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Large Collidable Object
morons.
1938
|
Posted - 2012.08.24 22:14:00 -
[1] - Quote
Thought that was an interesting question - I have my opinion on the issue but don't want to influence the thread to much from the get-go.
However, with the introduction of ASBs and ARSHs respectively, CCP obviously don't want to equalize, but further diverge them.
I have never read or heard anything clear about their goal for each tanking type, though.
So thoughts what they shoiuld be, what CCP should aim for, snippets of information? Post them here. You know... morons. |

Alara IonStorm
3023
|
Posted - 2012.08.24 22:25:00 -
[2] - Quote
Here is a quote on tanking from CCP Fozzie in case you haven't seen it.
CCP Fozzie wrote:Discussion of tanking imbalances: So some people have been asking if we care about some of the design problems inherent in our current tanking situation, and if we're going to redesign these ships to compensate for these problems. Firstly, we are very aware of the many problems we're facing in tanking design at the moment. The balance between active and passive tanks, and between armor and shield (and honour) tanking are both in need of work. ASBs have made parts of this problem better (adding new interesting gameplay and making "active" tanking more popular) while making other parts worse (too good in many circumstances, and skewing the meta further towards shield). Armor and shield tanking balance suffers because mass (and velocity) penalties are far more severe than signature radius penalties in most circumstances, and to a lesser extent because of the difference between shield hitting at the start of a cycle and armor hitting at the end. This is especially harmful for active tanking Gallente blaster ships that need that speed to get within range. These problems are real and we are working on them, but the solution isn't to skew the ships themselves too far in the opposite direction. Our goals are to hit the problems at their source. That being said there may be things we end up doing to these ships to help smooth things out, such as reducing cycle times and/or tweaking the mass of the armor tankers down a bit. We're going to keep working on these ships up to and beyond release in the Winter.
|

Large Collidable Object
morons.
1939
|
Posted - 2012.08.24 23:03:00 -
[3] - Quote
Alara IonStorm wrote:Here is a quote on tanking from CCP Fozzie in case you haven't seen it. CCP Fozzie wrote:Discussion of tanking imbalances: So some people have been asking if we care about some of the design problems inherent in our current tanking situation, and if we're going to redesign these ships to compensate for these problems. Firstly, we are very aware of the many problems we're facing in tanking design at the moment. The balance between active and passive tanks, and between armor and shield (and honour) tanking are both in need of work. ASBs have made parts of this problem better (adding new interesting gameplay and making "active" tanking more popular) while making other parts worse (too good in many circumstances, and skewing the meta further towards shield). Armor and shield tanking balance suffers because mass (and velocity) penalties are far more severe than signature radius penalties in most circumstances, and to a lesser extent because of the difference between shield hitting at the start of a cycle and armor hitting at the end. This is especially harmful for active tanking Gallente blaster ships that need that speed to get within range. These problems are real and we are working on them, but the solution isn't to skew the ships themselves too far in the opposite direction. Our goals are to hit the problems at their source. That being said there may be things we end up doing to these ships to help smooth things out, such as reducing cycle times and/or tweaking the mass of the armor tankers down a bit. We're going to keep working on these ships up to and beyond release in the Winter.
Thanks - actually I've missed that post. Quite interesting read although I've never perceived the mods hitting times as much of a problem personally.
However CCP have to be careful with this one - e.g. regarding the Incursus, it was obviously balanced towards current mechanics as it tanks pretty fine - reducing cycle times may imbalance it.
Agree on the mass issue - especially rig penalties - aside from ASBs and ARSCHs being tweaked.
(to those getting it: that was not a freudian slip). You know... morons. |

Paikis
Lycosa Syndicate Surely You're Joking
131
|
Posted - 2012.08.25 05:26:00 -
[4] - Quote
There is a very simple fix here. Change the Rig skills to reduce penalties by 20% per level. That would remove penalties on any rigs you chose to train to V. Armor ships would retain their HP advantage without being slowed down so much, and shield ships would retain their speed advantage without having a signature radius the size of a small moon.
Penalties from other modules should remain. |

Liang Nuren
Heretic Army Heretic Nation
1995
|
Posted - 2012.08.25 05:29:00 -
[5] - Quote
I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Lili Lu
363
|
Posted - 2012.08.25 13:31:00 -
[6] - Quote
Liang Nuren wrote:I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)
-Liang
Ed: Also, oversized mods wouldn't be as much of a pain in the ass. I posted the same observation in a thread shortly after the ASBs and AAHs were announced. It's almost like they got them backward. Active shield tanking was already viable with some pimping and implants. Active armor tanking was not except for some docking games in a myrm or hype.
I think one reason they went with ASB is that the coding appears to rule out ammo for low slot modules. And they apparently thought the AAH would help the armor buffer but speed penalized oh crap can't get in range . . . problem. It doesn't as it does not provide enough of a buffer and it has other problems with fitting and cap use to be used on frigs through BSs.
They could instead be trying something like buffing the regenerative membrane. If it was altered to be like a plate and give a whole number bonus that might be something less than a plate (plus a very slow actual armor regen for later ss'd self healing) it might see use toward overcoming the armor penalties syndrome.
Regardless, they appear to be cogniscent of the tanking disparity problems finally. They had better move somewhat swiftly as armor tanking in small through even large ships is becoming much less seen with the arrival of the ASBs and the ongoing underlying problems of penalties to mobility and reps landing at end of a too long cycle with local and remote armor reps. |

Hrett
Justified Chaos
171
|
Posted - 2012.08.25 13:36:00 -
[7] - Quote
I dont mind that there are differences between the two tank types. In fact, I think its cool. I think CCP is on the right track with ASB (but small nerd mentioned below). They need two tweak the armor ones though.
So keeping with the theme of shield = light/skirmish and armor = heavy/endurance, make changes something like:
1. Decrease cap usage of RAH and increase the amount/speed at which it shifts. I like the idea behind this module, but it's too slow and cap hungry to be of much use now. There is no reason to use it over a second EANM right now, and little to use it over a third. These changes will make armor tanks stronger the longer the fight goes. Endurance.
2. Change the armor rig penalties to something else. Sig radius would be ok. This is just a giant penalty to Gallente ships.
3. Keep it so armor still needs to rely on a separate cap booster module. But significantly reduce the amount of cap they use (like half). This makes armor more cap friendly to allow for longer endurance, easier use of neuts, more resistance to neuts, and helps with the fact that traditional armor races use blasters and lasers. Endurance.
4. Increase the length of time armor mods can over heat or have higher module hit points, or reduce the amount of heat damage they cause. Endurance.
5. Reduce the fitting requirements slightly (allows for fitting of additional reps/cap boosters/larger weapons/plates). Heavy.
6. Increase the rep amounts or speed slightly - not on par with ASBs - but more than now. OR, increase the amount of benefit you get from overheating, and allow them to overheat for longer. I can see the need for double rep setups - having to fit triple reps is kinda silly though. Heavy/Endurance.
So, the above changes would make armor ships be a bit hardier, more resistant to neuting/better able to use neuts, fit heavier weapons and have longer 'staying power' with increased overheating ability. It also makes sense because the traditional armor races use the two most cap hungry weapons.
7. For shield - I like ASB, but the dual setups are kinda crazy. So to reduce (but not eliminate) those options - increase the fitting requirements of ASB slightly so you REALLY have to gimp your fit (smaller weapons, less nos/neut or more fitting mods) to fit 2 of them. I think that would go a long way to balance the dual oversize fits we are seeing. If you want to make something crazy with an obscene tank - you still can - but good luck fitting weapons to keep you in your normal 'DPS class'. Would reduce their abilities to fit full-size nos/nets too - again keeping with the reduced endurance but skirmish mentality.
I dunno - just some ideas. I like the differences between tank styles - but they need to be balanced now.
Shield would continue to be the quick strike race but still have a good active tank option. Armor would be the heavies with longer staying power.
I am just clad CCP has commented on the issue finally. Sounds like they are working on it. Go go CCP. I'm probably typing on an iPad, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them. |

Large Collidable Object
morons.
1947
|
Posted - 2012.08.25 14:04:00 -
[8] - Quote
Liang Nuren wrote:I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)
-Liang
Ed: Also, oversized mods wouldn't be as much of a pain in the ass.
Yes - the fact they didn't introduce ASBs as an armor tanking module led me to believe they wanted to move them further apart from each other.
As Lili said, active shield burst tanking was viable before the introduction of ASBs, whereas active armor tanking only was on some few select bonused fits in certain situation and with gimmick fits, so armor tanking would have been in dire need of a module like that whereas shield tanking wasn't.
Lili Lu wrote: edit- also unfortunately they appear to experimenting with upping the armor rep bonus to 10% on some gallente hulls. It will help and already does help the incusus for pve. But, this will not help active armor for pvp. It does not address the underlying problems with active armor mod stats and fittings and mechanics.
The bigger problem I see with that is if they want to tackle the peoblems with armor tanking at their root (from my understanding that would be a rework of armor rep and rig stats), these ships will need to be readjusted or end up OP. On a side note, I actually found a dualrep incursus to be remotely viable in pvp and killed things using it.
Imho, tanking styles should keep their unique flavour, but under current mechanics, that would mean armor = immobile EHP+logistics blobfests (a few exceptions aside) and shield = everything else.
Some very nice suggestions from Hrett btw. You know... morons. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
400
|
Posted - 2012.08.25 14:06:00 -
[9] - Quote
1. CCP will halve the cycle time of remote reps and doubling the cycle time of remote shield transfers while maintaing their healing per second.
2. CCP will introduce low impact penalties for plates and armor rigs or remove penalties from all rigs at skill level V. Reason being, the community is unwilling to accept meaningful penalties for shield rigs and extenders.
3. CCP will make fitting oversized shield boosters a thing of the past or significantly reduce fitting requirements for armor repairers while increasing their healing per second.
4. CCP will limit ASBs to one per ship.
More realistically, I expect further nonsense like the ASB and RAH as CCP flails around in confusion. Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

Paikis
Lycosa Syndicate Surely You're Joking
131
|
Posted - 2012.08.25 14:50:00 -
[10] - Quote
Takeshi Yamato wrote:1. CCP will halve the cycle time of remote reps and doubling the cycle time of remote shield transfers while maintaing their healing per second.
I'm not sure if this will be enough. If not they'll have to be homogenized.
2. CCP will introduce low impact penalties for plates and armor rigs or remove penalties from all rigs at skill level V. Reason being, the community is unwilling to accept meaningful penalties for shield rigs and extenders.
An example of meaningful penalty for shield tanking mods could be a max cap reduction. Large enough to make a cap injector mandatory for fits that employ high cap usage mods such as the MWD, energy neutralizers, etc. Large enough to guarantee that shield fits will lose in capacitor warfare against armor ships when equivalent fits are used.
3. CCP will make fitting oversized shield boosters a thing of the past or significantly reduce fitting requirements for armor repairers while increasing their healing per second.
4. CCP will limit ASBs to one per ship.
If they have guts they'll instead add a low slot cap injector and remove ASBs (one can dream, right?)
These would make a lot of sense, but I don't expect CCP to make sensible changes in this area after the RAH and ASB.
Somebody can't fly shield ships.
Your "suggestions" basically amount to the following: 1. Buff remote armor reps, nerf shield transfers. 2. Remove penalties from armor tanking rigs or cripple shield tanking ships with rig penalties. 3. Remove the oversized shield reps, but no mention of removing the 1600mm armor plates 4. Limit or outright remove ASBs.
Typical knee-jerk response from someone only looking at one facet of tanking and yelling "not fair!" |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
401
|
Posted - 2012.08.25 15:02:00 -
[11] - Quote
Paikis wrote: Somebody can't fly shield ships.
Your "suggestions" basically amount to the following: 1. Buff remote armor reps, nerf shield transfers. 2. Remove penalties from armor tanking rigs or cripple shield tanking ships with rig penalties. 3. Remove the oversized shield reps, but no mention of removing the 1600mm armor plates 4. Limit or outright remove ASBs.
Typical knee-jerk response from someone only looking at one facet of tanking and yelling "not fair!"
You seem to be pretty clueless about what's balanced and what isn't. Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

nahjustwarpin
Imperial Academy Amarr Empire
35
|
Posted - 2012.08.25 15:06:00 -
[12] - Quote
Paikis wrote:Takeshi Yamato wrote:1. CCP will halve the cycle time of remote reps and doubling the cycle time of remote shield transfers while maintaing their healing per second.
I'm not sure if this will be enough. If not they'll have to be homogenized.
2. CCP will introduce low impact penalties for plates and armor rigs or remove penalties from all rigs at skill level V. Reason being, the community is unwilling to accept meaningful penalties for shield rigs and extenders.
An example of meaningful penalty for shield tanking mods could be a max cap reduction. Large enough to make a cap injector mandatory for fits that employ high cap usage mods such as the MWD, energy neutralizers, etc. Large enough to guarantee that shield fits will lose in capacitor warfare against armor ships when equivalent fits are used.
3. CCP will make fitting oversized shield boosters a thing of the past or significantly reduce fitting requirements for armor repairers while increasing their healing per second.
4. CCP will limit ASBs to one per ship.
If they have guts they'll instead add a low slot cap injector and remove ASBs (one can dream, right?)
These would make a lot of sense, but I don't expect CCP to make sensible changes in this area after the RAH and ASB. Somebody can't fly shield ships. Your "suggestions" basically amount to the following: 1. Buff remote armor reps, nerf shield transfers. 2. Remove penalties from armor tanking rigs or cripple shield tanking ships with rig penalties. 3. Remove the oversized shield reps, but no mention of removing the 1600mm armor plates 4. Limit or outright remove ASBs. Typical knee-jerk response from someone only looking at one facet of tanking and yelling "not fair!"
1. you can barely call it a buff. armor reps still wouldn't rep at the beginning of cycle and rep amout would be the same. 2. He didn't say 'remove penalties from armor tanking rigs'. Only decrease penalties, which would bring it inline with shield penalties.. which is something noone really cares about. 3. You can't really compare oversized shield booster (with cap booster) with 1600 plate. Oversized SB with cap injectors = asb 4. Looks like you're the only one thinking asb are balanced. (looks at CCP Fozzie 's quote) |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
401
|
Posted - 2012.08.25 15:54:00 -
[13] - Quote
nahjustwarpin wrote: 2. He didn't say 'remove penalties from armor tanking rigs'. Only decrease penalties, which would bring it inline with shield penalties.. which is something noone really cares about.
Actually I'm supporting Alara Ionstorm's idea of changing all rig skills to -20% penalty per level (it was him/her to first suggest this).
It's an act of homogenization, but it's something everyone could accept. I doubt that shield tankers would accept a high impact penalty on their extenders and rigs as solution to bring them in line with their armor equivalents. The reply of Paikis shows this very well.
nahjustwarpin wrote:3. You can't really compare oversized shield booster (with cap booster) with 1600 plate. Oversized SB with cap injectors = asb
Yes, this guy has no clue at all. In terms of healing per second:
2x medium reps = medium SB + boost amp
The problem is that for example a Cyclone can fit a large shield booster + boost amp because of the low fitting requirements. That combo gives 120% more healing per second compared to 2x medium reps.
Add the ASB and active shield tanking has a ridiculous advantage. That's why people are now fitting ASBs to the Myrmidon.
Buffer fits for comparison:
Prophecy with 1600mm Steel Plate II, 2x EANM II, 1x DCU II: 68k HP Ferox with LSE II, 2x Invul. Field II, 1x DCU: 57k HP (64k overheated)
And the reason why armor has higher buffer is precisely because armor reps do not land instantly. If reps are changed to land instantly then this might have to be looked at. Then again, shields regenerate. Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

Dorian Wylde
Imperial Academy Amarr Empire
141
|
Posted - 2012.08.25 16:18:00 -
[14] - Quote
nahjustwarpin wrote: 3. You can't really compare oversized shield booster (with cap booster) with 1600 plate. Oversized SB with cap injectors = asb )
Whether you like it or not, that is the comparison because that is the balance factor. Shields get an oversized active module, armor gets an oversized buffer module.
Just like shields get passive recharge while armor gets higher base resists.
Just like shields have higher sig and armor has lower velocity.
And so on with a dozen other factors that make the two different.
Argue whether the numbers are right for each if you want, but don't argue the fundamental design because it's highly unlikely that will change. |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
402
|
Posted - 2012.08.25 16:52:00 -
[15] - Quote
Dorian Wylde wrote:Whether you like it or not, that is the comparison because that is the balance factor. Shields get an oversized active module, armor gets an oversized buffer module.
What do you propose to balance active shield tanking with active armor tanking? Currently the situation is as follows:
2x Medium Armor Repairer: 71 HPS
LSB II + Boost Amp II: 81 HPS
XLSB II + Boost Amp II: 163 HPS
According to your logic, it is fine if active shield tanking is slightly better because buffer armor fits have slightly more HP than buffer shield fits.
The discrepancy in active tanking capabilities is anything but slight though as you can see from the numbers above.
How do you propose to solve this without either a) massive buffs to armor repairers b) disallowing oversized shield boosters? (as you can see, shield boosting already has the advantage even without oversizing) Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

Bienator II
madmen of the skies
848
|
Posted - 2012.08.25 16:57:00 -
[16] - Quote
i think CCP will introduce a ASB like module which uses no cap or booster at all to buff shields a bit more a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |

Liang Nuren
Heretic Army Heretic Nation
1999
|
Posted - 2012.08.25 17:22:00 -
[17] - Quote
Takeshi Yamato wrote:1. CCP will halve the cycle time of remote reps and doubling the cycle time of remote shield transfers while maintaing their healing per second.
I'm not sure if this will be enough. If not they'll have to be homogenized.
2. CCP will introduce low impact penalties for plates and armor rigs or remove penalties from all rigs at skill level V. Reason being, the community is unwilling to accept meaningful penalties for shield rigs and extenders.
An example of meaningful penalty for shield tanking mods could be a max cap reduction. Large enough to make a cap injector mandatory for fits that employ high cap usage mods such as the MWD, energy neutralizers, etc. Large enough to guarantee that shield fits will lose in capacitor warfare against armor ships when equivalent fits are used.
3. CCP will make fitting oversized shield boosters a thing of the past or significantly reduce fitting requirements for armor repairers while increasing their healing per second.
4. CCP will limit ASBs to one per ship.
If they have guts they'll instead add a low slot cap injector and remove ASBs (one can dream, right?)
These would make a lot of sense, but I don't expect CCP to make sensible changes in this area after the RAH and ASB.
1. This makes sense, really. I don't know if it'll be 1/2, but they will almost certainly shorten the time between rep and application. I doubt they'll homogenize it. 2. I doubt that very much. The argument about people "accepting penalties" is absolutely bunk. The thing about it is that sig is a significant penalty already. People just don't realize it because they think tracking and sig don't matter.  3. I really doubt they're going to nerf "oversized" shield boosters any more than they're going to nerf "oversized" armor plates. They may modify armor rep fittings, but until they boost the modules such that you don't require a 12 slot deadspace tank to match a 7 slot T2 shield tank it won't really matter. Slots are vitally important, and combining 2 historic slots into one is one of the big reasons ASBs have taken off. 4. Maybe. I'd rather see it be a soft limit than a hard limit.
-Liang
Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
1999
|
Posted - 2012.08.25 17:24:00 -
[18] - Quote
Takeshi Yamato wrote:Dorian Wylde wrote:Whether you like it or not, that is the comparison because that is the balance factor. Shields get an oversized active module, armor gets an oversized buffer module. What do you propose to balance active shield tanking with active armor tanking? Currently the situation is as follows: 2x Medium Armor Repairer: 71 raw HPS LSB II + Boost Amp II: 81 raw HPS XLSB II + Boost Amp II: 163 raw HPS According to your logic, it is fine if active shield tanking is slightly better because buffer armor fits have slightly more HP than buffer shield fits. The discrepancy in active tanking capabilities is anything but slight though as you can see from the numbers above. How do you propose to solve this without either a) massive buffs to armor repairers b) disallowing oversized shield boosters? (as you can see, shield boosting already has the advantage even without oversizing)
Start by making that XLSB take capacitor. The traditional weakness of oversized shield booster fits have been their extreme cap instability.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Takeshi Yamato
Blue Republic RvB - BLUE Republic
402
|
Posted - 2012.08.25 17:37:00 -
[19] - Quote
Liang Nuren wrote: The thing about it is that sig is a significant penalty already. People just don't realize it because they think tracking and sig don't matter. 
Oh I think they realize this, but you don't seem to realize that a speed penalty makes it easier for your opponent to track you just like a sig radius increase does...
Drakes & Tengus online: http://dl.eve-files.com/media/1208/fbaugust.jpg |

Liang Nuren
Heretic Army Heretic Nation
2000
|
Posted - 2012.08.25 17:41:00 -
[20] - Quote
Takeshi Yamato wrote:Liang Nuren wrote: The thing about it is that sig is a significant penalty already. People just don't realize it because they think tracking and sig don't matter.  Oh I think they realize this, but you don't seem to realize that a speed penalty makes it easier for your opponent to track you just like a sig radius increase does...
Sig Radius affects: - How much damage you take
Velocity affects: - How much damage you take - How fast you get into range - How fast you get out of trouble - Likelihood of catching a kiting ship
While velocity is a much stronger penalty, you shouldn't say that people are unwilling to accept significant shield penalties. They have one, even if most people don't realize it.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Major Killz
Chaotic Tranquility Kraken.
64
|
Posted - 2012.08.25 18:08:00 -
[21] - Quote
Well, I believe armor should have significant hit-points over shields, including thier respective modules. While active shields should have a significant advantage in active defense.
Personally I'm for a module like 'Layered Plating' that increases armor hit points significantly without penalty or a damage control skewed for armor resistances.
In the past active setups didn't need a boost @ all and still don't (shield or armor). However, the rest of eve who only existed in large scale fleet warfare had no idea what they were on about. Which is why we have Ancillary Shield Booster and many other r3t@rd3d things in game.
I'm for active setups only being very viable with significant effort. Be that alot of slots used, pills or implants. Go back to the aforementioned and leave it alone. it's not like it was that difficult or expensive to be able to tank multiple ships of the same class with active setups.
BTW: leave Ancillary Shield Boosters the way they are, but just limit it to 1 per ship. Let it be what I thought it was when I first read about it. A LAST RESORT MODULE that gives extreme boost for a short time and then you're fu*ked LOL.
- end of transmission |

Sigras
Conglomo IMPERIAL LEGI0N
182
|
Posted - 2012.08.25 18:59:00 -
[22] - Quote
I think the only change that could happen to balance the ASB is a slight change to its cargo, something like 112 or 96 instead of 160 that would extend the gap between the two ASB reppers.
I think it would be interesting to change the armor rig penalty to an agility penalty, so youre still quite a bit heavier, and move slower as a fleet, but you would have a much closer top speed to the shield tankers.
Also please remember that any buffs you make to active tanking also affect PvE. |

Liang Nuren
Heretic Army Heretic Nation
2000
|
Posted - 2012.08.25 19:02:00 -
[23] - Quote
Sigras wrote: I think it would be interesting to change the armor rig penalty to an agility penalty, so youre still quite a bit heavier, and move slower as a fleet, but you would have a much closer top speed to the shield tankers.
In most cases, top speed matters far less than agility.
Quote:Also please remember that any buffs you make to active tanking also affect PvE.
This is meaningless because PVE is already so easy that you can sleep through it.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Noisrevbus
211
|
Posted - 2012.08.25 19:34:00 -
[24] - Quote
Large Collidable Object wrote:active shield burst tanking was viable before the introduction of ASBs, whereas active armor tanking only was on some few select bonused fits in certain situation and with gimmick fits, so armor tanking would have been in dire need of a module like that whereas shield tanking wasn't.
This segment interests me, could you elaborate a bit on it?
I'm uncertain about both where you're comming from and where you're going with it . |

Denuo Secus
58
|
Posted - 2012.08.25 20:12:00 -
[25] - Quote
Hrett wrote:I dont mind that there are differences between the two tank types. In fact, I think its cool. I think CCP is on the right track with ASB (but small nerf mentioned below). They need to tweak the armor ones though.
So keeping with the theme of shield = light/skirmish and armor = heavy/endurance, make changes something like:
1. Decrease cap usage of RAH and increase the amount/speed at which it shifts. I like the idea behind this module, but it's too slow and cap hungry to be of much use now. There is no reason to use it over a second EANM right now, and little to use it over a third. These changes will make armor tanks stronger the longer the fight goes. Endurance.
2. Change the armor rig penalties to something else. Sig radius would be ok. This is just a giant penalty to Gallente ships.
3. Keep it so armor still needs to rely on a separate cap booster module. But significantly reduce the amount of cap they use (like half). This makes armor more cap friendly to allow for longer endurance, easier use of neuts, more resistance to neuts, and helps with the fact that traditional armor races use blasters and lasers. Endurance.
4. Increase the length of time armor mods can over heat or have higher module hit points, or reduce the amount of heat damage they cause. Endurance.
5. Reduce the fitting requirements slightly (allows for fitting of additional reps/cap boosters/larger weapons/plates). Heavy.
6. Increase the rep amounts or speed slightly - not on par with ASBs - but more than now. OR, increase the amount of benefit you get from overheating, and allow them to overheat for longer. I can see the need for double rep setups - having to fit triple reps is kinda silly though. Heavy/Endurance.
So, the above changes would make armor ships be a bit hardier, more resistant to neuting/better able to use neuts, fit heavier weapons and have longer 'staying power' with increased overheating ability. It also makes sense because the traditional armor races use the two most cap hungry weapons.
7. For shield - I like ASB, but the dual oversized setups are kinda crazy. So to reduce (but not eliminate) those options - increase the fitting requirements of ASB slightly so you REALLY have to gimp your fit (smaller weapons, less nos/neut or more fitting mods) to fit 2 of them. I think that would go a long way to balance the dual oversize fits we are seeing. If you want to make something crazy with an obscene tank - you still can - but good luck fitting weapons to keep you in your normal 'DPS class'. Would reduce their abilities to fit full-size nos/nets too - again keeping with the reduced endurance but skirmish mentality.
I dunno - just some ideas. I like the differences between tank styles - but they need to be balanced now.
Shield would continue to be the quick strike race but still have a good active tank option. Armor would be the heavies with longer staying power.
I am just glad CCP has commented on the issue finally. Sounds like they are working on it. Go go CCP.
Edit: autocorrect sucks.
THIS! |

Red Teufel
Blackened Skies The Unthinkables
68
|
Posted - 2012.08.25 20:53:00 -
[26] - Quote
instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability. |

Alticus C Bear
University of Caille Gallente Federation
71
|
Posted - 2012.08.25 21:09:00 -
[27] - Quote
It is another subject that polarizes opinion.
A while back CCP post an idea for rig changes to create active tanking and buffer tanking rig sets in essence giving the active armour resists the sig radius drawback and the passive shield rigs the speed reduction. There was a lot of opposition but I would perhaps been curious to see the reactions had the ASBGÇÖs already been released.
Rig penalties do need looking at although I dislike the idea of getting rid of them; this includes a number of other rig classes. I have certainly enjoyed the new ASB and I am even primarily and armour tanker. For me it is the fitting especially of the medium and Extra-large versions.
I could certainly see the powergrid of these two being doubled. The medium would then sit closer to a Medium shield extender in fittings while it would then be very tricky to fit the Extra-large on the cruiser sized ships or multiple boosters on battlecrusiers.
They should probably also not be getting additional boosts from implants and ship bonuses.
I also find it odd that both the heavy cap booster II and the XL ASB both have 160 capacity despite the fitting difference of almost 1500 powergrid. It would perhaps help active armour to increase the capacity of cap boosters. More cirtically the capacity of the medium cap booster is less than a large ASB.
You could argue the both the ASB and the reactive hardener where designed to free up slots on active tanked ships. My initial reaction was to try and use the reactive hardener to plug my explosive hole instead of a hardener and then perhaps take of another resistance mod as this would boost multiple resists, but in practice the module is not as effective as it should be and uses way too much cap.
I think this mod should have a passive resistance boost when offline so the slot is not wasted whan not in use.
I would even borrow the ASB mechanic and cap inject the mod directly as well.
I would also like an armour repper that sits between medium and large.
|

Fon Revedhort
Monks of War DarkSide.
755
|
Posted - 2012.08.25 22:50:00 -
[28] - Quote
Red Teufel wrote:instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability. What would be the fun of flying an active tanked armour ship regenerating its HP like a fugly Drake  14 |

Paikis
Lycosa Syndicate Surely You're Joking
131
|
Posted - 2012.08.25 23:27:00 -
[29] - Quote
nahjustwarpin wrote:Paikis wrote:Somebody can't fly shield ships.
Your "suggestions" basically amount to the following: 1. Buff remote armor reps, nerf shield transfers. 2. Remove penalties from armor tanking rigs or cripple shield tanking ships with rig penalties. 3. Remove the oversized shield reps, but no mention of removing the 1600mm armor plates 4. Limit or outright remove ASBs.
Typical knee-jerk response from someone only looking at one facet of tanking and yelling "not fair!" 1. you can barely call it a buff. armor reps still wouldn't rep at the beginning of cycle and rep amout would be the same. 2. He didn't say 'remove penalties from armor tanking rigs'. Only decrease penalties, which would bring it inline with shield penalties.. which is something noone really cares about. 3. You can't really compare oversized shield booster (with cap booster) with 1600 plate. Oversized SB with cap injectors = asb 4. Looks like you're the only one thinking asb are balanced. (looks at CCP Fozzie 's quote)
Let me be clear, I am not against making active armor tanking better. But it needs to be balanced, and not a knee-jerk reaction to ASBs (which I'm happy to see some balancing for also).
1. It is a buff. Getting the reps at the end of the cycle is supposed to be balanced by the bigger buffer and better resists that armor tanks have. Meaning that you can swap targets and still have a chance to rep before they explode. Getting those reps twice as fast is a buff. Similar deal for shield tanks. Less buffer means that you have to be quicker with the reps. Making the cycle time twice as long makes it much less likely that the guy you're trying to swap to will still be alive at the end of your cycle when you can swap to him. 2a. Removing the penalties is actually something I suggested near the start of the thread (yes I know its been suggested before). What I object to is that people seem to think that sig penalties aren't penalties. An increased signature radius is a large problem if you're near anything bigger than you. You become easier to track and will take more damage when you are hit. Anyone who thinks sig radius is not a penalty needs a big class of L2P. 2b. Having cap penalties on shield rigs would ensure that they were never used again. Cap warfare is a significant part of PvP, with every other ship being flown having a neut or NOS. Crippling your cap before you even get into a fight is a dumb idea. I fly some shield ships with 30 seconds of cap, and yes, my cap skills are maxed. Dumb idea is dumb. 3. Yes you can. Shields got over sized reppers, armor got over sized plates. They are balanced against each other, whether you like it or not. 4. I do not tihnk they are balanced. I think the numbers should be tweaked, I do not like the idea of arbitrary limits. |

Red Teufel
Blackened Skies The Unthinkables
68
|
Posted - 2012.08.25 23:39:00 -
[30] - Quote
Fon Revedhort wrote:Red Teufel wrote:instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability. What would be the fun of flying an active tanked armour ship regenerating its HP like a fugly Drake 
nothing would change about the repping modules except how it applies the HP. instead of giving you 1000 hp at the end of each cycle. it would give you HP throughout the entire cycle of the module totaling 1000HP by the end of the rep. |
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