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

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
485
|
Posted - 2013.01.22 17:18:00 -
[1] - Quote
Was about to get a titan in my pants but then I read:
"New skill"
"..increase PG for 10%"
"trimarks keep speed penalty"
"AAR" (as it stands)
And I got my internet feelings hurt Mr Fozzie !!
Base ideas are good but this does not fix the problem at it's core completely. Liang explained his point of view earlier and I can't do anything else than support his point of view. Again, your ideas are great, but do not fix the main problem. -á-á-á-á-á-á / |__|-á-á-á This is a tears cup, fill it !
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
486
|
Posted - 2013.01.22 18:29:00 -
[2] - Quote
Freighdee Katt wrote:Dersen Lowery wrote:SARs are fine. Buff the repair rate of MARs and LARs so that they are similarly effective. Maybe modify them to take cap boosters as an optional fuel; that would free up the mid slot taken up by the nearly mandatory Capacitor Booster, but still fill the cargohold with cap boosters. There you go, a simple change that actually makes things better, with no new modules or skills. This way lie good things.
This could be something to dig. And also because sooner than latter you'll need 12 slots for active tanking + some dmg mods 
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
486
|
Posted - 2013.01.22 18:58:00 -
[3] - Quote
Veshta Yoshida wrote:Short: Burst tanking will break the balance unless repair bonuses are either nerfed into the ground or replaced with something else .. case in point: ASB .. those damn things find their way, even after being nerfed, onto everything with three mids or more, it is an abomination! Sergeant Acht Scultz wrote:[This could be something to dig. And also because sooner than latter you'll need 12 slots for active tanking + some dmg mods  So add a damage bonus to armour repairers, explain it with: "Excess energy from nano.manufacturering within repairer is shunted to weapons systems 
About ASB's: managed to tank about a dozen arty/autos cynas with a double xl-ASB sleipnir before nerf, couldn't take any of them down because they were getting reps but whatever, managed to tank all that incoming dmg until gate jump CD was ok, thy have never got in to more than half armor and were probably overheating their guns... felt ridiculously OP, but whatever.
My semi joke about armor tanking slots is quite obvious with the number of low slots required to effectively set your resists without even add a single plate or rep Not only you can't fit a single dmg mod but on top you'll have to fit the lowest tier weapons on your ship.
I was almost happy at the beginning of this thread, but answer after answer I'm starting to think this is the bad way to balance armor if you need even more skills and even more mods. And adding insult to injury those mods are not replacing them but will be required on top of the old ones. 
Rather see the older mods revisited and fixed, adjust affecting skills rigs/mods drawbacks. It's not a good solution to fix armor tanking than add more skills to train and stuff to fit when you have already hard time doing it now.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
494
|
Posted - 2013.01.23 22:52:00 -
[4] - Quote
CCP Fozzie wrote:Limiting oversized mods as a way to simplify balancing I completely agree that limiting more modules to certain ship sizes would make my life easier. :) However giving people the freedom to be creative with fits is part of what makes Eve so great and I don't want to lose that. It's going to take more work and more time but finding a balance without unnecessarily removing player choice is the ideal we're shooting for.
In short are we getting XL-armor reps and XL-AARs ??
Because despite all you efforts, and believe me I do understand you have to make choices and doing your best with in the envelope you're given, I can barely see active armor tanking become something worth of any effort but for gate and station camping or the very situational case.
On the other side of the coin, these proposed changes are bringing even bigger benefits to golden hull resist bonus bricked space pixels while increasing significantly the downsides of active tanking. Please notice that I'm not saying this is going to make active tanking worst than it was before because it would be a lie but I can't agree with anyone saying this is the right way to balance.
These changes are increasing the number of sills required, the number of slots required for a semi useful active tanking, changing the already extremely heavy penalties from speed/agility to even less pg/cap available making the choice almost impossible. You tell me "yeah but you have the choice", well it isn't one when you can choose in between horrible mods and other horrible mods unless, once again, you're playing station and gate games where some will be less horrible than others.
Active tanking is not in need of more downsides but the total opposite and I believe you can do it, be creative because you can tbh !! Choosing active armor tanking should mean you choose to NOT FIT A SINGLE FOCKING PLATE ! because you want to move fast, be semi agile and get fast enough in to your targets face and melt it down !! Light armor (hp) tanking based on resist profile tanking (active/passive) with a single rep allowing you at the cost of some extra cap (booster charges) to significantly increase your HP rep amount for a very short amount of time, but still be able to normally rep if no booster charges are used.
It's not a choice than have to add even more mods+cap booster charges to actually try to do something out of station.gate games, it's a pain, it's not fun, it's not worth the effort when you can do much better just by ASB fit your ship and fill those lows with dmg mods. This is how you should think to figure out how you should balance active armor tanking: am I better using armor or shield tank for a fight that will not last more than a couple minutes anyway?
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
494
|
Posted - 2013.01.24 00:31:00 -
[5] - Quote
blarggg wrote:-armor Pro: Massive amount of Armor
The heck!!!
What massive amount of armor do you get in something else than a 7 low slots golden armor resist bonus brick???
YOU DON'T !! -that's the problem they need to fix in the first time.
Active tanking should make your ship lighter, faster, agile and compensate the punishment taken while getting in range to use his extremely short range weapons, with a DECENT rep amount/cycle considering you're USING MWD and thus increasing your sign radius for 500% (that's capital size even a blind guy can hit)
As long as this strange design of shortest range weapons+plates+pack-boat agility/speed is forced in to players style there's no point on using it over something more agile, as much if not much more tank, dictating range and still able to burst rep incoming dmg (XL-ASB !!) Everything else you can come with is nothing more than another buff to graveyard camping (gates/Stations) and incoming duel system.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
495
|
Posted - 2013.01.24 17:34:00 -
[6] - Quote
Perihelion Olenard wrote:That's why you fit more than one armor repairer.
Ho yeah BRAVO ! -this man got it, instead of electrons you'll fit small neutrons-º Awesome (or not)

Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
495
|
Posted - 2013.01.24 17:52:00 -
[7] - Quote
Bouh Revetoile wrote:Captain Semper wrote:And btw, I can't effectively fit 1600 on crus\BC becuase it its realy a lot of PG and i need fit worse turrets. Does shield tank crus\BC need fit worse turrets because they use BS mod for shield tanking? No. Balance? No.
Actually, yes they do. CPU is not an unlimited resource, and people do are complaining about it in the BC rebalance thread.
Do you know how much tank you get on a simple Sleipnir with 2xXL-ASB, without overheating those modules, no boosters and no implants or links? And guess what, all you need is a T2 low slot mod an an implant to get enough CPU.
Tell me how horrible a ship is when you can active tank more than 5700 incoming dmg and still deliver 800dps? -hell just turn one on and it's already more than 2500 reps...
Just to finish with the CPU thing, NO it's not really a problem, if this was a real problem do you think Gallente would be able to fit shield mods and get the tank/speed/dmg they get? Now pick any Shield tanking based hull and try to armor fit it with plates and active mods, then please share your feedback with us.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
498
|
Posted - 2013.01.24 19:50:00 -
[8] - Quote
Sinzor Aumer wrote:Holly war Shield vs Armor keeps rolling... But among those graphs of reps per second and HP calculation of LSE and 1600 - I dont see almost none comments about Reactive Armor Hardener. Do you think it's fine, so no need to worry? Or do you think it's so fail that not even worth considering? Did you even try it - in EFT or in EVE itself?
RAH uses cap, far too much even at lvl5 skill and yet another skill we had to train for something with little use for the average pilot.
You see there's only one kind of Armor tanking that has some sense: buffer one
When it comes to active tanking you find out most of those ships and specially in Gallente lineup have 6 low slots, active armor tank mods are extremely cap hungry and do not cover enough the resist profile so you have to fit plates on top of it. This is where active tanking becomes a lol mix of silly stuff. Minimal decent resist profile requires at least 1 explo hardener, 2 energized adaptive and a DCU, this makes already 4 slots. Now you're fitting active tank rigs and decreasing your available PG (aka new drawback), have to fit 1 lol armor rep and eventually new lol AAR. You haven't added a single plate yet and now you're going to fight with your fitting window to fit your guns in your ship. Those guns eat big chunks of cap when firing...also.
Now instead of fighting with yourself to fit something like that, just pick your 4 med slots armor ship, slap some shield rigs mwd LSE 1 invuln and 1 hardener. Now you have 6 low slots for a DCU 3MFS 2TE or eventually 2MFS 2TE 1nano
You get a decent tank but jesus your dps is just insane (if someone fit armor mods in to his Talos he's an idiot), that's exactly what you need with active armor tank: be light, just enough tank and omgfckin dps with highest tier weapons.
I still have a question for Fozzie, why bring new mods and skills when the very first problem of this tanking mode is it's bad design and philosophy? -why keep trying to patch something wrong from the beginning when the best thing to do it is start it from the scratch?
Give me a reason to not fit shield modules to my ship other than nerf it's slots. Make active armor tanking something you want because your ship is designed for and gives you for your isk.
Isn't enough to see shield Brutix, shield Myrmidons, Shield Megas and Hypes/Domis even frigs being waaaaaaay better shield tanked than armor tanked? I want my armor ship to be as good as I can make it with shield mods and this is not because shield tanking mods are OP, but because active armor tanking is really really the poor minded mans choice.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
499
|
Posted - 2013.01.24 20:27:00 -
[9] - Quote
Apostrof Ahashion wrote:Sergeant Acht Scultz wrote: Isn't enough to see shield Brutix, shield Myrmidons, Shield Megas and Hypes/Domis even frigs being waaaaaaay better shield tanked than armor tanked? I want my armor ship to be as good as I can make it with shield mods and this is not because shield tanking mods are OP, but because active armor tanking is really really the poor minded mans choice.
Dont forget shield Harbingers or dual ASB mission Apocalypse Navy Issue.
Indeed but well Amarr isn't that much affected or at least uses something worthwhile training:resists
Of course not all lineup is a megaton EHP space brick shooting with pulse+scorch at rails range, but the little + that make this kind of tanking interesting is the sum of effective mods/ship bonus/weapon system making this tanking system really shine.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
499
|
Posted - 2013.01.24 20:29:00 -
[10] - Quote
Sinzor Aumer wrote:fukier wrote:Jiska Ensa wrote:Uh nanite paste is a LOT more expensive than cap booster charges. Is that being addressed in some way? yes they are going to fix that in its PI production costs Wait what? Where was that? And OMG, it's 3 mil worth of paste in your 100 mil battleship - are you bloody serious?
Please show me where you got that 100M fitted battleship (Gallente/Amarr], I'm buyer for 10 ASAP
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
504
|
Posted - 2013.01.25 12:57:00 -
[11] - Quote
Mag's wrote: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.
As it stands right now you can pick two different gangs of Thoraxes, one shield fitted one armor fitted, both get at the same gate ad start shooting each other, what happens?
The armor gang just got face raped by shield gang delivering double dps, moving faster, and enough tank (ASB?) What is active tank about? -burst for a min or two then pray god your opponent is an idiot, badly fitted, sleeping, lagging ! THAT'S the "in the face" factor making difference enough for active armor rep be the crap it is in pvp. My main char is mainly gallente spec, if I ever undock with an armor fit for solo and get caught at the gate in null, I deserve to be killed podded and mock/trolled in local.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
505
|
Posted - 2013.01.26 12:54:00 -
[12] - Quote
Vizvig wrote:If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it.
Like you do already against xl-asb vagabonds, double xl-asb sleipnirs and everything able to fit at least 2 large ASBs?
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
516
|
Posted - 2013.01.28 15:39:00 -
[13] - Quote
I'm still stuck at this "new skills" thing, soon enough you need to play eve off line for 2 years before you can fit a ship decently.
This makes the game more and more unattractive for newer players, I know already new players are not welcome no need to remind me, but the more skills like this are added the more this game will look like a nice lady on a picture you'll run from if she ever starts getting undressed in front of you...what a nightmare !
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
517
|
Posted - 2013.01.28 19:07:00 -
[14] - Quote
Jerick Ludhowe wrote:Captain Semper wrote: I will never fit thorax in armor tank becuase it is totaly uneffective for now. Thorax was created for roam and in roam you need speed, burst damage and lit tank. So... Where i should use "new" 800mm plates?
Dual web rax is bar none the best rax for solo/small scale pvp. The increase in speed and dps of the shield ship means jack **** when you can be easily killed by a t1 frig, just saying...
Well i'd agree if 1v1 was what Eve is about but it's not. Why would you pick the highest damaging weapon system in the game and make it as slow as an orca (can warp mine in less than 10sec without rigs/implants/nanos TBH), limit your dmg+range application and fit webs when you should have rapiers to pin stuff down for you and logistics in your gang?
I agree with you about the frig stuff in 1v1 scenario but in gangs and roams whatever is dead can't hit you and can't harm you: TANK WITH GANK and let tackle job to tacklers.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
521
|
Posted - 2013.01.29 21:06:00 -
[15] - Quote
Wivabel wrote:I tested out the Medium AAR today. I was in a Deimos with 1 t2 medium rep and an AAR. It did pretty Good but the Long armor rep cycle time Kinda defeats the idea of a burst tank. I will say cap stability was better since I did not have the AAR actively running. I think it is better but im not sure if it is good enough
First issues first, this is the major problem with this fix, straps on a broken wood leg.
-active armor tanking -yes?
-sustainability -it's not, it was not and doubt it will be without lol fits just good for pve after changes, slightly better, not balanced.
-smaller buffer relying on speed and higher dmg to get rid of enemy ships: *problem one resist profile (low values with V skills) *problem 2 speed *problem 3 capacitor sustainability *problem 4 is as long as active shield/ASB tanking offers everything you need for pvp armor doesn't, there's no point on fitting armor mods on your ship point blank, even if it spits 1 gigadps at 500m will still be just good at shield buffer tank for barges/freighters gank and lol stuff. It's getting better but imo it's not balanced and adding more skills is not helping with this perception.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
521
|
Posted - 2013.01.31 00:03:00 -
[16] - Quote
Vaju Enki wrote:Don't overbuff armor.
Indeed, giving them more med slots could make them use more ASB fits making armor ships shield tanked totally OP. 
But please be our guest to explain what overbuff active armor tanking is being given. I'd like to learn some stuff.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
525
|
Posted - 2013.01.31 11:16:00 -
[17] - Quote
Goldensaver wrote:Of course he might be one of those people who has all his skills in shield tanking and wants shields to be better than armour so he doesn't even need to think about training other tanking skills for any reason whatsoever. *shrugs* You never know who you're dealing with on these forums.
I can't say I've got perfect skills in armor and shield but those are pretty close and strong enough for both, I tend to shield tank my armor ships like many others for a reason.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
525
|
Posted - 2013.01.31 11:25:00 -
[18] - Quote
Seranova Farreach wrote:armor is still superior for pvp fleets as it has much higher EHP yealds then shield and saved mids for prop and tackle and/or cap boosters, whilst shield needed ancil booster to minimize the amound of tank slots they lost while also beign able to fit prop and tackle.
Situations where armor are superior: capital size -please tells us why
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
527
|
Posted - 2013.01.31 22:45:00 -
[19] - Quote
fukier wrote:Takeshi Yamato wrote:CCP Fozzie wrote:Crazy KSK wrote:has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi? The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however. What are its planned bonuses? I would like to know because the way I initially understood it to improve both rep amount and cycle time bonuses provided by overheating. i would call it a heatsink rig and make it reduce heat damage to all mods... something like 30% reduction in heat damage for tech I and 40% for tech II (give it the fittings of a sentry drone rig so you can only fit one per ship) if you want to make overheating better for active reps just increase thier base boost for overheating... that way it wont mess with the other rigs...
I'm sorry for being rude but I can't say my self you're serious or idiot for posting this, and believe me I'm trying to stay soft.
This can't be serious in any shape or form, first reason is the lack of all sense of pure mechanic requiring choices - read: I hit the f'ckin button or I don't- and aslo because it brings noting but micromanagement useless and tedious in such a game like Eve. Seriously, if you guys really like micromanagement, 0.01isk games and f'ckin macro'in just stop posting please.
I know I'm not that much of a help for improving Active armor tanking, not because of my supposed or not ideas/experience but because I have absolutely no trust on what is going on or will be out at the patch day, but for god sake please stop with such horrible ideas... ever hard drunk I think I can't sort that much bad stuff and believe me I do not need much effort after 10 paints.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
527
|
Posted - 2013.01.31 22:50:00 -
[20] - Quote
MailDeadDrop wrote:I'm aware that faction cap charges provide more capacitor when consumed in cap booster modules than their corresponding non-faction variants. Do they provide more shield HP when consumed in an ASB? If so, have you looked at creating an LP-store-sourced "special" nanite repair paste that is equivalent? Obligatory joke: maybe "royal jelly" can be part of the name of the Amarr LP store version?  MDD
Absolute wrong perception, which is not your fault if no one ever explained you the difference.
Why prefer navy cap boosters over regular ones?
Well as silly as that might seem to you, and clearly is, navy cap boosters deliver the same energy than regular ones !!
Tha fack?
Welp, one takes less space (m3) than the other one, that's why and nothing else to see other than make a milky cow.
You're welcome.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
532
|
Posted - 2013.02.04 12:36:00 -
[21] - Quote
Takeshi Yamato wrote:In addition to my previous post, another "obvious" alternative is to disallow oversizing of ASBs.
Well I could almost agree with you if it wasn't for the simple fact, shield tanking alternative accumulates the biggest number of possible modules being able to be fitted despite being oversize modules, for whatever reason this makes those ships work quite decently so I tend to say let it be and don't nerf what does not need nerfs (welp the invuln passive thing it's another thread)
The other possible alternative is armor tanking with a very known robust fleet/gang concept/doctrines, those have very strong tanks, enough mobility and dps amount/application, but we're only talking here about armor buffer tank which is the only one able to work quite properly because pulse+scorch and ships with +armor resist per lvl (majority in fleet/gang)
Once you start tackling active armor rep, which seems to be Gallente racial trait more than having drones as 1rst weapon system some idiots like to think, and here we go with all those cumulative drawbacks, lack of anything interesting modules wise consistent with racial philosophy, ships stats hilariously opposed to either racial trait (active armor tanking but the ship has more hull than armor) either racial philosophy (shortest range weapon system on the second slowest fitted hull with an active tanking based on "sustainability" when it needs "burst")
Lazy choices are lazy, accumulation of those overtime lead to this precise point: unless gimmick/fake/lol module, new skills because lol again, there's no way for this active tanking to become anything else than it was already, just different and the core problem still not solved.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
536
|
Posted - 2013.02.07 15:31:00 -
[22] - Quote
Jerick Ludhowe wrote:Naomi Anthar wrote:
While i agree shields are vastly superior i must mention armor got active hardeners too. Just not omni. And that makes big difference.
You need 1 of each specific hardener to equal the effectiveness of 2 invulns. 4 slots vs 2 slots does make a big difference.
And double cap consumption for ships already loosing huge chunks of cap just by firing their ammo and still require the mandatory cap injector.
Even if the invulnerability field gets the passive resist removed thus decreasing tank, ships using those can still fire their ammo, once your armor ship is cap out only thing you can do is watch your ship explode. RAH didn't help on cap saving, no no.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
536
|
Posted - 2013.02.07 15:34:00 -
[23] - Quote
Hakan MacTrew wrote:Not to mention armours 15 resistance modules over shields 9. Oh, and the fact that a DC gives twice as much resistance to armour as it does shields...
You should really train all those uber armor skills, fly active armor tanking ships and then come back give us a couple lessons and tell us shields are underpowered.
You're not getting the core of the problem, at all.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
538
|
Posted - 2013.02.07 23:29:00 -
[24] - Quote
Fon Revedhort wrote: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 
I don't always agree with this man, I might have some specifics different opinions but in this very particular case, all I can say is: 1000-¦ likes man.
And I'm fecking lazy to speak English well enough or I'd say I love what he just said.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
556
|
Posted - 2013.02.12 14:20:00 -
[25] - Quote
TehCloud wrote:Quote: Guess the only way for someone like me (Amarr only) to get same treatment is to hope that CCP hires an Amarr aficionado if such even exist after 2 years of Winmatar and the dawning of Gallantean superiority (we need a lightly derogatory term for that by the way, too many letters).
You know that the amarr resist bonus is still better for active tanking than a rep amount bonus?
This
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
615
|
Posted - 2013.02.22 20:33:00 -
[26] - Quote
Jonas Sukarala wrote:armour tanking is still somewhat handicapped compared to ASB's as AAR's require nanite paste on top of needing cap boosters for cap. Then with the slower cycle time the rep amount isn't even close and their is a limit of one per ship. Also the gal bc's bonus isn't enough to make them worth using maybe 10% bonus and a buff to armour rep amount on AAR's/armour reps in general and then less cap usage would help with the sustainable reps but once the paste runs out i don't think the AAR's will be much use with the 3/4 rep amount i think should be removed as the ASB doesn't give you less rep amount with no cap boosters. And the overheating rig could be a saving grace BUT how useful will it be if it just burns the AAR to smithereens after a few reps? Some extra thought is needed to balance these to make them worth using over ASB's . Extra HP amount on armour reppers might help ... i say help more a case of mandatory to make the overheating rig viable.
Reduction of capacitor needs per activation+reduction (25 to 35%) of cycle would be enough (red: from 15 to 10 max 11.5s before skills) *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
619
|
Posted - 2013.02.26 15:27:00 -
[27] - Quote
Jonas Sukarala wrote:problem is the longer cycle time is the advantage over the ASB's as it will last longer on higher reps as when the paste is used the AAR is next to useless and rigs/skills already reduce cycle time so it needs to be about higher reps and less cap as to differentiate from shield reps and reduce the need for cap boosters and paste as their is a finite amount of cargo space
This could be true if your module wouldn't get burn by the end or before the use of those nanite paste, and provided your ship has enough armor hit points to survive the higher dps incoming than it can rep or with a bit of chance the AAR reloading timer.
One of the misconceptions about active armor tanking is that everyone and his mother thinks an active tank is about plates and triple reps. Maybe the lol triple reps myrmidon and double rep hype have something to do with, however I'm not even close to get impressed by those, their dps is so anemic once you know how to force them loosing some, the lol'ish cap boosters management is nothing but fap keyboard keys for a pathetic result.
Sure someone can show lots of km's where it wins sometimes but will never show how many more fail doing it once you get on skilled vs skilled player.
In short: there is no advantage on having a longer cycle reping less p/s if you have either a low buffer (sustainability) or resists (burst). Whatever case you'll pick, a ship with hull resist bonus and same active tanking fit will always have the upper hand over the one with active tank bonus, because it uses rigs resists and buffer completely differently and far more effective unless the pilot is extremely stupid. *removed inappropriate ASCII art signature* - CCP Eterne |
|
|
|