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

Mag's
the united Negative Ten.
13735
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Posted - 2013.01.21 19:02:00 -
[1] - Quote
Liking it so far. Will think on it more.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13738
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Posted - 2013.01.22 09:31:00 -
[2] - Quote
Well I've read the thread and now start to have my doubts regarding these changes. The AAR while initially looks good, is hit with 2 nerfs over the ASB.
TBH it still looks like a buffer tank is better than an active one, after these changes.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13749
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Posted - 2013.01.22 22:02:00 -
[3] - Quote
I really don't like these changes ag all now. At first view they looked fine, but pg, cap use and that resists will still be better overall makes me sad.
Can we have nanite paste as fuel, instead of boosters? It would at least add flavour.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13751
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Posted - 2013.01.23 09:42:00 -
[4] - Quote
Ask yourself these questions.
Will you still use plates the same as now, after this change? Personally, yes.
Will you still fit buffer mostly in PvP? Personally, yes.
Will you train the skill to 5? Personally, yes.
Will you use the AAR? Minmatar maybe, depends on the ship and it's cap usage. Blaster ships eat cap, so doubtful on them.
So does this change, help active tanking? Personally, no.
Maybe I'm the only one, who knows?
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13754
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Posted - 2013.01.23 12:35:00 -
[5] - Quote
Veshta Yoshida wrote:Dzajic wrote:On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that? No one is saying that it should consume cans full of the stuff, SAAR could perhaps load 100 and use up 25 per cycle, MAAR loads +50% and LAAR another +50%, at 20k per unit that is 2M per reload for frigs, 3M for cruisers/BCs and 4.5M for BS which is well within reason considering that it is used on a PvP god-tank. There are loads of numbers to tweak, if it goes south (which is will, because this is Eve  ), then CCP can manipulate market value by changing the relevant PI numbers Not only that, but all ships could have a nanite paste hold. This would limit amounts you're able to carry.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13761
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Posted - 2013.01.24 11:01:00 -
[6] - Quote
Apostrof Ahashion wrote:With 8 charges AMAR will repair 4275hp, with 8 uses MARII will repair 2560. And in one minute it takes AMAR to realod MARII will repair another 1600hp, or 4160 total, and this is assuming you have a ship with unlimited cap and run it constantly. So basically any time frame the so called burst module is plain better, even if you are completely ******** and start the repair cycle when its obvious that the fight will end soon and that you should just rep at 3/4.
Since anyone will obviously use this module instead of one repairer no matter what they do or want to accomplish, and it definitely wont make ppl reduce the number of reps (if i think that armor repairer will serve me better than anything else in that slot you can be sure i will think the same after you buff it). Since it is just a plain boost amount buff you acknowledge that the buff to reps is needed, why not just boost reps? This makes no sense at all, and all that burst tanking talk is bs.
New skill that reduces plate mass will hit new players. And also getting such a small buff to speed in practice does not solve anything, and will just force us to train another mediocre skill just because speed is that important. If you think plates are too heavy just reduce their mass.
The only problem with tanking in general is the stupidly powerful ASB and the fact that the signature radius, the main advantage of armor tanks, is less significant because mwd will boost it so much for both armor and shield that the difference will be too small to make a difference. Tweak that, dont introduce new modules and skills. This.
Did have a similar post, but the forum ate it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13781
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Posted - 2013.01.24 21:56:00 -
[7] - Quote
Had a post all typed out, but it was really negative. So decided not to post. Just couldn't see the point.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13791
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Posted - 2013.01.25 08:15:00 -
[8] - Quote
Does anyone else get the feeling that the speed penalty changing to the PG penalty, is like getting out of the frying pan into the fire?
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13794
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Posted - 2013.01.25 09:39:00 -
[9] - Quote
Roime wrote:Mag's wrote:Does anyone else get the feeling that the speed penalty changing to the PG penalty, is like getting out of the frying pan into the fire? It's massively better than speed penalty in burst tanking, but yes, it will cause problems. Still the PG needs of medium and large reppers are ridiculously out of whack compared with their repping amount. If the incredibly low base rep amount, yes- the core, origin and reason of every whine about active armor tanking is not fixed, then maybe balance the fitting so that people can start flying dual LAR Myrmidons? Or nerf oversizing shields. 90 hp/s. That's the raw "power" of LAAR + Heavy Capacitor Booster II. Two slots, both a low and mid. 3925 PG. Battleship size module. Hard limit of 1 per ship. Can be neuted out. 196 hp/s. That's what you get with a single mid slot and 500 PG if you go shield. Twice as good, almost eight times easier to fit. Fit as many as you like. Cruiser size module. Cap immune. Now it's up to you to decide what is the correct measure of balance: ASB rep amount LAR rep amount ASB fitting LAR fitting but something has to change, the relative balance is just too bizarrely out of whack. My suggestion would be to fix: - ASB fitting so that oversizing is not possible - Lift the base rep amount of all ASBs and armor reppers (so that < 3 appropriate sized mods are actually viable on current TQ) - Decrease cycle time of armor reps because the repping happens at the end of cycle - Decrease cap usage of armor mods * - Then base the AARs on these stats because 2.25 times way too little != enough * damage reduction if opting for armor tank is two-fold; you need to downgrade guns, and you can't fit dmg mods. So why shouldn't there be a concrete advantage then in the form of more efficient reps? In the end, AAR really does not fix any of the core issues. It simply accepts the core issue - armor reps rep too little, and tries to work around it by turning one module into 1.68 modules for 8 cycles. Active armor hull bonuses are left as they are, barely better in their niche than universally good resist bonuses. Cool, we'll take this if that's the only option, but what we still have is lower damage with less reps if we opt for active armor tank instead of shields. Great post mate and points out the issues quite nicely. Couldn't agree more tbh.
Edit: So as the AAR is based on rep amounts from the t1 reppers, when compared to officer reps, the gap must be vastly reduced.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13801
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Posted - 2013.01.25 12:45:00 -
[10] - Quote
War Kitten wrote:Very good analysis. The AAR is a neat toy, certainly worth putting one on in place of a regular rep in a dual or triple rep setup - but come on Fozzie... throw a little love at active armor tanking performance too please. It's cap intensive, fitting intensive, slot intensive, and still sub-par. Indeed. Just took a look at EFT and the AAR although neat, still doesn't float my boat. I compared it to fits I've used in the past and tbh, it's underwhelming to say the least.
So even with the change as it stands now, it's either buffer or shield. Well that's how I feel right now.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
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Mag's
the united Negative Ten.
13807
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Posted - 2013.01.25 16:44:00 -
[11] - Quote
Takeshi Yamato wrote:CPU increase going from medium to large armor rep: 28 -> 55 (+96%) PG increase going from medium to large armor rep: 173 -> 2300 (+1229%) CPU increase going from large to x-large shield booster: 115 -> 230 (+100%) PG increase going from large to x-large shield booster: 165 -> 550 (+233%) Evidently the powergrid requirements of large armor repairers are so high to make it impossible to fit them on cruisers because that would be overpowered  Also note that 2x rep are roughly equal to shield booster + boost amp in terms of power, yet the boost amp is easy to fit. You know I must have looked at that many times, but like the elephant in the room, failed to see it. My word, armour reps get shafted. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13808
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Posted - 2013.01.25 16:58:00 -
[12] - Quote
Perihelion Olenard wrote:Well, armor tankers got more PG than shield ships. The maelstrom got a ton, but that's because artillery used a ton. So it's more to do with gun requirements then.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13810
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Posted - 2013.01.25 17:19:00 -
[13] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. 20% for large would have been far better, after seeing the large disparity in Takeshi Yamato post.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13823
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Posted - 2013.01.26 11:22:00 -
[14] - Quote
Let's face it, the new skill is unwanted and completely unnecessary.
The only time I would consider that skill to be worth it in game terms, is if it was 50% at level 5 instead of 25%. As I very much doubt that's going to happen, please take it out completely.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13823
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Posted - 2013.01.26 11:28:00 -
[15] - Quote
Rick Rymes wrote:The ARR and its stupid restrictions (cap use and 1 per ship limit) these can be solved by giving the ASB the same handicaps.
At least some advantage is gained from using nanite paste instead of cap boosters. I don't care much about the neut immunity of the ASB. What I don't like is that we can only fit 1 AAR, whereas they can fit as many as they like. Let's face it, shield module balance is just as important to this as armour itself.
They should restricted both to the maximum of 2 per ship or even just 1. Boosted the amount the AAR gives to 3 * t1, then reduced large armour rep PG fitting by 20%. If that happened, we'd start to see some actual improvements and I'd be happier.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13823
|
Posted - 2013.01.26 12:03:00 -
[16] - Quote
Rick Rymes wrote:Mag's wrote: I don't care much about the neut immunity of the ASB. What I don't like is that we can only fit 1 AAR, whereas they can fit as many as they like. Let's face it, shield module balance is just as important to this as armour itself.
They should restricted both to the maximum of 2 per ship or even just 1. Boosted the amount the AAR gives to 3 * t1, then reduced large armour rep PG fitting by 20%. If that happened, we'd start to see some actual improvements and I'd be happier. It is the main weakness, and they are pre-nerfing the ARR with the limit, a limit that has been recommended to the ASB multiple times yet they instead remover charge amount completely destroying single ASB fits. Cap use would be nice just so that neuts are more useful, and so that the neut resistance on cap boosters are more useful. My point is more about flavour. We have the advantage that we use paste and could carry more. They have the advantage that they are immune to neuts, but are limited to how many boosters they carry. That's why I'm fine with the neut immunity.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13823
|
Posted - 2013.01.26 12:44:00 -
[17] - Quote
Rick Rymes wrote:Mag's wrote: My point is more about flavour. We have the advantage that we use paste and could carry more. They have the advantage that they are immune to neuts, but are limited to how many boosters they carry. That's why I'm fine with the neut immunity.
Using nanite paste is great and all and if lets say they limited ASB's to 1 per ship then im all for giving them neut immunity. But to get comparable repping power (with greater sustain for armor, burst for shield) you need a cap booster, which also holds charges along with the nanites for the ARR, which is susceptible to cap warfare, just seems a little lopsided. Of courses the best outcome is if there was no cap for the ARR either, which would do volumes for the punisher, since its reliant on cap and can run it rep independent of its guns. You are right but the are more angles to this, why should shield have better speed/damage and cap immunity. Oh I agree, which is why I mentioned the restriction we have of only 1 AAR while the ASB can fit multiple units. If those restrictions were equal, neut immunity can stay as far as I'm concerned. As it stands now you are right, it is too lopsided.
This may be an armour tanking thread, but the fact that the ASB is so OP in comparison to the new AAR, needs to be addressed at the same time. Not necessarily changed now, simply stating it will change would be fine and show balance is going to be made.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13846
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Posted - 2013.01.27 21:39:00 -
[18] - Quote
Aralieus wrote:Looks like I might have a reason to train Thermodynamics to V now Indeed. It will help with all th ASBs I'll be fitting, if these changes don't improve. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13850
|
Posted - 2013.01.28 14:11:00 -
[19] - Quote
Hakan MacTrew wrote:Edward Olmops wrote:An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs. A module similar to the shield boost amp, but for armour could be helpful. At preset, a triple rep fit is totally dependant on cap boosters, normaly being forced to use at least 2 at a time. With a module that grants 30% - 35% more per rep, that triple rep fit, especially combined with an AAR, could be viable with only two repping modules and probably only one cap booster. This would be workable on more hulls. Agreed. I'm not keen on this module being reliant upon overheat. That mechanic is clunky enough and I don't need more reasons to need use of it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Mag's
the united Negative Ten.
13866
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Posted - 2013.01.29 18:18:00 -
[20] - Quote
Perihelion Olenard wrote:Dredastttarm wrote:Just me or are these ancillary armor reps going to cost a ton to keep online? its going to cost 100k isk for 1 rep cycle of the medium rep and 200k for the large one, this is outrageous, ccp needs to stop being lazy and make a new ammo type for the ancillary armor reps... Or they could just change nanite paste blueprint to make 100 per run so the price goes down to something reasonable... Otherwise this armor rep will cost ridiculous amount of isk to keep running... People kept asking for it, now we have to suffer the consequences of it. At least it doesn't take up much space. It's not cost that worries me about this module, it's their lack lustre performance.
I only hope changes will be made to improve things. But I do believe they intend on changes regarding PI and this could lower the cost of paste.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
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Mag's
the united Negative Ten.
13924
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Posted - 2013.02.02 14:14:00 -
[21] - Quote
Takeshi Yamato wrote:Veshta Yoshida wrote:Is it possible to code it so that a booster won't fire without a certain amount cap, without actually expensing said cap? That weird mechanics like the one you're describing are being considered in a desperate attempt to fix the problem just goes to show what a horrible idea cap warfare immune ASBs are. Instead of the ASB being a shield booster plus cap booster in one, moving Shield Boost Amps to a low slot might have been a better way to give shield tanks an extra mid. That way shield tanks don't get a freebie slot and are subject to cap ware in the same way as everyone else. That's actually a simply, yet elegant solution. Personally I'm not to bothered by the cap issue, but if it were to change that would be a great idea.
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