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

Perihelion Olenard
Federal Navy Academy Gallente Federation
132
|
Posted - 2013.01.23 03:34:00 -
[1] - Quote
The ancillary armor repairer repairs about 93% as much as two tech 2 armor repairers when overloaded (each cycle should be overloaded anyway to get the most out of each cycle before reloading the AAR). However, it uses half the capacitor of two regular repairers and frees up an additional low slot for a regular repair, resistance, or damage module. Armor tanking just got more flexible. I can't wait to fly active-tanked cruisers once again.
On another note, the powergrid saved by fitting the AAR easily compensates for the penalties of the active tanking rigs. Depending on the fit, it also reduces the powergrid for the cap booster(s) since you need less cap for the amount repaired. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 18:57:00 -
[2] - Quote
Why are people so concerned about fitting problems with the new rigs? It's not nearly as bad as people think. Tech 2 armor repairers use more PG than the tech 1 and replacing one of the tech 2 repairers with the ancillary armor repairer will lower the PG used, anyway.
In a previous dual or triple repairer setup you can drop two regular armor repairers, then put in the ancillary armor repairer and the reactive armor hardener. Suddenly you free up a lot of PG, use less capacitor, and tank better than before. It can get even better when tanking less damage types with that RAH.
Why are people complaining about needing more cargo space? Even if CCP doesn't increase cargo holds a little, the large ancillary armor repairer will use only navy cap booster 150s. The extra repairing the AAR gives for the capacitor used is certainly worth it.
I can't really comment on the overloading rig since it depends greatly on the layout of the active tank whether it will be better over the aux nano pump. That is, until the penalties take over.
One thing I don't like: Not reducing the base mass of a couple plates just because they're used more often is unnecessarily inconsistent to me. That said, it's nice that we get a skill that reduces the penalty of all plates. In addition to improving maneuverability, it will also increase the MWD speed of plated ships a little. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 19:09:00 -
[3] - Quote
Celly Smunt wrote:CCP Fozzie wrote:A few updates:
We're switching the AAR to use nanite repair paste instead of cap boosters. What we're looking at now is for them to hold 8 reps worth of paste, with the smalls eating 1 per cycle, the mediums eating 5 and the larges eating 10.
I'm also investigating our options for reducing the base powergrid need for medium and large armor reps a bit.
We're aiming to have all of this on Sisi before the weekend. Please note that just because things are on Sisi doesn't mean they can no longer change. It just means we want to give people a chance to try it out in the game client. good lookin out... or if you're not into "hood" vernacular, good job listening to the folk's feedback. :P I do think you should be prepared for the influx of ASB user's complaints about the volume difference between CBs and NP. just a head's up... but good job on the decision to switch to NP, it's much more practical imho for that repping armor. o/ Celly
I think it's fine that the ASB still uses tiny cap boosters as it's free to run. Armor needs that space for big boosters since their repair modules aren't free. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 19:31:00 -
[4] - Quote
Omnathious Deninard wrote: Now we just need better rep per cycle for medium and large reps
Why? I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 20:01:00 -
[5] - Quote
Dread Operative wrote: So a fully loaded MAAR will cost twice as much to run as a LASB. Lame.
It's what the community was asking for. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 21:00:00 -
[6] - Quote
Takeshi Yamato wrote:The say a picture is worth a thousand words... here is a graphical comparison of the AAR and the ASB http://i.imgur.com/j0CLZs5.jpgPlease correct any mistakes I have made. Please note that I gave the AAR 3x rigs to help it out a little bit. I didn't include the Overcharge rig because the exact mechanics have not been clarified. Comparing a single medium AAR to the x-large and large ASB is pretty pointless. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
134
|
Posted - 2013.01.23 21:19:00 -
[7] - Quote
Takeshi Yamato wrote:Updated graphic with correct AAR total rep amount: http://i.imgur.com/REYYlHK.jpgFor anyone wondering, the AAR tank without the rigs is is 238.5 per second, total of 4320. That's less than the L-ASB total. This also shows how utterly ridiculous oversizing is. Again, your comparison is pointless. You can put regular armor repairers on the ship as well further improving the tank. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 00:54:00 -
[8] - Quote
Freighdee Katt wrote:Iam Widdershins wrote:Everyone is bitching that the AAR can't be used while reloading. This is the simplest possible problem to solve: Turn off auto-reload for the module. You can keep using it straight and pulsed for as long as you want after its charges are gone, and choose to start reloading it whenever you desire.
It's not that complicated, people. And then when you need the burst rep, you have to wait 60 seconds for it to load; which is guaranteed to be 59 seconds too long for it to do you any good. You don't have to fit the ancillary armor repairer if you don't like it. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 01:53:00 -
[9] - Quote
Rented wrote:[quote=NetheranE] For the small small price of making the AAR even more mediocre. An updated graph. That's why you fit more than one armor repairer. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 02:10:00 -
[10] - Quote
Rented wrote:Perihelion Olenard wrote:That's why you fit more than one armor repairer. You're kidding, right? Not only is the AAR inferior, it can't be stacked. ASBs can be stacked. And your solution is to stack even-more-inferior modules on top of this? I don't even... what are you... how do you... in what alternate version of reality does this make sense to you? Do you not realize how absurdly overpowered it would be if the large ancillary armor repairer was as powerful as the x-large ancillary shield booster with how many more tanking slots armor gets? Your graph is meaningless as armor tanks differently. It's just as meaningless as the guy's image comparing the medium ancillary armor repairer to the x-large ancillary shield booster. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 02:23:00 -
[11] - Quote
So what? That ASB becomes almost useless once it's out of charges. An armor tank will now easily outlast that and easily tank your 500 DPS BC. After these changes a myrmidon will be able to tank as well as a battleship used to. The hyperion will be able to deal and tank over 1.1k DPS, if you have good skills. Even better if you overload things, especially with that new rig.
Quit trying to make the ancillary armor repairer a godly module. CCP isn't stupid. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 03:01:00 -
[12] - Quote
Again, you are comparing ONE large AAR to ONE XL ASB and saying armor sucks because of it. Are you two really that stupid? Armor does not tank the same way shields do. That ASB will go through it's loaded boosters well before the armor tank breaks in this magical 1v1. That shield ship will die before it reloads it's ASB, but the armor tank wouldn't need to reload yet. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 03:20:00 -
[13] - Quote
Rented wrote:Perihelion Olenard wrote:Again, you are comparing ONE large AAR to ONE XL ASB and saying armor sucks because of it. Are you two really that stupid? Armor does not tank the same way shields do. That ASB will go through it's loaded boosters well before the armor tank breaks in this magical 1v1. That shield ship will die before it reloads it's ASB, but the armor tank wouldn't need to reload yet. Feel free to compare 1x large AAR + 2x LARs to 2x XL-ASB if you'd like. OK.
Hyperion with ions and void, two webs, mwd, scrambler, cap booster, 1x LAR II, 1xLAAR, damage control, two EANMS, one damage mod: Tanks over 1.2k DPS and deals over 1.1k DPS.
With two tech 2 LARs and a LAAR it will tank over 1.5k DPS, but guns have to be downgraded. Can the maelstrom tank like that without using both XL ASBs at the same time while having a MWD and warp disruptor? Definitely not. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:04:00 -
[14] - Quote
Vladimir Norkoff wrote:Perihelion Olenard wrote:Hyperion with ions and void, two webs, mwd, scrambler, cap booster, 1x LAR II, 1xLAAR, damage control, two EANMS, one damage mod: Tanks over 1.2k DPS and deals over 1.1k DPS. Yeah... Dual Rep with one cap booster. Lemme know how that works out for you. And props on using overheat for your base tank numbers. Then again, that might be why you only need one cap booster, cuz either you land exactly on your target and tackle them, or you die... horribly. Cuz the awesome Void range is ~11km while the Mael is hitting out to ~34km with faction ammo and selectable damage type (Hype meet Fusion). Plus the Mael's tank is quite a bit higher than 1.2k DPS when overheating... and it lasts longer overheating than the LARs do. Facts are terrible things. Do you even play Eve? Do you know what falloff means? What is this fit that allows your maelstrom to tank over 1.2k DPS using one ASB at a time? I also said I overloaded the ASB in my calculation of the tank, not just the armor tank. Using all weapons, tank, and EW modules for over five minutes on one cap booster isn't enough? I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:07:00 -
[15] - Quote
Liang Nuren wrote:
Um. If you can't break 1.2K DPS tank on a Maelstrom I don't even know what to tell you. No, really.
-Liang
As I have said before, using one ASB at a time and while having a MWD and warp disruptor. Of course it can break 1.2k DPS if you use both at the same time or use all six mid-slots.
No wonder CCP devs and ISD members sometimes get frustrated with people on these forums. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:27:00 -
[16] - Quote
It doesn't really matter what I say with the direction you people are trying to take this. Whatever I come up with you people will simply say, "well this ship and fitting at X distance will counter that armor tank so armor tanking is still broken and your fit sucks against it." I already explained why directly comparing a single medium or large ancillary armor repairer to an XL ancillary shield booster is stupid. There's far more to take into consideration, which is what I was trying to get at. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:35:00 -
[17] - Quote
No, it's not the best comparison. It's the worst. There are more lows to tank with than shields have mids after MWD and warp disruptor. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:41:00 -
[18] - Quote
Nevyn Auscent wrote:Perihelion Olenard wrote:No, it's not the best comparison. It's the worst. There are more lows to tank with than shields have mids after MWD and warp disruptor. There are more Mids than lows to tank with after three damage mods..... etc etc etc ad infinitum. In general there's damage, tank, and tackle. You can't have it all with either shield or armor tankers. You people are trying to make armor overpowered so you can have all three.
Shields can give up tackle for tank and damage. If you want more tackle, you give up tank and still have damage.
Armor can give up damage for tank. If you want more damage you give up tank and still have tackle. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
136
|
Posted - 2013.01.25 14:55:00 -
[19] - Quote
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. To fix that just place a limitation on the smallest ship that repairer can be fit on and reduce the PG requirements. I always found it interesting that the cruiser 800mm plate costs more PG than the cruiser medium armor repairer, but the battleship large armor repairer requires substantially more PG than the battleship 1600mm plate.
On another note, with the base and skill reduction of the mass of the 800mm plate and the PG reduction of the BCs, it may be worth fitting two of them to a BC instead of a single 1600mm plate. Sure, you'd be giving up a little HP and a low slot, but the ship will be far more agile. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 16:46:00 -
[20] - 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. Well, armor tankers got more PG than shield ships. The maelstrom got a ton, but that's because artillery used a ton. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 17:43:00 -
[21] - Quote
Little Dragon Khamez wrote:... So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste). So you'd have nothing against cruisers fitting 3-4 1600mm plates for an absolutely absurd amount of HP? I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 18:20:00 -
[22] - Quote
Wivabel wrote:Tell me when all this gets on sisi. I want it now. Most people would rather camp the combat areas with capitals, pirate ships, and tournament ships than test this stuff. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 19:13:00 -
[23] - Quote
Sinzor Aumer wrote:Could anyone of devs comment - why should Reactive Armor Hardener have so desperate cap consumption? I wouldn't mind seeing a tech 2 version that starts out at 20% resists with the same capacitor usage as the tech 1. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.29 17:48:00 -
[24] - Quote
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. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.30 18:26:00 -
[25] - Quote
DJWiggles wrote:CCP Fozzie wrote:Hey guys, all the changes in the OP are now on Sisi, with two exceptions:
- AARs are not on the market yet. In the meantime I dropped some cans and wrecks outside the station with some for people to test right now, they should be on the market next update.
- AARs can currently be fitted multiple to a ship. We have this fixed internally but that fix did not get into this recent Sisi update.
As far as I can see the ARR's are not taking ship bonus's in to account I.E armour ships that get a bonus to reps Example: Large armour rep gives 600 per cycle. On a Kronos with its 7.5 per level bonus with marauders to 5 it gives 825 per cycle. Large AAR gives 450 per cycle as it should be. On a Kronos it only gives 1350 per cycle with paste but does not get the 7.5 per leve I have also confirmed this on my myrmidon on the test server. With paste it should normally boost 702 armor without any rigs or ship bonuses helping it. After a boost on my myrmidon, it still boosts only 702 HP. I took the difference in armor HP from before and after the boost.
Also, after putting the paste into the AAR, it does not update the repair amount in the show info window when fitted. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.30 21:20:00 -
[26] - Quote
Oh, my mistake. I didn't take the base amount from the module in the station. I took it from the base amount when loaded in the ship. I guess I shouldn't test anymore after a silly mistake like that. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.01.31 14:43:00 -
[27] - Quote
I have an idea to improve the reactive armor hardener on sub-cap ships. Instead of a large amount of capacitor for not much resists when taking several damage types, improve the base amount of resists from 15% to 20%. However, limit the minimum amount each resist can go down to. What this would do is make the module more effective when taking several damage types, but it would also prevent it from being absurdly overpowered when taking one damage type.
This would also have the benefit of leaving some resistance behind to the damage types the ship is currently not taking, but could be taking in the future. Honestly, even with the cap reduction built into the skill, the module still takes a bit too much capacitor to run on battlecruisers with the "blah" benefit it provides.
I can't really speak for cap ships as I have never flown one, even on my old character before I sold it. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.01 17:22:00 -
[28] - Quote
The reasons given above are why I don't consider the brutix to be ideal for an active tank. It doesn't have the mids or PG to do triple rep. You have to drop the guns down from ions to electrons to fit a third repairer and drop a rig to fit an ancillary current router to fit another cap booster on. Then, you don't have a mid for a web to hold targets to close range so you must go down to null ammo on electrons to reach further out.
I think it would perform better as a plater with a different defensive bonus, or even a second offensive bonus similar to the megathron. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.01 18:48:00 -
[29] - Quote
Maximus Andendare wrote:CCP Fozzie wrote:Just so you all know the Sisi update today put the AARs on the market and fixed all the outstanding defects and bugs we have had reported up to now.
Feel free to go play with them and continue to provide whatever feedback you have. So you're still going ahead with yet more skillbooks for armor tankers to be effective as well as two gimped Gallente BCs?? If they're gimped you must not be fitting them right. They seem OK to me, and not overpowered or underpowered. Now the cyclone is probably gimped. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.06 16:29:00 -
[30] - Quote
. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.08 03:51:00 -
[31] - Quote
Bienator II wrote:AAR description: "... Deactivating the module while it has no Nanite Repair Paste loaded starts reloading, if there is Nanite Repair Paste available in cargo hold. ...."
thats a showstopper for me.
As soon i am caped out or want to pause the reps to safe energy the tank is gone for 60s. It happened to me the first time i tried it on the testserver, fought a ship which had a neut and i had a cap booster. As soon my cap was empty and the rep stopped for a short period (short before my booster hit) it reloaded.
This basically means that the "short burst + sustained tank" promise won't work in most of the fights i am usually in. That's why you disable auto reload. You can choose when it reloads, even if you turn the repairer off. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.08 03:59:00 -
[32] - Quote
It doesn't hurt tanks at all. It increases the amount of repairing you can do in a shorter amount of time. You do not have to run the repairer continuously if you don't want to. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
143
|
Posted - 2013.02.08 15:21:00 -
[33] - Quote
Mund Richard wrote: "Easier to fit multiple reps for armor": You NEED to fit multiple reps to catch up to a single oversized rep +SBA. And that's without mentioning how that oversized +SBA can be ASB.
"more rigs, notably increasing both efficiency AND burst": a) Shield can improve efficiency and burst via resists better, as their overall resist is already stronger as soon as you get to T2 using 2 modules, and only gets better after that. b) Sure, armor can delegate efficiency to rigs while shield uses mids, but T1 nano pump: +15% repair. T2 SBA:+36% Only after allocating all three rigs to boost amount are you better than a single T2 midslot module.
"Finaly, until now, there wasn't a lot of reason to fly armor tanked ship indeed" Not quite sure if there's any better reason now. AAR still doesn't compare to ASB in my eyes. Plate still has a worse drawback than Extenders as long as MWD is on (and if the enemy mounts a plate against a shield kiters, the MWD stay on...).
I'm not qute sure why you're complaining about using rigs to improve armor repairer efficiency. Shield ships have to sacrifice a med slot to improve theirs in the form of a shield boost amplifier while they have no rigs to improve booster efficiency. Sure, that means they fit resist rigs, but we have the same resist rigs for armor and we can fit resistance modules to the low slots that do better than their resist rigs. It's just a different style of tanking.
The problem is how much the armor repairer repairs, not the style of tanking. It could stand to repair a little more. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
143
|
Posted - 2013.02.08 15:34:00 -
[34] - Quote
Mund Richard wrote:... Well, if I were to complain about it, it would be more in line with how for a BS, a single T2 +rep rig costs more than a Gist X-Type SBA. The isk cost of tech 2 rigs in general have absolutely nothing to do with one form of tanking being superior to the other. I wear my sunglasses at night. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
143
|
Posted - 2013.02.09 23:47:00 -
[35] - Quote
I'm looking forward to plated fits + a single AAR. The medium provides about as much HP as a 1600mm plate for far less PG further increasing the HP on a BC. The medium AAR + a 800mm plate on a cruiser will also give a decent amount of HP for the PG used, assuming you live long enough to go through all the cycles.
The large provides far more HP than a plate for using a single slot, although its PG requirement is much higher than 1600mm plates. On the megathron there's enough PG for one and some plates, a large cap booster, MWD, and neutron blasters.
If you do last long enough to get through all the loaded paste it can be run without paste giving even more HP to last a little longer. It should be overloaded to get the most out of it while it does have paste loaded, though. I wear my sunglasses at night. |
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