CCP Fozzie wrote:
Ancillary Armor Repairer
Not the same mechanic as the ASB, please read to the end. Always uses the same cap as a normal (T1/T2/Named) Armor Repper
When not loaded with a cap booster, has 3/4 the rep amount as a T1 Armor Repairer
Loaded cap boosters triple rep amount (so reps 2.25x a T1 repairer when loaded)
Same cycle time and fittings as T1 reps
Same capacity, charge restrictions and reload time as an ASB, but the longer cycle time of armor reps means it goes longer between reloads
Limited to one per ship
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Quick Q&A about the AAR:
Why limited to one per ship?The longer time between reloads is a big part of the playstyle we wanted to give the AAR, but that with multiple copies would completely negate the burst tanking ideal. In addition, there is more of a tradition of lowslot tanking modules restricted to one per ship so I made the call that in this case the restriction would be worthwhile. The ASB debate is a separate issue unconnected. Please note that nothing is preventing current dual or triple rep fits from swapping one of their reps into an AAR.
Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further.
Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
I am not sure I understand this correctly. I will demonstrate how I understand this. Please correct me if I am wrong.
I will use medium size T1 module (with no skill modification). The module when active without cap booster loaded uses 160GJ of capacitor and delivers 240*0.75 = 180 HP at the end of 12 seconds cycle. When the module is loaded with 50, 75 or 100 size cap boster charges (9 of them) it will use 160GJ of capacitor and deliver 540 HP at the end of 12 seconds cycle. After all cap booster charges are used it will either turn off and go to 1 minute reload cycle or it will run with lower efficiency.
In short to operate medium AAR the cruiser or battlecruiser needs to have also medium capacitor booster. It also implies that you need to carry two size of boosters in your cargohold to (i.e 50 an 800).