trimarks/extenders tbh!!!
never understood why these weren't already penalized
op supported + these awesome penalties _____________________________________________
-Sketch, Certified Pharmacist
Need a Boost?
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Herschel Yamamoto
Agent-Orange
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Posted - 2010.02.07 05:10:00 -
[18]
Yeah, the improvement over a resist bonus is far too marginal as-is.
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The Djego
Hellequin Inc.
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Posted - 2010.02.07 11:16:00 -
[19]
Agreed, even if I hate the active bonuses on the Brutix and Hype with passion. At least at the Brutix completely useless in most fits, and the Hype could be so much more of a blaster ship without it.
---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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Spugg Galdon
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Posted - 2010.02.07 11:53:00 -
[20]
Edited by: Spugg Galdon on 07/02/2010 11:53:16 I agree active tanking is completly borked. Especially amongst battle cruisers. I never active tank my Brutix/Myrmidon. I always shield tank them and squeeze as much DPS out of them as I can (http://eve.battleclinic.com/loadout/24328-Brutix-Shield-GANK.html).
The Hyperion is also very terribad. a 10% bonus would be a step in the right direction.
Edit... the support button
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Venkul Mul
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Posted - 2010.02.07 12:05:00 -
[21]
While I am not sure that the proposed solution is THE solution, active tanks need an hand, so cupported.
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Robert0288
R E D E M P T I O N Black Star Alliance
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Posted - 2010.02.07 17:33:00 -
[22]
agreed, bring back active tanking.
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Malcanis
Vanishing Point. The Initiative.
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Posted - 2010.02.07 18:53:00 -
[23]
This is a small change in the right direction. It might not be enough; it's definitely not too much.
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Kalnov
Problematique Inc.
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Posted - 2010.02.07 20:28:00 -
[24]
Originally by: Morel Nova yeah, active tanks really need love! /signed
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Hirana Yoshida
Behavioral Affront
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Posted - 2010.02.07 20:38:00 -
[25]
Sounds like a patch job to me.
The tanking paradigm in Eve needs a rethink, a move away from buffer towards local repair for solo/small-gang engagements. This requires modifications to buffer modules, RR modules/ships, active repair modules and tweaking of ship bonuses.
Adjusting only the current active tank bonuses will merely result in nigh indestructible Myrmidons, Maelstroms and Cyclones ..
Patch job, no thanks. Full revamp, yes please.
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Ephemeron
Retribution Corp. Initiative Associates
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Posted - 2010.02.07 22:18:00 -
[26]
My experience tells me this:
*) usefulness of active tank goes down proportionally with ship size: frigates are the least likely to benefit from active tank, while battleships are most likely *) usefulness of buffer tank increases with the likelihood of encountering blobs. Basically, active tank is better than buffer tank when damage received is under a certain low number, while buffer tanks perform better when damage is certain number up to infinity *) faction/officer quality active tank increases much higher than faction/officer buffer tank - so that's 1 advantage of active tanking, however it's not good for general purpose PvP.
I do want CCP to address this issue, but not in the way this thread suggests. I don't want tanking to be increased any more in EVE, as increase of tanking vs damage favors blobbing (you should be able to figure it out if you think). I would recommend a nerf to buffer tanking.
Specifically, 1600mm plates and large shield extenders need a small nerf, maybe 10%. Specifically, Core Defense Field Extender and Trimark Armor Pump rigs need to decrease from 15% to 10% bonus
It is the existence of these rigs that shifted game balance significantly in favor of buffer tanking some time in EVE history.
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Don Pellegrino
The Tuskers
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Posted - 2010.02.08 03:30:00 -
[27]
A small step in the right direction.
Don't nerf passive/buffer tanking, buff active tanking.
Definetly supported
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
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Posted - 2010.02.08 05:35:00 -
[28]
Supporting his topic because it's cool.
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James Tritanius
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Posted - 2010.02.08 05:49:00 -
[29]
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Aineko Macx
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Posted - 2010.02.08 11:23:00 -
[30]
I've been suggesting changing rep bonuses for resistance bonuses for a while, but buffing the rep bonuses instead is also a viable idea. If you want to go further, also give the effected ships a rep cap usage bonus.
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Gladys Pank
Trillionaire High-Rollers Suicidal Bassoon Orkesta
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Posted - 2010.02.08 17:58:00 -
[31]
Brutix says yes please. ~ Soar Like a Penguin |

Maxsim Goratiev
Imperial Tau Syndicate
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Posted - 2010.02.08 20:58:00 -
[32]
Edited by: Maxsim Goratiev on 08/02/2010 20:57:58 i am sure this will surprise everybody, but i will say no. Th reason i say no is the simple fact that in my personal opinion the problem is not with the bonus, but with the vessels themselves, there characteristics. For example take britux. A blaster boat MUST have: A: Guns B: some sort of speed mod, lpreferably MWD C: a repper, since it has a repping bonus.
NOw, britux does not have the powergrid to fit these modules. Neither does it have the cap capable of supporting MWd, 7 cap-hungry guns and a repper. Now, in case you whant booster, or dual boosters, that's even more need for power grid. Pretty much the same goes for Hyperion. I hate to see these ships being shieldtancked. These are suppose to be high-dps ships with active tank, and yet they do not have the slots to support a powerfull tank and damage mods, they do not have the powergrid to fit the stuff they need, and they do not have the cap to sustain the mods.
The only reason i am supporting this, is because it will improve the situation over what we have currently, however i would like the ships to be looked at again, because when an armortancked ship with a bonus is outperformed by the very same ship shieldtanked, without any bonuces, that indicates that something is wrong.
Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.StevieSG |

darius mclever
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Posted - 2010.02.08 21:15:00 -
[33]
Originally by: Maxsim Goratiev Edited by: Maxsim Goratiev on 08/02/2010 21:13:40 Edited by: Maxsim Goratiev on 08/02/2010 20:57:58 i am sure this will surprise everybody, but i will say no. Th reason i say no is the simple fact that in my personal opinion the problem is not with the bonus, but with the vessels themselves, there characteristics. For example take britux. A blaster boat MUST have: A: Guns B: some sort of speed mod, lpreferably MWD C: a repper, since it has a repping bonus.
NOw, britux does not have the powergrid to fit these modules. Neither does it have the cap capable of supporting MWd, 7 cap-hungry guns and a repper. Now, in case you whant booster, or dual boosters, that's even more need for power grid. Pretty much the same goes for Hyperion. I hate to see these ships being shieldtancked. These are suppose to be high-dps ships with active tank, and yet they do not have the slots to support a powerfull tank and damage mods, they do not have the powergrid to fit the stuff they need, and they do not have the cap to sustain the mods.
To explore this situation further, i will give you an example. Abaddon and hyperion are both 8-gunned battleships, with damage and tank bonus, both designed to be the heavy argument on the field for their race, IMO hate bricks for short. So let us explore why abaddon is successful, and hyperion is not. After you fit 8 highest caliber guns on an abaddon, them being mega pulse laser 2's, 8 of them, you still have 6450 units of power grid left. THose are t2 guns, with maximum advanced weapon upgrades skill.
After you fit 8 t2 neutron blaster on hyperion, you have 2670 units of power grid left. therefore, hyperion has almost THREE TIMES less resources avaliable for utility slots, such as MWD (with hyperion having a grater need for one since it has shorter range) cap boosters and plates. NOt only that, but hyperion has to fir armor repair units, that consume 4 times the power grid of an anmor plate- because if you do not fit it with reppers you are not using the ships bonus, so if anything, hyperion should have MORE power grid left over after you fit guns on it.
Surprisingly, Lasers also consume less cpu then blasters do, leaving abaddon more cpu for e-war and other utility modules. Hyperion natively has much weaker cap then the abaddon does, yet it has to support MWD and the reppers (1 or two, two if you whant a powerfull tank) when abaddon only needs to support lasers, again giving abaddon pilot grater freedom in fitting utilities. I have compared hyperion to abaddon as abaddon has the closest role to this batlteship, and as we can see it is inferior in every way. I ofcource understand that some ships might not be as good as others, but in this case, it is the ships that need fixing, not the bonus, there parameters and slot layouts. Hyperion at the moment is BROKEN. YEs, it can be used for different applications, but it does not exceed in ANYTHING. It is outtancked, outgunned and outperformed by other battleships in every area. Domi is more flexible, megathron has more dps, Abaddon has greatly better buffertank, maelstorm has better active tank. Apoc and rockh are better snipers. It does not have a niche currently, nor can it compete on even terms with it's opponents.
The only reason i am supporting this, is because it will improve the situation over what we have currently, however i would like the ships to be looked at again, because when an armortancked ship with a bonus is outperformed by the very same ship shieldtanked, without any bonuces, that indicates that something is wrong.
managing your cap makes you a good pilot. mismanagement makes you a bad pilot.
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2010.02.08 21:18:00 -
[34]
Quote: managing your cap makes you a good pilot. mismanagement makes you a bad pilot.
I phail to see how that is relevant to my post. Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.StevieSG |

darius mclever
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Posted - 2010.02.08 21:20:00 -
[35]
it was relevant before you edited it a second time. not my fault you are so undecided what you actually want to write.
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Spugg Galdon
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Posted - 2010.02.09 00:41:00 -
[36]
The Rokh is even worse off than the Hyperion when it comes to PG. The Rokh does have its sniping ability which gives it a niche/role to excell in even though this is debatable with the failure of Railguns and the power of frikkin' lazors.
The Hyperion is a ship that desperatly needs to be revisted and a larger bonus to active tanking would help.
People who say that active tanked ships will become 'invulnerable'..... please, have you ever neuted/been neuted an active tanked ship? They have no buffer and as soon as that capacitor dries up the ship is dead.
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Hellfury Resurrected
Incura
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Posted - 2010.02.09 09:44:00 -
[37]
Tank doesn't need a buff, we've done that once before, thanks. Buffer tanking needs a nerf. -------------------------------------------
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2010.02.09 10:12:00 -
[38]
Edited by: Maxsim Goratiev on 09/02/2010 10:16:53
Originally by: darius mclever it was relevant before you edited it a second time. not my fault you are so undecided what you actually want to write.
alright, now i see what you meant there. ok. Although, wouldn't it make these ships much more powerfull when running missions and stuff? Although, i still don't think they will match up for the raven anyway, but it is something to take into account. Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.StevieSG |

Vaal Erit
Science and Trade Institute
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Posted - 2010.02.09 10:22:00 -
[39]
Even with overload/drugs and full resistance mods I don't see the active tanking BS's gaining more than 100-150 DPS tanked out of this and that sounds like a healthy improvement to me.
I will support this but I think any improvement to tanking requires a look at station hugging and RRing in terms of aggression.
Originally by: Jim Raynor EVE needs danger, EVE needs risks, EVE needs combat, even piracy, without these things, the game stagnates to a trivial game centering around bloating your wallet with no purpose.
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uwai223
Blue Republic
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Posted - 2010.02.09 10:56:00 -
[40]
I can only support that. htfu |
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Slave 775
Ministry of Punishment Privateer Alliance
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Posted - 2010.02.09 11:26:00 -
[41]
supported
Centuries ago, the Bible warned of dangers posed by evil men described as master[s] at evil ideas and scheming to do bad. (Proverbs 24:8) PRIVATEERS Officialy nerfed by CCP 05/07 |

Dav Varan
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Posted - 2010.02.09 14:33:00 -
[42]
Originally by: Larkonis TrassIer With the prevelance of buffer tanks across all spectrums of PVP and the current uselessness of ships with 'Active Tank' boni I propose the following:
All ships with a 7.5% bonus per level to Repair mod effectiveness have it increased to 10% per level.
Currently, even in solo/small gang situations the 7.5% rep bonus is very nearly equalled in effectiveness by a 5% resist per level bonus in terms of raw damage tanked. The ship with the resist bonus however has the advantage of being able to, should he chooses, buffer tank his vessel and take full advantage of this bonus in RR gangs. The Rep bonus vessel does not.
Pros:
Ships with an Active tank bonus will be utilised more in solo/small gang warfare.
Cons: Possible slight buff to PVE boats.
The 7.5% active tank bonuses are useless as you state for RR gangs. How does your solution fix this ?
7.5% To active tank and 7.5% to buffer hp would be a better solution imo.
Enabling players to fit more resists and less hp for RR situations rather than simply boosting there soloability which is not the problem for these bonuses.
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Avan Sercedos
The Tuskers
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Posted - 2010.02.09 17:54:00 -
[43]

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Fettered Soul
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Posted - 2010.02.10 08:03:00 -
[44]
Maybe it is so because Gallente ships are not good for active tanking? Where should Hyperion and Brutix take cap if repair module consume energy, weapon consume energy, MWD and AB (you should have it, otherwise blasters are useless at all) consume energy. Myrmidon is very good because drones and projectiles do not consume energy :)
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Mixu Paatelainen
Bene Gesserit ChapterHouse Tread Alliance
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Posted - 2010.02.10 11:30:00 -
[45]
Supported.
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JitaPriceChecker2
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Posted - 2010.02.10 12:26:00 -
[46]
Originally by: Fettered Soul Maybe it is so because Gallente ships are not good for active tanking? Where should Hyperion and Brutix take cap if repair module consume energy, weapon consume energy, MWD and AB (you should have it, otherwise blasters are useless at all) consume energy. Myrmidon is very good because drones and projectiles do not consume energy :)
Myrmidron is good becuase netiher drones or projectilies arent broken like blasters are.
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Jouko Khazid'hean
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Posted - 2010.02.10 12:54:00 -
[47]
Active tanking ftw... someday maybe? s'ported
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Jizaburo Ozawa
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Posted - 2010.02.10 13:26:00 -
[48]
10 percent increase in armor repping per level is a solid step in the right direction for active armor tanking ships.
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Belsazzar
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Posted - 2010.02.10 14:29:00 -
[49]
<big resounding yes to increase the spectrum of useful fits in pvp
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Arcane Azmadi
First Flying Wing Inc Primary.
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Posted - 2010.02.10 15:10:00 -
[50]
Supported. I'd like to be able to fly a Cyclone and not be sneered at for not flying a Hurricane instead.
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Gavin Darklighter
THE FINAL STAND Black Star Alliance
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Posted - 2010.02.10 16:37:00 -
[51]
More than anything I would like a large cargohold size increase on all the active-tank bonus ships.
signature picture exceeds the size limit.~WeatherMan |

Mynxee
Hellcats HellFleet
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Posted - 2010.02.10 19:17:00 -
[52]
Supported.
Bump It! | My Blog: Life in Low Sec |

Gaogan
Gallente Solar Storm Sev3rance
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Posted - 2010.02.10 20:21:00 -
[53]
Not supported. Your proposal does nothing to address the problem. The repper bonus ships STILL will not be able to use that bonus in buffer/rr settings. They will just be even better pve monsters.
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grypher
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Posted - 2010.02.11 01:36:00 -
[54]
+1
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Larkonis Trassler
Genos Occidere Sev3rance
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Posted - 2010.02.11 02:29:00 -
[55]
Originally by: Gaogan Not supported. Your proposal does nothing to address the problem. The repper bonus ships STILL will not be able to use that bonus in buffer/rr settings. They will just be even better pve monsters.
Bawww? There's more to PVP than buffer/RR slugfests. As I stated in the OP there's very little incentive to use these ships over their resist bonused counterparts in an 'active' tanked role.
It's not perfect I'll admit but it's a little step and a start.
Please resize your signature to the maximum file size of 24000 bytes. Zymurgist No. Larkonis |

Nian Banks
Berserkers of Aesir
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Posted - 2010.02.11 14:47:00 -
[56]
Originally way way before the popularity of RR gangs and massive buffer tanked blobs, were talking years here.. 4+ The repair bonus was 5%, the same as the resist bonus. CCP at the time realized how superior the resist bonus was to the repair bonus so they increased it to the current 7.5%
Fast forward to present and you find that larger scale pvp is almost exclusively RR Ganga and buffer tanks, something CCP did not expect or make plans for.
Because of this, local repairs are almost dead and the ships with the repair bonus are less effective.
This is an old issue now and has been discussed many times, the first comprehensive math based discussion has long since been lost on the eve forums but the basic outcome of that thread was the realization that a repair bonus overtakes a resist bonus in a very small margin of incoming dps after about 2 minutes and then is superior by just 2%. Basically in 9/10 times (an out my butt number) the resist bonus is far superior.
If the repair bonus was increased however to 10%, there is a very real and tangable superiority in small to mid sized engagements where a repair bonus would be superior.
This to me makes it worth fighting for so /signed
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Garr Anders
Thukk U
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Posted - 2010.02.11 17:19:00 -
[57]
Supporting this!
Those who fear that it might be too much, active tanking is still vulnerable to cap warfare. ----- Garr Anders
"The only winning move is not to play" is about the best damn advice anyone can get regarding arguing over the internet. - referring to the Movie WarGames 1983
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Ephemeron
Retribution Corp. Initiative Associates
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Posted - 2010.02.11 18:42:00 -
[58]
I still believe that the main cause of the problem here is overpowered buffer/passive tanking. Specifically since rig prices have dropped significantly and Small/Medium rigs became extremely cheap. The 15% extra hp rigs give huge advantage to buffer tanking.
And I don't like the trend of increasing battle duration with stronger defense vs offense, as that makes active tanking more sensitive to cap issues. I know CCP has some understanding of this issue since they reduced cap booster charge sizes.
Stop the never ending boosts to tanking. Nerf buffer tanking.
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Shasz
Noir.
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Posted - 2010.02.11 18:53:00 -
[59]
+1
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Bidoc
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Posted - 2010.02.14 17:47:00 -
[60]
Yeah, I like this 1. Active tanks defiantely need some love.
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Arthur Black
SoE Roughriders Electus Matari
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Posted - 2010.02.14 19:02:00 -
[61]
Yes please.
This has kept me up some nights and I've tried to raise the subject earlier in "Features and Ideas": http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1192600
My suggestion called for a boost to 10-12% pr. level. In return, perhaps a nerf to drone bandwidth. Perhaps down to 75 or even 50. Although that suggestion also called for a PG upgrade on the Hyperion. At least up to 1000 or even better 1200 for an All V character. As mentioned in the suggestion, the upper values there (12%, 1200 PG) are probably wishful thinking, but a buff to somewhere between 10-12% and 1000-1200 PG isn't going to make these ships overpowered, just useful and welcome in small- to medium sized gangs.
And I would still fly my Megathron for buffer/RR gangs. As has been pointed out, this is not about trying to fit active tanked ships into those gangs.
The PvE aspect is a valid concern. More so for the Maelstrom than the Hyperion as it can fit damage modules in the lows while mounting one hell of a tank in the mids. That's fine, as in PvP, it would have to sacrifice tank for a disruptor for instance. For PvE, it would be good, but probably still not as good as a Raven. And as I've said before, it's not like BS V is handed out to all of New Eden. It takes time to train. |

Liang Nuren
No Salvation War.Pigs.
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Posted - 2010.02.14 21:53:00 -
[62]
I can get behind an active tank boost. :)
-Liang -- Liang Nuren - Eve Forum ***** Extraordinaire |

Andreus LeHane
Mixed Metaphor
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Posted - 2010.02.14 21:56:00 -
[63]
Two things to consider:
1. The non-viability of active tanks is related more to the fact that buffer tanks don't need to rely on capacitor to work, whereas a couple of Curses can tear a Hyperion's capacitor apart in a few cycles. If you want to restore active tanking's viability, something about capacitor management needs to change. Neuts need to get weaker, or boosters/reppers need to use less capacitor, or ships that are intended to be actively tanked need to get a bonus to booster/repper cap usage.
2.
Originally by: Larkonis TrassIer Cons: Possible slight buff to PVE boats.
Why is this a con? -----
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Zhi Ying
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Posted - 2010.02.16 08:32:00 -
[64]
Supported!
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Spugg Galdon
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Posted - 2010.02.16 09:37:00 -
[65]
Originally by: Andreus LeHane Two things to consider:
1. The non-viability of active tanks is related more to the fact that buffer tanks don't need to rely on capacitor to work, whereas a couple of Curses can tear a Hyperion's capacitor apart in a few cycles. If you want to restore active tanking's viability, something about capacitor management needs to change. Neuts need to get weaker, or boosters/reppers need to use less capacitor, or ships that are intended to be actively tanked need to get a bonus to booster/repper cap usage.
I disagree. Active tanks should be very strong but highly capacitor dependent. This should be where their vulnerabilty lies. You get heavily neuted... you're buggered. I think even 10% is a wishful boost. 9% is probably a good figure to request.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.02.16 10:28:00 -
[66]
Edited by: Nian Banks on 16/02/2010 10:35:17
Originally by: Spugg Galdon
Originally by: Andreus LeHane Two things to consider:
1. The non-viability of active tanks is related more to the fact that buffer tanks don't need to rely on capacitor to work, whereas a couple of Curses can tear a Hyperion's capacitor apart in a few cycles. If you want to restore active tanking's viability, something about capacitor management needs to change. Neuts need to get weaker, or boosters/reppers need to use less capacitor, or ships that are intended to be actively tanked need to get a bonus to booster/repper cap usage.
I disagree. Active tanks should be very strong but highly capacitor dependent. This should be where their vulnerabilty lies. You get heavily neuted... you're buggered. I think even 10% is a wishful boost. 9% is probably a good figure to request.
I believe your opinion in regards to the suggested 10%/lvl is misguided. If you compair the Cyclone with an active tank vs an EHP tank, you would realize that asking for the bonus to become 10% is the bare minimum it needs. If you don't understand then perhaps you should ask Liang.
Liang had a good understanding of tanking, active/passive/EHP
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Project CareBears
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Posted - 2010.02.16 10:30:00 -
[67]
supported!
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2010.02.16 11:20:00 -
[68]
Quote: Possible slight buff to PVE boats.
because we just cannot let gallente and minmatar have any ship that comes close in pve effectiveness of a raven, can we? Please resize your signature to the maximum allowed of 400 x 120 pixels with a maximum file size of 24000 bytes.StevieSG |

Damien Anders
The Red Circle Inc.
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Posted - 2010.02.16 14:09:00 -
[69]
Yes please! "This wise man observed that wealth is a tool of freedom. But the pursuit of wealth is the way to slavery." |

Wu Jiaqiu
Res Ipsa Loquitor
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Posted - 2010.02.16 15:58:00 -
[70]
+1 from me
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Red Boss
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Posted - 2010.02.16 16:11:00 -
[71]
Yes, please. The active tank buff is probably the first step of things that should be fixed with gallente. Next up, please fix blasters.
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Pickman620
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Posted - 2010.02.16 16:49:00 -
[72]
Too true....Active tanks blow in PVP.
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Liol Wongsta
The Arrow Project Morsus Mihi
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Posted - 2010.02.16 17:33:00 -
[73]
Has to be two fold however, must stacking penalize the buffer rigs.
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Fistme
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Posted - 2010.02.18 20:37:00 -
[74]
I think that two sets of armor implants and two sets of shield implants would also be a step in the right direction. One set for hp, one set for rep amount.
The other issue with active tanks especially on the Gallente end is the lack of low slots to take advantage of the rep bonus coupled with dmg mods. Brutix and to a lesser degree the Astarte need to have their slot layouts and pg amounts reworked. I think both these ships should get either another highslot + grid for gang mod or another low slot so they can actually take advantage of the slot heavy active tank they are bonused for...
The other solution could be to decrease the pg needed to fit these active reppers. This would go along way in allowing active armor tankers to not completely gimp their load out if they fit the 2 reps these ships are so clearly designed to fit.
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Ephemeron
Retribution Corp. Initiative Associates
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Posted - 2010.02.18 23:56:00 -
[75]
Edited by: Ephemeron on 19/02/2010 00:00:47 Ok, few people here recognize my way of reasoning, even tho it is logically sound and no one presented counter arguments.
Okay, so you boost the active tank bonus on a few ships that have it. Those ships may get a slight advantage that may, just may, be able to make them competitive against passive/buffer tanks. But what about all the other ships? for them active tanking will still be the weaker option.
I hope CCP, unlike casual players, put more serious thought into analysis of the situation. They could do some serious number crunching. First, collect a few dozen samples from killboards, filter out all PvE and "noob" fits, categorize samples by ship type, split shield tankers from armor tankers. Then calculate total effective HP for all ships. In case of active tanks, calculate effective HP based on battle duration for several intervals: 1,2,3..10 minutes For each of the 10 battle duration categories, calculate raw DPS necessary to kill the ship. Make a bar graph of the "breaking point dps" for each battle duration comparing passive/buffer tank and active tank. Calculate probabilities of active tank working for each of the 10 battle durations, assuming that every active tank ship fits cap injector, but has limited supply of charges. Calculate probabilities of energy neutralizer to be used by enemy based on the dps. Such as: for every 500 dps, an average of 1 medium energy neutralizer is used. Calculate adjusted effective HP of active tank ships under conditions of limited cap and average use of energy neutralizers for each of 10 battle duration categories. Compare findings with previous data. Calculate average number of ships required to produce breaking point dps for each battle duration. Calculate statistical distribution of ships in engagement, group different intervals of distribution curve and calculate success or failure of active and passive/buffer tanks for each 10 battle duration categories. Calculate statistical distribution of battle durations. Use it to create weights for each of the 10 battle duration categories and most probable effective tanking method between active and passive/buffer Repeat same calculation for every ship type. Repeat calculations separately for armor and shield tanked ships. Repeat calculations with modified starting conditions - such as increased/decrease tanks from sample data, increased/decreased energy neutralizer usage.. Keep updating sample data.
You get the idea.
There's literally months of work for serious game designer. Work that is necessary to make educated decisions on important game balance decisions. The arguments people use on this forum are little more than hints at the truth and the signal to noise ratio is low.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.02.19 02:37:00 -
[76]
Edited by: Nian Banks on 19/02/2010 02:38:34
Originally by: Ephemeron Edited by: Ephemeron on 19/02/2010 00:00:47 Ok, few people here recognize my way of reasoning, even tho it is logically sound and no one presented counter arguments.
Okay, so you boost the active tank bonus on a few ships that have it. Those ships may get a slight advantage that may, just may, be able to make them competitive against passive/buffer tanks. But what about all the other ships? for them active tanking will still be the weaker option.
I hope CCP, unlike casual players, put more serious thought into analysis of the situation. They could do some serious number crunching. First, collect a few dozen samples from killboards, filter out all PvE and "noob" fits, categorize samples by ship type, split shield tankers from armor tankers. Then calculate total effective HP for all ships. In case of active tanks, calculate effective HP based on battle duration for several intervals: 1,2,3..10 minutes For each of the 10 battle duration categories, calculate raw DPS necessary to kill the ship. Make a bar graph of the "breaking point dps" for each battle duration comparing passive/buffer tank and active tank. Calculate probabilities of active tank working for each of the 10 battle durations, assuming that every active tank ship fits cap injector, but has limited supply of charges. Calculate probabilities of energy neutralizer to be used by enemy based on the dps. Such as: for every 500 dps, an average of 1 medium energy neutralizer is used. Calculate adjusted effective HP of active tank ships under conditions of limited cap and average use of energy neutralizers for each of 10 battle duration categories. Compare findings with previous data. Calculate average number of ships required to produce breaking point dps for each battle duration. Calculate statistical distribution of ships in engagement, group different intervals of distribution curve and calculate success or failure of active and passive/buffer tanks for each 10 battle duration categories. Calculate statistical distribution of battle durations. Use it to create weights for each of the 10 battle duration categories and most probable effective tanking method between active and passive/buffer Repeat same calculation for every ship type. Repeat calculations separately for armor and shield tanked ships. Repeat calculations with modified starting conditions - such as increased/decrease tanks from sample data, increased/decreased energy neutralizer usage.. Keep updating sample data.
You get the idea.
There's literally months of work for serious game designer. Work that is necessary to make educated decisions on important game balance decisions. The arguments people use on this forum are little more than hints at the truth and the signal to noise ratio is low.
Ahh guess what, after typing all that crap, you failed miserably.
Even if the active tanking modules get a buff, you will still have the issue that resist bonuses are superior to repair bonuses. Basically although it would fix active tanking, the repair bonused ships would be still subpar and need a boost. Sure enough, go right ahead and suggest a boost to the whole active tanking system but don't hinder this request just because your a nub.
Resist bonused ships can fit active tanking modules you know, so you still need to give the repair bonused ships a clear boon in that field. 10%/lvl is a reasonable boon.
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Zommari Jiruga
Security Status Negative Cookie Nation
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Posted - 2010.02.19 12:49:00 -
[77]
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.02.19 13:03:00 -
[78]
not supported active tank boost fine active tank bonus boost isnt
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Loki Farseer
F9X
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Posted - 2010.02.20 09:12:00 -
[79]
Heh Sure give them a slight Repair Amount buff..
A couple things caused the current issues with Active Tanks though that just giving those ships a rep buff won't solve it...
CCP Borked the All You Can Eat Nos... many an active tank was fueled by this in the day. This in and of itself wouldn't have been a killer for active tanks. CCP then added Rigs. I love rigs... ALOT, but TBH the buffer rigs are just too damn effective. Now with Heat and Boosters and Implants there is a hint of hope for the active tank since Heat a tank for a bit, pop a Blue or Exile and rock a HG Crystal set and life can get pretty damn fun again for an active tank... till you run into a couple neuts...
The bigger problem and why I get nervous with active tanks is it's damn hard to keep it in Cap... In EVE Cap is life, without it you are toast (yes Projectiles dun need it and Buffer tanks don't either) but even with projectiles and buffer tanks I shut off your Prop Mod, Web, Point etc and you are a sitting duck.
The KISS principle applies... the simplest and easiest way to PVP currently is to Buffer Tank it and have some RR handy.
Wall of text aside... make the change and add more % to the Active Tanking Ships... but it's the cap that's the killer on them. Treating a symptom not the disease 
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Slade Hoo
Amarr 24th Imperial Crusade
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Posted - 2010.02.20 13:53:00 -
[80]
Edited by: Slade Hoo on 20/02/2010 13:55:35 I think boosting armor/shield rep amount won't change anything...cyclone (600dps/600dps tank pvp-fit anyone?), myrmidon(triple rep 1k dps tank) and maelstrom (omg...got a friend that tanks 2k dps with it) are awesome tankers for solo/small engagements already. Rep amounts incl. implants+boosters+heat w/o fleet booster.
The problem lies within buffertanking, especially rigs (no stacking penalties, etc.). My suggestion is more about balancing rigs (e.g. introduce omni resist rigs, stacking penalize buffer amount rigs. Rigs are designed to be less effective as t2 modules; But regenerative membrane for armor tanks has +15% as well.
Sorry, buffing rep/boost amount isn't the solution! Let's work on the rigs!
edit: I fly buffer tanked ships (Abaddon/Geddon, Harbinger, Absolution) as well as active tanked ships (myrmidon+cyclone) ------ Make Lowsec useful! Vote in the CSM-Forum! |
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Cearain
ReSlavers
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Posted - 2010.02.20 14:12:00 -
[81]
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.02.21 04:19:00 -
[82]
Edited by: Nian Banks on 21/02/2010 04:22:32
Originally by: Slade Hoo Edited by: Slade Hoo on 20/02/2010 13:55:35 I think boosting armor/shield rep amount won't change anything...cyclone (600dps/600dps tank pvp-fit anyone?), myrmidon(triple rep 1k dps tank) and maelstrom (omg...got a friend that tanks 2k dps with it) are awesome tankers for solo/small engagements already. Rep amounts incl. implants+boosters+heat w/o fleet booster.
The problem lies within buffertanking, especially rigs (no stacking penalties, etc.). My suggestion is more about balancing rigs (e.g. introduce omni resist rigs, stacking penalize buffer amount rigs. Rigs are designed to be less effective as t2 modules; But regenerative membrane for armor tanks has +15% as well.
Sorry, buffing rep/boost amount isn't the solution! Let's work on the rigs!
edit: I fly buffer tanked ships (Abaddon/Geddon, Harbinger, Absolution) as well as active tanked ships (myrmidon+cyclone)
There are two old men, who to get to work by catching the first tram in the mornings and then walking a mile down an old cobbled path. Both of the men work in the same factory and earn the same wage but one of the old men has no wife or family to suport and so wears nice new shoes, the other has a wife and three children and so can't afford new shoes so therefore his shoes are a bit worn out.
Every day they both head off to work the same time because they must catch the first tram of the day. After the tram however the man with the nice shoes always makes it to work quicker than the one without and so has become the favourite of the boss. One day the old married man complained to his wife about how his feet hurt from the cobbled stone and that he will not get a promotion because the other man beats him to work every day.
The mans wife then thinks to herself that if she complained to the council and has the path repaired then her husband wouldn't have as sore a feet and then will get to work like the man with nice shoes. After a bit of campaigning, the council bitumen sealed the path and it was nice and easy to walk on. The poor man was pleased and walked down the path quickly. Sadly however the man with the nice shoes, without having to walk carefully, instead jogged to work because the path was so very easy on the feet. The man with old shoes ofcourse couldn't jog and was just a behind the man with the new shoes as he was before.
The moral of the story is that sometimes, fixing something to make it better for one, will often make it better for all and give you no advantage at all.
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crimson fire
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Posted - 2010.02.21 16:22:00 -
[83]
supported
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343guilty1
Strategic Insanity
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Posted - 2010.02.21 20:32:00 -
[84]
plus 10% is way easier to calc than 7.5% like, who the hell can add that after 3-4 skill levels? -.-
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Deviana Sevidon
Panta-Rhei Butterfly Effect Alliance
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Posted - 2010.02.22 13:43:00 -
[85]
Supported, active tanks could indeed use some love.
Personally I would reduce the PG requirements of Armour Repairer slighly too.
Quote: Disclaimer: All mentioned above contains my opinion and is therefore an absolute truth (for me anyway, my universe, muhahaha.....ok, done
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0n 1
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Posted - 2010.02.22 17:01:00 -
[86]
OK
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Fak Jaelt
Cabal Armaments
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Posted - 2010.02.27 22:51:00 -
[87]
An active armor bonus should allow a ship to fit a better active tank than a similar ship with a resist bonus. Resist bonuses are great for spider and buffer tanking as well as active tanks. Current %repair-amount bonuses need some re-thinking, especially considering the capacitor dependency handicap that active tanking incurs.
/supported |

Melcairwen Taldir
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Posted - 2010.02.28 12:42:00 -
[88]
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Kazuo Ishiguro
House of Marbles
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Posted - 2010.03.01 16:00:00 -
[89]
Counter-suggestion: make active tanking bonuses apply to RR mods as well. Then active tanking becomes more viable in group PVP. --- 34.4:1 mineral compression |

FU22
Duty.
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Posted - 2010.03.01 16:10:00 -
[90]
Originally by: Kazuo Ishiguro Counter-suggestion: make active tanking bonuses apply to RR mods as well. Then active tanking becomes more viable in group PVP.
Imo this won't effect solo/small gang pvp at all but encourage people to fly around in rrbs blobs more.
Supporting larks suggestion
Originally by: Millie Clode Dear santa, for christmas I would like an endless supply of noobs to march across my screen so I can pretend I'm playing duck hunt
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Yaay
UK Corp
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Posted - 2010.03.01 22:49:00 -
[91]
HP and self Rep need to be looked at, but It needs to be combined with a look at RR fits on anything other than triage carriers and Logis.
It's a more complex problem than the OP makes it.
DD changes
Docking PVP games |

Ilik Tanikalot
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Posted - 2010.03.02 12:58:00 -
[92]

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Karonys
Balderfrey Enterprises The Phoenix. Consortium
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Posted - 2010.03.02 13:38:00 -
[93]
This plus a bonus to the CPU usage of armor repair modules on ships that are meant to be active tanked would be great. Currently these ships are inferior to buffer tanked ships for everything except mission running. |

Alitaran
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Posted - 2010.03.04 14:50:00 -
[94]
Edited by: Alitaran on 04/03/2010 14:49:49 Great idea, give armor tankers some needed love.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.04 14:58:00 -
[95]
Originally by: Alitaran Edited by: Alitaran on 04/03/2010 14:49:49 Great idea, give armor tankers some needed love.
He? Why?
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Larkonis Trassler
Genos Occidere Sev3rance
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Posted - 2010.03.04 15:22:00 -
[96]
Originally by: Yaay HP and self Rep need to be looked at, but It needs to be combined with a look at RR fits on anything other than triage carriers and Logis.
It's a more complex problem than the OP makes it.
I know it is, but this is a good start. Personally I have no real gripe with plated and trimarked BS operating as an RR blob. In larger scale fights you need that EHP otherwise you'll likely instapop.
I do agree that the whole dynamic needs looking into, personally I'd like to see the fitting requirements raised on plates/extenders and lowered on reps or at least equalised. I'd rather see plated/extended BS limited to lower-mid tier guns with active repped boats being able to mount higher tier guns, but that's for another topic (and likely will never happen as it will screw over a LOT of cruiser/BC pilots).
Originally by: Naomi Knight
Originally by: Alitaran Edited by: Alitaran on 04/03/2010 14:49:49 Great idea, give armor tankers some needed love.
He? Why?
Your an moran.
Please resize your signature to the maximum file size of 24000 bytes. Zymurgist No. Larkonis |

Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.04 15:59:00 -
[97]
Originally by: Larkonis Trassler
Originally by: Yaay HP and self Rep need to be looked at, but It needs to be combined with a look at RR fits on anything other than triage carriers and Logis.
It's a more complex problem than the OP makes it.
I know it is, but this is a good start. Personally I have no real gripe with plated and trimarked BS operating as an RR blob. In larger scale fights you need that EHP otherwise you'll likely instapop.
I do agree that the whole dynamic needs looking into, personally I'd like to see the fitting requirements raised on plates/extenders and lowered on reps or at least equalised. I'd rather see plated/extended BS limited to lower-mid tier guns with active repped boats being able to mount higher tier guns, but that's for another topic (and likely will never happen as it will screw over a LOT of cruiser/BC pilots).
Originally by: Naomi Knight
Originally by: Alitaran Edited by: Alitaran on 04/03/2010 14:49:49 Great idea, give armor tankers some needed love.
He? Why?
Your an moran.
Why? Because I asked why he thinks armor tanks are weaker than shield tanks? This clearly shows how moran you are, I havent even talked to you.
Your idea to boost bonuses is stupid ,instead of boosting the reppers/shield boosters this would only make some active bonused ships worthy to use these.
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Larkonis Trassler
Genos Occidere Sev3rance
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Posted - 2010.03.04 16:22:00 -
[98]
Originally by: Naomi Knight
Originally by: Larkonis Trassler
Originally by: Yaay HP and self Rep need to be looked at, but It needs to be combined with a look at RR fits on anything other than triage carriers and Logis.
It's a more complex problem than the OP makes it.
I know it is, but this is a good start. Personally I have no real gripe with plated and trimarked BS operating as an RR blob. In larger scale fights you need that EHP otherwise you'll likely instapop.
I do agree that the whole dynamic needs looking into, personally I'd like to see the fitting requirements raised on plates/extenders and lowered on reps or at least equalised. I'd rather see plated/extended BS limited to lower-mid tier guns with active repped boats being able to mount higher tier guns, but that's for another topic (and likely will never happen as it will screw over a LOT of cruiser/BC pilots).
Originally by: Naomi Knight
Originally by: Alitaran Edited by: Alitaran on 04/03/2010 14:49:49 Great idea, give armor tankers some needed love.
He? Why?
Your an moran.
Why? Because I asked why he thinks armor tanks are weaker than shield tanks? This clearly shows how moran you are, I havent even talked to you.
Your idea to boost bonuses is stupid ,instead of boosting the reppers/shield boosters this would only make some active bonused ships worthy to use these.
Protip: Read the OP.
Please resize your signature to the maximum file size of 24000 bytes. Zymurgist No. Larkonis |

Grut
The Protei
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Posted - 2010.03.04 19:18:00 -
[99]
Theres always going to be a tipping point between active and buffer as numbers increase, unless you nerf the crap out of buffer. If you buff active tanking so that tipping point is more then well 2 you endup with broken 1v1/2v2 mechanics and ships that are still useless past the tipping point in fleets, not to mention the hulls which are meant to active tank don't have the best fitting setups for large fights (mainly blasters/acs).
Wouldn't it be better to tweak the bonus to +10% to repair mod and +10% received rr? that way the ships in question stay usefull past the tipping point. The disadvantage over a resist bonus is 1/3 less primary buffer and the requirement of rr/active tank to use the bonus. Kinsy > deadman you there? Kinsy > are either of us in pods, becase we dont know...
Mostly harmless [ 2005.12.09 19:22:50 ] (notify) You have started trying to warp scramble the Dreadnought |

Tulisin Dragonflame
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Posted - 2010.03.04 19:28:00 -
[100]
Edited by: Tulisin Dragonflame on 04/03/2010 19:28:34 I'm on board for the principle of the thing, although just going from 7.5 % to 10 % may not be the right fix.
I'd like to see a bonus like -10 % to capacitor requirement and cycle time for repairers per level. This would make them rep twice the DPS at the same amount of cap and also give them a more even repair rate (as opposed to long cycle times). It'd also mean one pulse of a repper wouldn't take as much cap.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.04 19:35:00 -
[101]
Originally by: Tulisin Dragonflame Edited by: Tulisin Dragonflame on 04/03/2010 19:28:34 I'm on board for the principle of the thing, although just going from 7.5 % to 10 % may not be the right fix.
I'd like to see a bonus like -10 % to capacitor requirement and cycle time for repairers per level. This would make them rep twice the DPS at the same amount of cap and also give them a more even repair rate (as opposed to long cycle times). It'd also mean one pulse of a repper wouldn't take as much cap.
Or a better one make them unkillable until they fit up a repper. Why not? It wouldnt be more unbalanced than your current proposal.
So whats the problem with boosting reppers/boosters instead of some ships? Then even without bonus there would be reasons to fit active tanks up,and bonused ships would still be 7.5%/lvl better at it.
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Tulisin Dragonflame
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Posted - 2010.03.04 19:47:00 -
[102]
Originally by: Naomi Knight
Originally by: Tulisin Dragonflame Edited by: Tulisin Dragonflame on 04/03/2010 19:28:34 I'm on board for the principle of the thing, although just going from 7.5 % to 10 % may not be the right fix.
I'd like to see a bonus like -10 % to capacitor requirement and cycle time for repairers per level. This would make them rep twice the DPS at the same amount of cap and also give them a more even repair rate (as opposed to long cycle times). It'd also mean one pulse of a repper wouldn't take as much cap.
Or a better one make them unkillable until they fit up a repper. Why not? It wouldnt be more unbalanced than your current proposal.
So whats the problem with boosting reppers/boosters instead of some ships? Then even without bonus there would be reasons to fit active tanks up,and bonused ships would still be 7.5%/lvl better at it.
Because there's nothing wrong with reps as a module. They function well on their own in a lot of situations. The problem is simply with ships that are "forced" (via bonuses) to fit them in situations where they don't work well.
The solution is to make them work well for those ships, even in situations where repairers don't usually work well, not to boost repairers for everyone at a risk of overpowering them in situations where they're already good.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.04 19:56:00 -
[103]
Originally by: Tulisin Dragonflame
Originally by: Naomi Knight
Originally by: Tulisin Dragonflame Edited by: Tulisin Dragonflame on 04/03/2010 19:28:34 I'm on board for the principle of the thing, although just going from 7.5 % to 10 % may not be the right fix.
I'd like to see a bonus like -10 % to capacitor requirement and cycle time for repairers per level. This would make them rep twice the DPS at the same amount of cap and also give them a more even repair rate (as opposed to long cycle times). It'd also mean one pulse of a repper wouldn't take as much cap.
Or a better one make them unkillable until they fit up a repper. Why not? It wouldnt be more unbalanced than your current proposal.
So whats the problem with boosting reppers/boosters instead of some ships? Then even without bonus there would be reasons to fit active tanks up,and bonused ships would still be 7.5%/lvl better at it.
Because there's nothing wrong with reps as a module. They function well on their own in a lot of situations. The problem is simply with ships that are "forced" (via bonuses) to fit them in situations where they don't work well.
The solution is to make them work well for those ships, even in situations where repairers don't usually work well, not to boost repairers for everyone at a risk of overpowering them in situations where they're already good.
So wouldnt boosting bonus to 10%/lvl make those ships op in situations where they're already good? Because for those self repair bonused ships both changes would be the same , but for not bonused ships in your version self repairing would still be unwanted.
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MADDOGzors
Total Mayhem. Cry Havoc.
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Posted - 2010.03.04 21:46:00 -
[104]
If you really want active tanking to be viable the answer is simple. You boost the rep amount done by modules. If you think 10% more boost is enough you're crazy. Think more around 25% more boost. For example a T2 XL SB boosts 600 hp. A 25% boost would then make it rep 750 hp. This cannot be only for ships that have in your opinon, active bonuses. For example the Rokh has a resist bonus but is a great active tank. And I feel sorry for hype pilots because the slot layout and PG does need tweaked. Whatever the change for active tanking, it needs to be across the board and not to select ships.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.03.05 03:09:00 -
[105]
Originally by: MADDOGzors If you really want active tanking to be viable the answer is simple. You boost the rep amount done by modules. If you think 10% more boost is enough you're crazy. Think more around 25% more boost. For example a T2 XL SB boosts 600 hp. A 25% boost would then make it rep 750 hp. This cannot be only for ships that have in your opinon, active bonuses. For example the Rokh has a resist bonus but is a great active tank. And I feel sorry for hype pilots because the slot layout and PG does need tweaked. Whatever the change for active tanking, it needs to be across the board and not to select ships.
No no and damned well NO!
I wish all you mob who suggest boosting/fixing active tanking modules in preference to boosting the active tanking bonus would get it through your thick damned skulls that the issue here is not the mobule but the tanking bonus balannce.
Currently the 5%/lvl resist bonus is superior in almost every way to the 7.5%/lvl rep bonus, there is a margin a very very small margin that a repair bonus is superior in raw dps tank. This btw is the case even if the resist bonused ship goes active tank also.
If you boost the active modules, it won't change a thing, the resist bonused ships will still be superior because they can fit the same module. Hence why the OP asks for a repair bonus increase, then at least the repair bonus will have a clear superiority in smaller engagements, and not by a huge amount and certainly not a game breaking amount. But a clear enough difference to make it worth using a vulnerable tank such as an active bonus.
Were not here to fix active tanking modules, were here to fix active tanking ships.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.05 07:17:00 -
[106]
Originally by: Nian Banks
Originally by: MADDOGzors If you really want active tanking to be viable the answer is simple. You boost the rep amount done by modules. If you think 10% more boost is enough you're crazy. Think more around 25% more boost. For example a T2 XL SB boosts 600 hp. A 25% boost would then make it rep 750 hp. This cannot be only for ships that have in your opinon, active bonuses. For example the Rokh has a resist bonus but is a great active tank. And I feel sorry for hype pilots because the slot layout and PG does need tweaked. Whatever the change for active tanking, it needs to be across the board and not to select ships.
No no and damned well NO!
I wish all you mob who suggest boosting/fixing active tanking modules in preference to boosting the active tanking bonus would get it through your thick damned skulls that the issue here is not the mobule but the tanking bonus balannce.
Currently the 5%/lvl resist bonus is superior in almost every way to the 7.5%/lvl rep bonus, there is a margin a very very small margin that a repair bonus is superior in raw dps tank. This btw is the case even if the resist bonused ship goes active tank also.
If you boost the active modules, it won't change a thing, the resist bonused ships will still be superior because they can fit the same module. Hence why the OP asks for a repair bonus increase, then at least the repair bonus will have a clear superiority in smaller engagements, and not by a huge amount and certainly not a game breaking amount. But a clear enough difference to make it worth using a vulnerable tank such as an active bonus.
Were not here to fix active tanking modules, were here to fix active tanking ships.
So you are saying that these active tank bonused ships are fine atm,even when fitted with such modules. Then why do you want to boost them? Just because they have different bonus than other ships? It makes no sense. Bonuses are different ship to ship that doesnt justify that bonuses have to equal to eachother, only ships performane matters,and as you said these ships work fine as they are now.
If they are fine there is no need to boost them!
"Were not here to fix active tanking modules, were here to fix active tanking ships." "then at least the repair bonus will have a clear superiority in smaller engagements" so you just want to make you ships the only ships reasonable for smaller engagements? awesome for balance :(
What I see is that you want your active tanked minmatar ships even better,but these are fine and such a change would make them op. Thou I agree that some active tank bonused gallente ships are weak and should be boosted ,but then there is the ship hull is the problem not the bonus itself,better slot layouts and fittings could fix them easily.
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Nian Banks
Minmatar Berserkers of Aesir
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Posted - 2010.03.05 08:51:00 -
[107]
Edited by: Nian Banks on 05/03/2010 08:55:05
Originally by: Naomi Knight ~the "I don't read peoples reply or understand common logic" reply~
Ahh... You still don't understand? I cry for your parents... Hope they didn't putmuch into your education.
I will try one more time to explain the situation to you. Although I doubt you will read it...
Currently with the way resists, incoming dps, tanked dps, time and cap use. If an active tank bonused ship and a resist bonused ship both fitted an active tank, the active bonused ship would only be superior by about 2% in tank, however as soon as both ships have to disable their rep due to cap, the resist bonused ship wins out. The superiority of the active tank bonused ship is also only within a very small window of incoming dps.
Note: If a small gang V's small gang situation had both gangs with a logistics cruiser, the resist bonus ship would be vastly superior than an active tank bonused ship. Negating even the minor superiority of active tank bonused ships in small engagements.
Once the incoming dps is sufficient enough, I.e medium sized engagements and up, the resist bonused ship is superior by a great deal in all situations because an active tank ceases to be viable, RR, EHP and for small ships speed, are the only accepted tank for those larger engagements.
Because the resist bonus is so far and away superior in the vast majority of pvp (not that I gripe about balance in tanks for large engagements), it is only fitting that active tank bonused ships were equally superior in small engagements as resist bonused ships are in large engagements.
P.s If you don't understand this then sod off, your a waste of forum bandwidth.
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Larkonis Trassler
Genos Occidere Sev3rance
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Posted - 2010.03.05 10:42:00 -
[108]
Originally by: MADDOGzors If you really want active tanking to be viable the answer is simple. You boost the rep amount done by modules. If you think 10% more boost is enough you're crazy. Think more around 25% more boost. For example a T2 XL SB boosts 600 hp. A 25% boost would then make it rep 750 hp. This cannot be only for ships that have in your opinon, active bonuses. For example the Rokh has a resist bonus but is a great active tank. And I feel sorry for hype pilots because the slot layout and PG does need tweaked. Whatever the change for active tanking, it needs to be across the board and not to select ships.
I wondered when you'd tip up in this thread spilling your man juice and love for the Rokh everywhere... I'm not just refering to the Hype but ALL ships with this bonus. I'll refer you to Nian Banks' post, he put it quite well...
Please resize your signature to the maximum file size of 24000 bytes. Zymurgist No. Larkonis |

Dogfighter
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Posted - 2010.03.05 10:51:00 -
[109]
/signed
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Minkert
101st Covert Ops C. O. R. E.
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Posted - 2010.03.05 17:33:00 -
[110]
√√
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MADDOGzors
Total Mayhem. Cry Havoc.
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Posted - 2010.03.05 19:58:00 -
[111]
In small gangs the maelstrom is pretty damn close to the rokh in tank. The maelstrom has the cap advantage making it better if it has to tank a long time. So say you get your 10% boost per level. That's only 12.5% more boost with bs 5. That's less than popping a blue pill. If your arguement is to make active tanking viable in small-mid size gangs then you better ask for a bigger buff. Even with HG crystals right now my active rokh still melts in larger fights as it should. So imagine if you get a buff to your ships that equals having HG crystals, it still won't be enough. I'd be very surprised if ccp buffed active tanking in any way. But good luck.
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kivulinduli
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Posted - 2010.03.07 13:35:00 -
[112]
/signed
<--- has Minmatar BS, Cruiser, Frigate & Battlecruiser V. Give active tank ships some love.
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Clumsy Pilot
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Posted - 2010.03.07 15:00:00 -
[113]
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Learol
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Posted - 2010.03.07 15:52:00 -
[114]
Edited by: Learol on 07/03/2010 15:52:30 My active tanks work for better than any of my buffer fits, they only do for 40 seconds, mind you :)
still, supported |

Spugg Galdon
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Posted - 2010.03.08 18:05:00 -
[115]
Originally by: Grut Theres always going to be a tipping point between active and buffer as numbers increase, unless you nerf the crap out of buffer. If you buff active tanking so that tipping point is more then well 2 you endup with broken 1v1/2v2 mechanics and ships that are still useless past the tipping point in fleets, not to mention the hulls which are meant to active tank don't have the best fitting setups for large fights (mainly blasters/acs).
Wouldn't it be better to tweak the bonus to +10% to repair mod and +10% received rr? that way the ships in question stay usefull past the tipping point. The disadvantage over a resist bonus is 1/3 less primary buffer and the requirement of rr/active tank to use the bonus.
That part of your post I've bolded is a very good idea. Gives the ship two roles. Solo/small gang self rep BS and a fleet BS used with RR. The numbers need running but I think his is something to concentrate on.
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Ephemeron
Retribution Corp. Initiative Associates
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Posted - 2010.03.08 18:51:00 -
[116]
Edited by: Ephemeron on 08/03/2010 18:51:30
Quote: Wouldn't it be better to tweak the bonus to +10% to repair mod and +10% received rr?
Why not simply engage the memory block in your brain and realize that this hasn't been the problem in the past. It is an emergent problem. Since we can remember the states of the game where it was not a problem and when it became a problem, we can trace back the changes and isolate the ones mostly likely to be responsible for this passive/active disparity.
This never ending cycle of tanking boosts is starting to look disturbing. But then again, you'd need a functioning memory to see the pattern.
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SupaKudoRio
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Posted - 2010.03.08 19:57:00 -
[117]
I love flying active tanked ships.
I'll support, but the problem isn't in the ship bonuses. IMHO, five times repair amount and capacitor use on the modules themselves would go much further. _____
10/10: Where is your God now? |

Dianna Soreil
Monolithic. Aggressive Dissonance
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Posted - 2010.03.08 21:17:00 -
[118]
great, now i will finally be able to collect the insurance on that cyclone that's gathering dust in my hangars
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2010.03.08 22:11:00 -
[119]
Quote: Wouldn't it be better to tweak the bonus to +10% to repair mod and +10% received rr? that way the ships in question stay usefull past the tipping point. The disadvantage over a resist bonus is 1/3 less primary buffer and the requirement of rr/active tank to use the bonus.
QFT, i like that.
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Swguru
Dead Pilots Society
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Posted - 2010.03.08 23:13:00 -
[120]
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yani dumyat
Pixie Cats
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Posted - 2010.03.09 00:33:00 -
[121]
Active tanking modules and bonuses need looked at simultaneously otherwise you'll achieve nothing because it's so much easier to fit an oversize extender/plate than it is to fit an oversize repper / booster.
A large shield booster + medium cap booster takes up more pg/cpu than two large extenders and takes 109 seconds to make up the same amount of HP (assuming lvl 5 skills). Not many 1 vs 1 fights are going to last long enough for that to be a worthwhile trade off.
On most cruisers the choice is between a large extender or medium booster + small cap booster. Until this discrepancy is fixed active tanking bonuses will be worthless on anything smaller than a battleship.
Originally by: Grut
Wouldn't it be better to tweak the bonus to +10% to repair mod and +10% received rr
Quoted as proof that intelligence exists somewhere on the eve forums. Sig_______
"Advice is a form of nostalgia. Dispensing it is a way of fishing the past from the disposal, wiping it off, painting over the ugly parts and recycling it for more than it's worth." |

Enzu777
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Posted - 2010.03.09 05:13:00 -
[122]
strongly agree
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Spugg Galdon
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Posted - 2010.03.11 09:59:00 -
[123]
Edited by: Spugg Galdon on 11/03/2010 10:06:08 Well looking at figures in EFT (which I hate doing cause it isn't really testing ideas) and looking at only third tier BS's in a remote rep role these are results I found (all lvl 5 skills no implants).
Abaddon: DPS.......920 @ 15(+10)km (tracking 0.04129) TANK......150k EHP with a defence efficiency of 394 (omni damage) with a single remote armour rep
Hyperion: DPS.......1085 @ 4.5(+13)km (tracking 0.07036) TANK......110k EHP with a defence efficiency of 253 (omni damgae) with a single remote armour rep
Rohk: DPS.......748 @ 6.8(+13)km (tracking 0.05412) TANK......117k (124k w Invul overloaded) EHP with a defence efficiency of 394 (431 OL'd Invul)with a single remote shield rep
Maelstrom: DPS.......1021 @ 3.5 (+31)km (tracking 0.05913) TANK.....95k (100k with invul OL'd) EHP with a defence efficiency of 268 (298 Invul OL'd) with a single remote shield rep
Now if we apply the idea of increasing the ammount of RR the Hyperion and Maelstrom recieve, say 7.5% / BS level the EFT defence efficiency figures would be far closer to their competitors. Does anyone bleive this would create an imbalance or do youthink that it gives the Hyp and Mael a fleet role instead of just relegating them to solo/very small gang work as the local rep bonus becomes useless vs more than 2 or three ships.
So in summary.... what this thread would be requesting is that the active tank bonus be increase to 10% per lvl of armour repairer/ shield boost ammount and 7.5% bonus to RR recieved but only in armour for hype and shield for mael.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.11 12:22:00 -
[124]
Edited by: Naomi Knight on 11/03/2010 12:23:11
Originally by: Spugg Galdon Edited by: Spugg Galdon on 11/03/2010 10:06:08 Well looking at figures in EFT (which I hate doing cause it isn't really testing ideas) and looking at only third tier BS's in a remote rep role these are results I found (all lvl 5 skills no implants).
Abaddon: DPS.......920 @ 15(+10)km (tracking 0.04129) TANK......150k EHP with a defence efficiency of 394 (omni damage) with a single remote armour rep
Hyperion: DPS.......1085 @ 4.5(+13)km (tracking 0.07036) TANK......110k EHP with a defence efficiency of 253 (omni damgae) with a single remote armour rep
Rohk: DPS.......748 @ 6.8(+13)km (tracking 0.05412) TANK......117k (124k w Invul overloaded) EHP with a defence efficiency of 394 (431 OL'd Invul)with a single remote shield rep
Maelstrom: DPS.......1021 @ 3.5 (+31)km (tracking 0.05913) TANK.....95k (100k with invul OL'd) EHP with a defence efficiency of 268 (298 Invul OL'd) with a single remote shield rep
Now if we apply the idea of increasing the ammount of RR the Hyperion and Maelstrom recieve, say 7.5% / BS level the EFT defence efficiency figures would be far closer to their competitors. Does anyone bleive this would create an imbalance or do youthink that it gives the Hyp and Mael a fleet role instead of just relegating them to solo/very small gang work as the local rep bonus becomes useless vs more than 2 or three ships.
So in summary.... what this thread would be requesting is that the active tank bonus be increase to 10% per lvl of armour repairer/ shield boost ammount and 7.5% bonus to RR recieved but only in armour for hype and shield for mael.
Hmm compared to rokh vs maelstrom I see no reason to boost the mael,maybe after a blaster boost. So it is clr that maelstroms bonuses are fine-->no need for this active tank bonus boost.
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Emperor Ryan
Imperial Syndicate Forces Systematic-Chaos
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Posted - 2010.03.11 12:50:00 -
[125]
yup - Emperor
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Spugg Galdon
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Posted - 2010.03.11 13:55:00 -
[126]
Originally by: Naomi Knight Hmm compared to rokh vs maelstrom I see no reason to boost the mael,maybe after a blaster boost. So it is clr that maelstroms bonuses are fine-->no need for this active tank bonus boost.
Gotta love Amarr eh Naomi? They get the DPS, the range advantage, the buffer and the RR and Active tanking advantage.
The Maelstrom requires 150% more remote reppers to be on par with the Abaddon's remote rep tanking ability. The Maelstroms DPS is actually THE SAME as the Abaddons at 15km. The Hype does almost the same using Null at 15km. Unfortunatly the Rokh fails here too. Doing only 60% the DPS the other three ships offer . So if the active tank boost goes forward the Rokh will need a boost to buffer to compensate. It all needs balancing out but we'll find a way in the end 
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Spugg Galdon
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Posted - 2010.03.11 14:23:00 -
[127]
Sorry I'm a moron... didn't have any drones in the Rokh!.... updated above post
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Harotak
THE FINAL STAND The Final Stand.
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Posted - 2010.03.11 15:34:00 -
[128]
Edited by: Harotak on 11/03/2010 15:35:19 Also, change the Hype to 10% SHIELD boost ammount per level pretty please. Real men fit neutrons and four mag stabs.
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Radgette
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Posted - 2010.03.11 16:40:00 -
[129]
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Mari Iijima
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Posted - 2010.03.11 19:48:00 -
[130]
+1, my main flys a tri-rep, dual boosted myrm. This will make my tank 2ez4lowsec ;)
Lame industrial market alt. |
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.11 20:32:00 -
[131]
Originally by: Spugg Galdon Sorry I'm a moron... didn't have any drones in the Rokh!.... updated above post
Oh it seem different now.
So giving 7.5%/lvl for incoming remote rep is fine with me ,but not this 10%/lvl the op wants.
Btw it seems that armor tank >> shield ,what a surprise,maybe ccp should do something about that too. Like increasing the base shield resists a little bit.
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Spugg Galdon
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Posted - 2010.03.11 20:57:00 -
[132]
Edited by: Spugg Galdon on 11/03/2010 20:58:29
Originally by: Naomi Knight
So giving 7.5%/lvl for incoming remote rep is fine with me ,but not this 10%/lvl the op wants.
Btw it seems that armor tank >> shield ,what a surprise,maybe ccp should do something about that too. Like increasing the base shield resists a little bit.
I agree that 10% is a little too much. Maybe 9% per level is a better figure (end result is 7.5% better @ lvl5 than current. 9%/lvl remote rep recieved looks like an excellent fix for the disparity between the resist bonus and the local boost bonus (according to EFT this would give slightly higher defence efficiency on a single remote rep than a ship with the resist bonus). I've only been checking out battleships with this idea and it looks perfect. Yes the Rokh needs either a slight boost to base shield resists or a boost to base shield ammount to balance it all out with a good buffer. I would prefer the latter as better resists = better RR tanking.
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fivetide humidyear
Fool Mental Junket
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Posted - 2010.03.12 14:46:00 -
[133]
makes sense
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Arthur Black
SoE Roughriders Electus Matari
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Posted - 2010.03.14 14:07:00 -
[134]
I would not like to see any sort RR bonus on the ships in questions. Take the Hyperion for instance. What would you do be doing in a RR gang with a 8-turret ship? Drop one gun for a RR? You're not going to be accepted in a RR BS gang without a RR module. Hence, bring the Megathron.
If you're talking about dedicated logistics support, well, that could work, but it's already been stated that active tanking ships work best in very small and/or solo engagements. You're not going to have dedicated logistics around for those.
Why make this more convoluted than it needs to be? The original idea presented is simple, easy, and makes sense (and still has my support).
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Spugg Galdon
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Posted - 2010.03.14 17:24:00 -
[135]
Originally by: Arthur Black I would not like to see any sort RR bonus on the ships in questions. Take the Hyperion for instance. What would you do be doing in a RR gang with a 8-turret ship? Drop one gun for a RR? You're not going to be accepted in a RR BS gang without a RR module. Hence, bring the Megathron.
If you're talking about dedicated logistics support, well, that could work, but it's already been stated that active tanking ships work best in very small and/or solo engagements. You're not going to have dedicated logistics around for those.
Why make this more convoluted than it needs to be? The original idea presented is simple, easy, and makes sense (and still has my support).
There is a disparity between the usefulness between the armour/shield resist bonus and the armour repair bonus in that the resist bonus works well with a buffer tank, an active tank and spider tanking. The active tank bonus is also useless when the ship is used in larger than very small scale PvP whereas the resist bonus is useful as either a buffer or a remote rep. Dropping a turret for a remote rep is not that big of a deal when it comes to it, In fact, in some instances we use dual RR fits on our megs's in my corp when in fleet BS fights. 9% per level to armour repair amount and remote repair recieved looks like it would work very well amongst the 3rd tier BS's (haven't checked the BC's yet) with some other tweaking of these ships stats ALL the 3rd teir BS's would bcome very useful, well rounded ships that can be used in small/large fleet engagements or solo.
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.14 17:54:00 -
[136]
Originally by: Spugg Galdon
Originally by: Arthur Black I would not like to see any sort RR bonus on the ships in questions. Take the Hyperion for instance. What would you do be doing in a RR gang with a 8-turret ship? Drop one gun for a RR? You're not going to be accepted in a RR BS gang without a RR module. Hence, bring the Megathron.
If you're talking about dedicated logistics support, well, that could work, but it's already been stated that active tanking ships work best in very small and/or solo engagements. You're not going to have dedicated logistics around for those.
Why make this more convoluted than it needs to be? The original idea presented is simple, easy, and makes sense (and still has my support).
There is a disparity between the usefulness between the armour/shield resist bonus and the armour repair bonus in that the resist bonus works well with a buffer tank, an active tank and spider tanking. The active tank bonus is also useless when the ship is used in larger than very small scale PvP whereas the resist bonus is useful as either a buffer or a remote rep. Dropping a turret for a remote rep is not that big of a deal when it comes to it, In fact, in some instances we use dual RR fits on our megs's in my corp when in fleet BS fights. 9% per level to armour repair amount and remote repair recieved looks like it would work very well amongst the 3rd tier BS's (haven't checked the BC's yet) with some other tweaking of these ships stats ALL the 3rd teir BS's would bcome very useful, well rounded ships that can be used in small/large fleet engagements or solo.
Lets change kinetic only bonus to regular dmg bonus on caldari missile ships.
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Spugg Galdon
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Posted - 2010.03.14 18:27:00 -
[137]
I'm confused Naiomi. Why have you asked for that in here? I also disagree, Caldari are the kinetic race. But we're going way off topic now 
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Naomi Knight
Amarr Imperial Academy
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Posted - 2010.03.14 18:34:00 -
[138]
Originally by: Spugg Galdon I'm confused Naiomi. Why have you asked for that in here? I also disagree, Caldari are the kinetic race. But we're going way off topic now 
It is easy ,same argument as your post ,kinetic bonus is weaker than the regular dmg bonus,it limits those ships where kinetic is heavily resisted same way as active bonus does within fleets see similar :D
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