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Author |
Thread Statistics | Show CCP posts - 45 post(s) |

Fon Revedhort
Monks of War Out of Sight.
938
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Posted - 2013.01.21 23:38:00 -
[1] - Quote
The best thing is the penalty change. The rest is mediocre at best. Further encouraging buffertanking via new useful skill - lolwhat? If you're that eager to introduce new skills, how about you invent something for reducing PG consumption on reps instead? Would make much more sense.
Seconding those saying that fundamental issue can not be fixed by addition of new shiny modules. In case of active tanking the issue has always been in passive tanks providing too much EHP. 14 |

Fon Revedhort
Monks of War Out of Sight.
942
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Posted - 2013.01.22 08:24:00 -
[2] - Quote
Shaak'Ti wrote: ! WARNING !
Carebears crying for permatanks !
Burst tanks FTW !
AAR made for PvP... hell yeah.. go back to your rainbowland with your shiney fitting farmers :P
That's one the most stupid things about these ancilliary modules. They all come in just one cheap-ass variant, so PvP inevitably degenerates into all ships being limited to just one option of the very same meta level. By that logic we should have like one warp disruptor and one web, too. Damn communism is alive, it seems. Seriously, why make us same? 14 |

Fon Revedhort
Monks of War Out of Sight.
943
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Posted - 2013.01.22 11:52:00 -
[3] - Quote
Another question is rig calibration cost. When tech1 trimarks are of 50 poins and active rigs are of 100, it's already quite a disparity - why would anyone think trimak is any worse than nanobot accelerator? Then consider fitting tech2 versions and it suddenly becomes a real PITA to fully utilize those. And saying that 'you have 400 points, so 150 per rig is not that much' is sheer stupidity, given there are certain rigs that easily take 200-300 calibration points each and certain ships and setups might want to use them. Finally, faction ships have only 350 calibration and thus are really gimped when it comes to rig setup department.
Will this be left intact, too? 14 |

Fon Revedhort
Monks of War Out of Sight.
947
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Posted - 2013.01.22 23:43:00 -
[4] - Quote
I still don't get the idea of diving into compex stuff when there are some simple things right at the surface and a lot can be achieved by tweaking just them alone. I'm talking about rig calibration costs, rig stacking penalties etc. 14 |

Fon Revedhort
Monks of War Out of Sight.
947
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Posted - 2013.01.22 23:56:00 -
[5] - Quote
Weasel Leblanc wrote: Replace resist bonuses with nice, chunky raw HP bonuses. It'll let those ships keep their buffer tank options while not letting them be better at active tanking than the actual active tanking ships. Plus, it'll be a minor stealth nerf to logi shenanigans, since base HP doesn't stack multiplicatively with extra HP from logis like resists do.
This would be even more ******** than saying that PvP is all about burst tanking and PvE about sustained one. Why pigeonhole ships into predifined roles? By your logic each and every amarr ship should be rendered totally boring, effectively losing an option of active tanking altogether.
Also, there's already a raw HP bonusing method - check out faction/pirate ships. They all have increased hit points even when players don't really want them and would rather pick something else instead. Needless to say that it's pathetic. 14 |

Fon Revedhort
Monks of War Out of Sight.
950
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Posted - 2013.01.23 09:47:00 -
[6] - Quote
Weasel Leblanc wrote:Fon Revedhort wrote:Why pigeonhole ships into predifined roles? By your logic each and every amarr ship should be rendered totally boring, effectively losing an option of active tanking altogether. I'm... not sure you're reading what you, yourself, are writing. The problem with the current bonusing is that resist-bonussed ships (Amarr, in armor's case) can be buffer armor fits, or local active fits, or fleet-type "I'm-getting-logi" fits, and be rendered more effective at whichever one they choose by that delicious resist bonuses. You must have missed all the complaints about that Gallente active tanking bonus. And still HP thing is extremely dumb, among other things cause of increasing the ship stats itself rather than boosting mods efficiency. The same is true for velocity and capacitor bonuses. 14 |

Fon Revedhort
Monks of War Out of Sight.
951
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Posted - 2013.01.23 13:50:00 -
[7] - Quote
Zyella Stormborn wrote:Moonaura wrote:So, time to rattle the cage.
The common theme in this thread is that some how 'Armor tanking' sucks. Given the agility, speed and signature bonuses incoming, that is one problem often stated, but this is being reduced dramatically in these changes and armor still has a much reduced signature and the mid slots to be able to do something about being slower.
Most of the Amarr engineering groups, who seem to have a pathological fear of mid slots, would like a word with you concerning a great number of their ships.  It's likely to be addressed in due time, though. Seriously, 3 mids on Abso or Geddon are just ******** and everyone knows that. 14 |

Fon Revedhort
Monks of War Out of Sight.
951
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Posted - 2013.01.23 18:44:00 -
[8] - Quote
One should also never miss the fact how this AAR comes in one version only. The idea of having the same level of investement applied to aVindicator and a plain Megathrone is very dubious. Hardly anyone fits this way at actual TQ PvP, it's usually considered reasonable to invest some isk in better gear if your ship isn't free. And now we are forced to use free mods even at hulls which cost isk, like faction battleships. Meh. 14 |

Fon Revedhort
Monks of War Out of Sight.
953
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Posted - 2013.01.24 08:58:00 -
[9] - Quote
Apostrof Ahashion wrote:Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.
The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight. True. Given current EHP values (absurdly high at pretty much all ships) the opposing force needs that prolonged staying power to just chew through these endless lifebars. DPS is very limited in comparison to EHP these days, so burst or sustained, you still need to tank the other guy(s) for a very long period. 14 |

Fon Revedhort
Monks of War Out of Sight.
954
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Posted - 2013.01.24 16:20:00 -
[10] - Quote
Roime wrote:If you don't have any real arguments, and can't even post that zero-content in a civilized manner, I think it's actually you should stop posting.
1600mm II is the biggest buffer module in the game. It simply needs to come with serious drawbacks.
ALL buffer-oriented modules - this includes shield extenders - should come with serious drawbacks because they are so much better than active ones. Atm aside from cap active mods require CPU/grid in large amouts, that forms 2 types of drawbacks. Buffer mods have literally no drawbacks at all or - in case of plates - they are not that articulated and are even getting reduced (!?) in the upcoming patches. That's really weird, since instead of reinforcing one of the most basic game concepts - action and consequence - CCP is basically destroying it. ASB introduction - which brought us cap immunity - is a perfect example. 14 |
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Fon Revedhort
Monks of War Out of Sight.
960
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Posted - 2013.01.25 15:11:00 -
[11] - Quote
Perihelion Olenard wrote:The reason the PG requirements of the medium and large armor repairers were so high was so you didn't fit the repairer on a smaller ship. Then this idea has utterly failed since one LAR only provides twice boost compared to MAR and if any cruiser could potentially cram in a battleship-sized module (at a cost of some trade-offs, like smaller guns or RCUs) then it surely could have just used 2 smaller reps instead. By that logic LARs could require 1k MW at most, that would already be enough to seriously discourage their usage at smaller ships, including battlecruisers.
It's not like LAR gives you anything special tanking-wise. Oversized ABs and MWDs do that for velocity, though  14 |

Fon Revedhort
Monks of War Out of Sight.
960
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Posted - 2013.01.25 23:39:00 -
[12] - Quote
Vladimir Norkoff wrote:Mund Richard wrote:Not that I don't agree with the sentence (I do, even the Cyclone had crazy fits before it had it's grid toned down a bit), but it's sounding similar to what some shield-tankers say about armor buffering being OP: Double-plated armorpumped EAMN+DCd Damnation with it's Amarr resist profile, amarr resist bonus, and hull health bonus made even more glaring with slaves and it's Armored Warfare links going over 500k EHP. True. But that Damnation isn't going to be zipping around the field at 1200m/s+, kicking out 600+ dps, all while burst tanking ridiculous amounts of damage. How do you know? After CS overhaul Damnation is likely to become an unnerfed, armour-tanking NH and that would really rock. At least that's what I pesonally expect. 14 |

Fon Revedhort
Monks of War Out of Sight.
961
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Posted - 2013.01.27 05:23:00 -
[13] - Quote
Mund Richard wrote: Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module...
Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw. 14 |

Fon Revedhort
Monks of War Out of Sight.
963
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Posted - 2013.01.29 13:17:00 -
[14] - Quote
Weasel Leblanc wrote:Sinzor Aumer wrote:Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread: CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. ...He says that, and yet the ASB is a thing. Well, given that it is the same dude who buffed 1600mm plates right at the middle of these 'we need to make active tanking more viable' talks... v0v 14 |

Fon Revedhort
Monks of War Out of Sight.
963
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Posted - 2013.01.30 13:55:00 -
[15] - Quote
JamesCLK wrote:Active tanks in DUST 514 have the repairs spread across 5 pulses in the duration of the cycle.
I'm wondering if this would be appropriate for Armour tanking in EVE... Instead of getting the repairs at the end of the cycle, distribute them into pulses across the cycle. That will destroy all the fun of active tanking. It's fun precisely cause it doesn't regenerate like a fugly drake, but pumps HP in large chunks instead. 14 |

Fon Revedhort
Monks of War Out of Sight.
967
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Posted - 2013.02.04 00:57:00 -
[16] - Quote
Pinky Denmark wrote:The problem is that even if we have AAR and ASB, normal active tanking doesn't provide you half the lifespan of buffer fits. Simply put I still believe all armor reppers and shield boosters should give ~20% more hitpoints repaired pr minute than currently. Obviously balanced with a look into wether cap use should be changed with it...
I would at the same time look into pirate implants and nerf them to about 50% of what they give today. 50+ % armor buffer or shield boosting is tipping the game balance and I think Snakes, Slaves and Crystals would still be hugely attractive doing half what they do now. You know in todays game all armor supers/titans HAVE to use slaves and crystals are actually the only time active shield boosting gets viable in pvp when combined with faction gear...
Pinky Why would anyone bother with a ~13% snake set when a single implant in the 6th slot (currently taken by Omega) can provide 8%? Add CAs and a cheap-ass combination of 3 implants already outperforms a full pirate set. lol?
Also, Crystals don't work on capitals. If anything, they can give the same treatment to the rest of sets, if that is such of a big issue.
Seems you've missed the key failure of ASBs - they are such a bad game concept precisely cause they lack any high-end variations and everyone is forced to use the same expendable solution even when fitting a faction ship, which is sheer moronity. 14 |

Fon Revedhort
Monks of War Out of Sight.
969
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Posted - 2013.02.07 22:38:00 -
[17] - Quote
Pinky Denmark wrote:Funky Lazers wrote:I see there is no change about active armor tanking with normal T2/faction reppers. So my question is simple, why my 4 slot tank Golem tanks 25-30% better than my 4 slot tank Kronos? Moreover, tanking mods on my Golem are 2 times cheaper then Kronos's ones.
Will that be fixed someday? comparing armor tank DIRECTLY with shield tank is bad mkay? Especially when the 2 ships are not designed to tank the same, but are designed to be somewhat balanced against eachother taking many stats into consideration... How's that? Comparing active tanking of equal (class-wise) ships with equal (meta- and slot-wise) fittings and mods is precisely how we should compare things. I don't see any reason why active armour tanking should be subpar to shield one, especially given how we seem to be retaining a nation hugely oriented towards active armour tanking.
I think one thing really missing for armour is the ability to pick between cap efficiency and peak tank - like what shield has got with its Gist/Pith lineup. While our mods are all the same  14 |

Fon Revedhort
Monks of War Out of Sight.
971
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Posted - 2013.02.08 12:17:00 -
[18] - Quote
Bouh Revetoile wrote:Fon Revedhort wrote:How's that? Comparing active tanking of equal (class-wise) ships with equal (meta- and slot-wise) fittings and mods is precisely how we should compare things. I don't see any reason why active armour tanking should be subpar to shield one, especially given how we seem to be retaining a nation hugely oriented towards active armour tanking. I think one thing really missing for armour is the ability to pick between cap efficiency and peak tank - like what shield has got with its Gist/Pith lineup. While our mods are all the same  It's precisely how it shouldn't, because that oclude everything the systems don't share. How do you compare the mid slot availability of the armor tanker versus the low slot availability of the shield one, for example ? And in this comparison made earlier : why isn't the cap stability compared too ? And how will you compare the availability of rigs to boost rep amount for armor but not for shield ? Basicaly, active armor is designed to be cap efficient, but slow and not so bursty, though you can more easily boost the burst ability with rigs and add more repairer (there is more low slots than mid slots). On the other side, shield are built with high burst but very low cap efficiency, though you can boost this cap efficiency with rigs and boost amplifier (though this last one cost a valuable mid slot). The truth is, tech2 XLSB+SBA = 2 LARs in terms of cap efficiency and pretty much in sheer tanking, too. Armour having better default resistances is negated by invuls being so much better. In case for deadspace stuff - and that was the main point - shield tanking is plain better.
As for slot balance and availability, it is really flawed since TEs are so absurdly good and neither webs nor EW are of any major appeal on unbonused hulls. I guess I can safely state that if any ship would have X/6/6 slots lineup and no bonuses to tanking, it would be shield-tanked pretty much always. Machariel is a perfect example (and that is a 8/5/7 ship) - you hardly encounter active armour tanked ones at all.
TL;DR: tech2 tanking is more or less balanced, deadspace is not 14 |

Fon Revedhort
Monks of War Out of Sight.
972
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Posted - 2013.02.08 13:17:00 -
[19] - Quote
Grath Telkin wrote:Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls. Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion.... Did you wake up and smoke crack today? I'm not sure whether your racial level allows it, but you should be comparing that to proliferation of nanos, damage mods and TEs. 14 |

Fon Revedhort
Monks of War Out of Sight.
972
|
Posted - 2013.02.08 14:24:00 -
[20] - Quote
Grath Telkin wrote:Fon Revedhort wrote:Grath Telkin wrote:Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls. Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion.... Did you wake up and smoke crack today? I'm not sure whether your racial level allows it, but you should be comparing that to proliferation of nanos, damage mods and TEs. When was the last time you went roaming in something that wasn't a dual alt boosted nighthawk? Do you not notice that everything in lowsec right now has a damp, TD, or web fit in its mids? I don't give autographs on Friday, sorry. Queue up like the rest of the unknown rabble, more so when you want to sign such a tome of nonsense. 14 |
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Fon Revedhort
Monks of War Out of Sight.
973
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Posted - 2013.02.08 17:03:00 -
[21] - Quote
Grath Telkin wrote: Right, so you admit to being wrong. I like the growth in you Fon, first you openly admit to being a racist, now you can even admit when you're wrong.
Yeah, implying your IQ is above 60 was my fault. I have never thought it is that hard to compare how popular various modules are, though. 14 |

Fon Revedhort
Monks of War Out of Sight.
973
|
Posted - 2013.02.10 16:26:00 -
[22] - Quote
http://www.eveonline.com/retribution/battlecruisers-rebalanced/
This page says:
Quote:Armor Repairers GÇô Powergrid usage of Armor Repairers has been reduced by 10% for medium modules and 20% for large modules.
Original message here is:
Quote:Armor Reps:New: Reduce the Powergrid requirements of all Medium Armor Repair units by 20% Reduce the Powergrid requirements of all Large Armor Repair units by 10%
CCP Fozzie, which one is correct? 14 |

Fon Revedhort
Monks of War Out of Sight.
973
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Posted - 2013.02.11 23:52:00 -
[23] - Quote
Veshta Yoshida wrote:HazeInADaze wrote:I think the AAR would be more interesting as an OH function.... Since the heating rig is probably never going to happen, as the boost of multiple of the things would break everything even with stacking, perhaps we should start advocating a doubling or tripling of the AAR repair amount when heated. Balance it by being just barely able to run the full eight cycles without redlining at thermo 5 so that the bursty aspect is enhanced for a very limited time .. rig can then make a comeback as a mimic of the T3 hull bonus instead of the initially proposed rep super charger .. such a heating rig has the potential to shake up far more than just a single module  Why would the game need yet another option to tank 10 ships of your class by a mere press of a button? That's a vicous circle - bring more ships cause can't otherwise kill anything and then ask for even better tank.
The entire point of any armament (spaceships included) is to deal damage, kill and probably die as well. If one is looking for an ultimate tanking option, there's a bomb-shelter. 14 |

Fon Revedhort
Monks of War Out of Sight.
973
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Posted - 2013.02.12 00:43:00 -
[24] - Quote
Is it reasonable to expect further changes to armour tanking later on as battleship changes will come? Because 10% reduction in grid requirements for large reps is not that much, given the alternative way of tanking (via plates) still goes much easier (you can use several plates at a cost of just one repairer). At the same time 20% reduction for medium reps is really noticeble cause a single plate usually used at medium ships already uses up more grid than 2 reps combined. I don't see how these 10% will make large reps significantly more popular for battleships, but such a modest step surely makes much more sense if you plan to address the whole thing along with battleships themsevles. 14 |

Fon Revedhort
Monks of War Out of Sight.
973
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Posted - 2013.02.12 14:34:00 -
[25] - Quote
Veshta Yoshida wrote:Fon Revedhort wrote:...Why would the game need yet another option to tank 10 ships of your class by a mere press of a button? That's a vicous circle - bring more ships cause can't otherwise kill anything and then ask for even better tank.
The entire point of any armament (spaceships included) is to deal damage, kill and probably die as well. If one is looking for an ultimate tanking option, there's a bomb-shelter. Ten ships by doubling/tripling heat bonus .. the ships you fight must all forget to activate guns or something. Heating a repper gives you -15% cycle and +10% amount, I propose it be +20-30% amount ... think you might have read it wrong. If that was your idea, then yes, I indeed read it wrong. Still I don't see how any way of increasing repping values can be beneficial long-term. Instead, addressing passive tanking and excessive EHP it provides is really the way to go. 14 |
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