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

Zarnak Wulf
In Exile.
977
|
Posted - 2013.01.23 00:58:00 -
[511] - Quote
Anything that gets suggested in truth by CCP will get met with tears and rage quitting by someone. It is a ***** of an issue to deal with. |

Liang Nuren
Heretic Army Heretic Nation
2816
|
Posted - 2013.01.23 01:07:00 -
[512] - Quote
CCP Fozzie wrote: Resist Bonus vs Rep Bonus Differences between Shield and Armor tanking as a whole Addition of new skills and modules
Comments: - Ok, I can see how resist bonuses need to be balanced on the individual ship hulls. For instance, the Prophecy, Maller, and Abaddon all have some really glaring weaknesses. Sure. I'm actually even ok with having ships that are "for small gang" and ships that are "for fleet". And the people who are complaining about not having a "fleet" BC are out of their minds - they weren't going to be dropping fleets of neutron Brutixes anywhere.  - I think that sig radius is already an extremely powerful mechanic that people just aren't aware of. It's simultaneously one of the best and worst tanking mechanics in the game - and it's almost wholly dependent on having a decent player behind the wheel. Be very very careful boosting that without making it WTFOP or brainless. - The new skills seem particularly aimed at noobs instead of vets, but the point about being to level 2-3 is well taken. Even 4 in a skill is only a couple of days.
Quote: Powergrid usage penalty on active rigs When looking for a replacement for the speed penalty on active tanking rigs our goal was for the penalty to be something significant (useless penalties are something we want less of) without being onerous. The rep PG penalty had the advantage of being much easier to work around through fitting adjustments than the speed penalty, while being significant enough that it could not be completely ignored. I'm open to possible changes to that mechanic, either through changing the penalty itself or adjusting the PG use of medium and large reps a bit.
I think the argument isn't that we shouldn't be making trade offs for active tank power, but that active tanks are already making tremendous sacrifices. It's eminently reasonable to run a shield tanked Brutix. Active repping will cost the extra grid cost of the reps, the extra grid cost of the cap booster, and the additional vulnerability of requiring capacitor in the first place. Most of the time you're downgrading your guns and active repping will also mean your ship doesn't scale beyond 2-3 man gangs without some pretty serious ISK investments.
I think it's reasonable to require grid as a penalty if you respect the tremendous sacrifices a local tank is already making. Maybe try reducing the grid cost of reps before increasing their amount?
Quote: Reducing ganglink bonuses and increasing effectiveness in other ways As I've said before, this is something we definitely want to do. Links are both too effective in their direct bonuses as well as their ability to be used off-grid. However getting this specific issue fixed is going to need to wait until after 1.1. Once we have the room to implement some changes to the way warfare links work from the ground up, expect changes to a lot of other modules and mechanics to happen at the same time.
I'm excited by the admission that the direct bonus is as problematic as the off grid nature of it. I'm super excited. It feels like now is the perfect time to take care of the armor/shield side of it though! But, I'm super excited despite my bajillions of SP in Leadership (amongst all my alts). I can wait. I can wait.
I CAN'T WAIT!!!!
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Liang Nuren
Heretic Army Heretic Nation
2816
|
Posted - 2013.01.23 01:12:00 -
[513] - Quote
Takeshi Yamato wrote: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.
Paradoxically, allowing oversized mods reduces player choice because the oversized mods end up being the better choice. Choices are only meaningful when it's not obvious which choice is best. How many shield tanked frigates fits use small over medium shield extenders? How many cruiser fits use 800mm plates over 1600mm plates? How many people even use 50mm, 100mm plates and micro shield extenders? If you disallowed oversizing of modules and instead gave each shipclass two types of plates/extenders/repairers (a "light" and "heavy" version) then you could balance them against each other within the class. Lighter plates/extenders wouldn't have to suck anymore when compared to the heavier plate/extender and you could bring the two closer together in terms of effectiveness to create some real choices. Right now you can't do this because they are shared by multiple shipclasses and what's balanced for one isn't balance for another. In fact this system opens up the door for more variety as you could for example give light shield extenders a totally different penalty (say cap recharge) than heavy extenders (sig radius). So all said, I think my proposal would be an excellent way to increase player choice while making balancing much easier (and arguably actually possible).
I think it's too early to say whether the penalties for "oversized" mods are sufficient. 1600 plates are going to be significantly more massive than 800 plates and 100mn ABs have tremendous drawbacks (30 second align time anyone?). LSE is a cruiser mod and nobody fits it to destroyers/frigs so it's kinda moot there.
I am a fan of the flexibility provided by the current system.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Pinky Denmark
The Cursed Navy
315
|
Posted - 2013.01.23 01:25:00 -
[514] - Quote
I would just like to say there is NOTHING wrong with resist bonus as long the ship doesn't have too many tank slots. I.e 5 medslot Ferox is hardly uber, but a 7 lowslot prophecy might end up getting abused... |

fukier
RISE of LEGION
756
|
Posted - 2013.01.23 01:25:00 -
[515] - Quote
To expand on my previous post about changing how the 5% to resists bonus will work...
My idea is to take away the base 25% to armor or shield resistance and replace it with making a 25% bonus to Passive resistance mods... This would mean the bonus would not work on lets say an Adaptive Inul or a EX hardner II... but the bonus would work on an energized adaptive resist...
This would make the skill better for armor (armor needs something to be better) as there is no passive invul for shields plus it would not make the bonus op either...
if you do this then the bonus will be brought inline with an active tanked bonus... At the end of the game both the pawn and the Queen go in the same box. |

Maximus Andendare
Future Corps Sleeper Social Club
78
|
Posted - 2013.01.23 01:29:00 -
[516] - Quote
Vess Starfire wrote:If fitting XLASB on Cyclone "is part of what makes Eve so great", make sure we can use XLAAR on Myrmidon!!
And if that will need fitting mods, find a way to let us split 6 lows between them plus armour tank PLUS damage mods.
Or is oversize mod fitting for shield only? Ding!...Sorry...You may not fit a LAR on your Myrm until you have 150% of its powergrid!
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Bubanni
ElitistOps Pandemic Legion
639
|
Posted - 2013.01.23 01:46:00 -
[517] - Quote
Change all % resist to hp % Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Taoist Dragon
Forced Penetration Hopeless Addiction
215
|
Posted - 2013.01.23 02:03:00 -
[518] - Quote
I would like the AAR to use nanite instead of cap boosters.
You REPAIR stuff with nanite and it is smaller than cap boosters.
You use ENERGY to replenish your shields as they are not physical.
Just a little tweak to give them more flavor. Stats we'll have to wait to see how effectvie they are. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Some Rando
University of Caille Gallente Federation
784
|
Posted - 2013.01.23 02:32:00 -
[519] - Quote
Apostrof Ahashion wrote:Currently X-Large Ancillary Shield Booster takes 200cpu and 500pg, and repairs 286ehp/s. Heavy Capacitor Booster II+X-Large Shield Booster II+Shield Boost Amplifier II takes 325cpu and 2476pg, and repairs 241ehp/s. Who would ever again use Shield Boosters after you introduced Ancillary? Yeah it needs to reload but so does Capacitor Booster, and you can fit two of them and still use less fitting space and mid slots than standard booster. It is so much better than standard boosters that no one is using them now. And you need less skills to use them efficiently / at all. That is a job poorly done. This bears repeating so many times it's not even funny. Please fix the modules we have before adding new ones. I literally have Shield Compensation trained to 1 and I don't have to touch it ever again because of ASBs.
I like the mechanic of the AAR, but I fear it will overshadow everything else just like the ASB has for shields.
Regarding the plate adjustments: Just do it to all plates and do it like 25%, or even 30%. Having some artificial limitations because "everyone uses them" isn't good balancing.
I'm not too keen on having another skill to train, either, let's try to avoid that and just build it into the plates. Malcanis for CSM8 |

Omnathious Deninard
Extrinsic Operations
454
|
Posted - 2013.01.23 02:48:00 -
[520] - Quote
It would be nice to see armor repairing work more like a constant effect (as some one else stated before), activating a armor repairer would drain nGJ/1Second and repair xHP/1Second. The Repair Systems would increase the repaired amount by y% per level.
The HP/GJ/S ratio needs to be looked at for armor repairers (Repair Systems V)
Small Armor Repairer II 40GJ 80HP 6s = .4444HP/GJ/s Medium Armor Repairer II 160GJ 320 HP 12s = .2222HP/GJ/s Large Armor Repairer II 400GJ 800HP 15s = .1777HP/GJ/s
This is a steep change from small to medium, and not much of a change from medium to large. This should be looked at before introducing new modules into the Armor Tanking system.
A quick look at shield boosters HP/GJ/second Small Shield Booster 20GJ 30HP 2s = .75HP/GJ/s Medium Shield Booster 60GJ 90HP 3s = .5HP/GJ/s Large Shield Booster 160GJ 240HP 4s = .375HP/GJ/s X-Large Shield Booster 400GJ 600HP 5s = .3HP/GJ/s This is a nice step from small to X-large.
Ingoring all other factors for the moment, why would someone want to use armor repairers when shield boosters are far superior? Shield boosters also get the shield boost amplifier Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
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fukier
RISE of LEGION
756
|
Posted - 2013.01.23 03:00:00 -
[521] - Quote
Also i got an idea for the AAR people are upset it uses cap to operate and i agree that having to use cap plus cap boosters seems wrong....
So i suggest instead of it using cap booster charges it uses nanite repair paste instead...
each size of AAR uses a finite amount of nanite repair paste so that it eventually forces a reaload (eq amount of time it would take to go threw cap charges)
the crux about it is nanite paste takes a very small amount of space... so you can still have your 800's for the cap injector and then have nanite paste for overheating and AAR
i am also hopping for nanite repair paste to work on drones while they are in the drone bay... At the end of the game both the pawn and the Queen go in the same box. |

Perihelion Olenard
Federal Navy Academy Gallente Federation
132
|
Posted - 2013.01.23 03:34:00 -
[522] - 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. |

Jame Jarl Retief
Murientor Tribe Defiant Legacy
984
|
Posted - 2013.01.23 04:41:00 -
[523] - Quote
CCP Fozzie wrote:Differences between Shield and Armor tanking as a whole There has been a lot of discussion around the major differences between shield and armor tanking. The use of lowslots vs midslots, reps hitting at the start vs end of cycle, sig vs mass, crystals and slaves are some of the splits that separate armor and shield tanking and that can seriously complicate balancing.
Don't forget that shields passively recharge, armor does not. And further that shields are often used by ships with capless weapon system bonuses (Caldari and missiles, Minmatar and projectiles), while armor tens to be used by cap-heavy ships (Amarr and lasers, Gallente and hybrids). I realize that to a degree this is compensated by stronger capacitors on some races, but you gotta admit it's far better to have your tank and weapons virtually immune to cap warfare (even though your propulsion for example is not immune), than to have your tank AND your weapons vulnerable to it (and propulsion and all of the rest as well). There's just too many negatives and too few positives.
Also, with BC rebalance apparently definitely coming in 1.1, what will happen to the Gallente BCs with their active armor tank bonus, if active armor tank is still broken by 1.1? How are we supposed to test the 1.1 BC balance of those ships when tanking itself is not done yet? Cart before the horse, yet again, just like the AI change and drones. How many more of these do we need to deal with?
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Violous
Vae Caudex Corporation
3
|
Posted - 2013.01.23 04:42:00 -
[524] - Quote
NO on the skills. It already takes 11d 20h for a new char to train eanm2 for less than half that you can have Invul 2 +XLASB This doesnt include the RAH, Resists Skill, extra fitting skills, CAP skills to max because your either using blasters or lasers (how will they track at 1100 m/s now the speed penalty is gone?) and you MUST have them almost all the way up. I think you know extra skills is kinda crap. Come on.
As for the plates I think its awesome that it could affect either kiting,gtfo,tackling etc with the option of having speed vs tank thats pretty brilliant. So kudos to that. As for the AAR i disagree w the high cap but lets see how it plays on sisi before we murder it. |

Commander Ted
Sudden Buggery Swift Angels Alliance
446
|
Posted - 2013.01.23 04:47:00 -
[525] - Quote
Nanite paste instead of cap boosters for the AAR please? I mean on a douple rep myrm having two modules eating cap boosters is bad enough, but for a triple rep its crazy. Escecially if I end up using two different sized boosters for each module that could be terrible to manage. Also nanite paste makes more sense for this job. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Commander Ted
Sudden Buggery Swift Angels Alliance
446
|
Posted - 2013.01.23 04:55:00 -
[526] - Quote
CCP Fozzie wrote: Both signature and speed play major roles in the tracking formula, but the ability for the faster ship to dictate range, control the engagement and manipulate transversal more effectively make speed the much more important attribute overall.
Fozzie perhaps a new module that counters speed needs to be added into the mix. Instead of looking at it as shield is always fast and armor is always slow, maybe you should look at a slow ship having more options to reel in a fast ship. Things like better web drones, 20km webs, tractor beams, etc should be considered to make armor being slow not that big of a deal. Shield ships without nano fitted suffer the same problem. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

NetheranE
The Cariest Of Bears
23
|
Posted - 2013.01.23 05:04:00 -
[527] - Quote
Fozzie, I am practically wailing over here trying to believe in you and the vision you have...
This however, these changes (outside of the plates), feel so half baked and completely unusable...
I really cant get behind these changes myself. I just cant.
I have a 4bil armor tanked battleship that struggles to compare to <1bil Maelstrom, or a 1.5bil Rattlesnake/SNI. I have 20337.1/20343.75 grid left, if you change those rigs, there goes my fit and its ability to be competitive. That fit is standard across many active tanked battleships and they all share the same woe, you make these changes, and you will have literally **** in the face of most active armor tanked battleships outright. Who wants to be blamed for telling anyone "Garmonation 8? Yeah, you could never do something like that ever again."?
Give us numbers and stats for the AAR, as well as any other options you brainstormed for the rig changes. I feel like a blind penguin on a highway who can hear the long haul truck coming but can do nothing about it.
The proposals in this thread that I agree with most are the Agility Penalties to Armor Rigs and reduction of fitting on current reps to compensate for your proposed changes.
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Spc One
The Chodak Void Alliance
187
|
Posted - 2013.01.23 05:22:00 -
[528] - Quote
Fronkfurter McSheebleton wrote:Spc One wrote:Sure when you run out of power grid, remove 2 guns and you'll be just fine. Who came up with that stupid idea to get power grid penalty ? Abaddon will now have to remove 3 guns from high slots so that it has enough powergrid to fit rigs. Another ccp nerf and very bad idea. How more stupid can it get ?  Why are you active tanking an abaddon? Further, how are you fitting it? Even with these rigs the aba can fit a LARII, 8 mega pulse II, heavy cap booster II, and 100mn AB II with room to spare. Unless you're talking about beams, in which case it's not a problem with the tank, beams are just fracking hard to fit. This is PvE fit you can also PvE fit armageddon, but yes fitting it that way will kill your powergrid.
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Iyacia Cyric'ai
Red Federation RvB - RED Federation
33
|
Posted - 2013.01.23 06:04:00 -
[529] - Quote
Roime wrote:Hurr hurr, I did just that. You know why? You can't fit Large Reppers on BCs and cruisers, but you can fit XLASBs. Considering that medium AAR have the same fitting requirements as MAR it's not a valid comparison to XLASBs. It would be off-the-charts overpowered if it had medium fitting requirements but perfomed as well or better than an X-L module. Your comparison was off completely irrational and I think you know it. You can fit MAAR with a plate or with other MARs, and unlike dual XLASB fits your fit won't completely be gimped.
RoimeNew Myrm has the same amount of mid slots as current one, meaning that you only have room for a scram with ASB tank. So yes, armor tank opens up mids for excellent tackle (point+dual webs). Does this somehow affect the tanking figures we are discussing?[/quote wrote:Yes, because it's useless being able to tank tons of stuff if you you do know damage unless you're flying industrial ships. Only having a scram simply means anything with a AB or even an mwd fit with a web can escape you.
[quote=Roime]7.5% hull bonus is still underwhelming :) Really this is the only thing that I can sort of agree on, the rest of what you said really made no sense. However the cyclone has a shield boost bonus and performs fine as a relatively cheap (for a BC) yet effective combat vessel, so it's due to other armor related factors. |

NoPantsPanda
Olde Eden Salvage And Pest Control
1
|
Posted - 2013.01.23 06:42:00 -
[530] - Quote
Commander Ted wrote:Nanite paste instead of cap boosters for the AAR please?
This is wonderful.
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Weasel Leblanc
Center for Advanced Studies Gallente Federation
9
|
Posted - 2013.01.23 06:50:00 -
[531] - Quote
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. Active-bonussed ships (Gallente for armor), on the other hand, can fit a local active tank, or... wait for it... throw their bonus away entirely, because repper bonuses do not stack with EHP, nor with off-hull logi..
Losing your precious resist bonus will not make active tanking non-viable for Amarr. It will just make them worse at it than Gallente. Y'know, just like Gallente are currently worse at buffer than Amarr. And worse at fleet logi situations than Amarr. And - thanks to fewer low slots and not having a built-in resist bonus that's immune to stacking penalties - not notably better at local active tanking than Amarr outside of situations with very specific numbers. |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
142
|
Posted - 2013.01.23 07:54:00 -
[532] - Quote
Commander Ted wrote:Nanite paste instead of cap boosters for the AAR please?
What do you think would happen if they actually did this? The rage of the shield users would be immense, given that navy cap booster 400 costs almost 5x as much and has 120x the volume.
Hey, CCP, could you make ASBs run on water, please? ;) |

Vess Starfire
Red Federation RvB - RED Federation
2
|
Posted - 2013.01.23 07:59:00 -
[533] - Quote
A good comparison of ASB to AAR is to compare Thorax and Moa. The fits are below.
The Thorax has 500dps and a 190dps tank (750 total). Overheats to 560 + 250 (810 total). The Moa has 450dps and a 320dps tank (770 total). Overheats to 500 + 450 (950 total).
The Thorax does about 160dps to the Moa. The Moa does about 190dps to the Thorax.
Oh btw, the medium AAR can only fit 7 charges while the large ASB can fit 9 because there are Navy 150s but not Navy 100s.
The ASB + shield buffer gives the Moa about 22k EHP to chew through. The Thorax has 12k EHP of armor + boosted MAAR cycles and then an ongoing 80dps (LOL) tank if it's not dead.
So point out an error in my numbers or bow to the suckage of Armour Tanking 2.0 in solo PVP.
[Thorax, maar]
Medium Ancillary Armor Repairer I, Cap Booster 100 Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Experimental 10MN Microwarpdrive I Medium Capacitor Booster II, Cap Booster 800 Warp Scrambler II Fleeting Propulsion Inhibitor I
Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M
Medium Ancillary Current Router I Medium Anti-Explosive Pump I Medium Nanobot Accelerator I
Hammerhead II x5
[Moa, lasb bloa]
Power Diagnostic System II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Large Ancillary Shield Booster, Navy Cap Booster 150 Adaptive Invulnerability Field II Experimental 10MN Microwarpdrive I Fleeting Propulsion Inhibitor I Warp Scrambler II
Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M Heavy Ion Blaster II, Null M
Medium Anti-EM Screen Reinforcer I Medium Anti-EM Screen Reinforcer I Medium Anti-Thermal Screen Reinforcer I
Hobgoblin II x3
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Apostrof Ahashion
Viziam Amarr Empire
59
|
Posted - 2013.01.23 08:26:00 -
[534] - Quote
The post above just proves how much ASB is overpowered. I really dont get it how such a thing made it into the game. All-In-One stuff should not be more powerful than the sum of all things it replaces, especially not this much. It needs to be slammed hard.
And please drop the entire AAB idea, just buff armor repairers. It just makes no sense, it does not free slots like ASB, its just a straight upgrade with terrible design and (probably) horrible mechanics that will make it too complicated to chose when to use batteries and when to rep at 3/4, if we even get that option. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
66
|
Posted - 2013.01.23 08:37:00 -
[535] - Quote
NoPantsPanda wrote:Commander Ted wrote:Nanite paste instead of cap boosters for the AAR please? This is wonderful. Too late. You're doomed to do cargohold-tanking. On the positive side, you can set a nice picture as your wallpaper: http://dl.eve-files.com/media/1301/AAR.jpg |

Shpenat
Pafos Technologies
34
|
Posted - 2013.01.23 08:39:00 -
[536] - Quote
Caitlyn Tufy wrote:Commander Ted wrote:Nanite paste instead of cap boosters for the AAR please? What do you think would happen if they actually did this? The rage of the shield users would be immense, given that navy cap booster 400 costs almost 5x as much and has 120x the volume. Hey, CCP, could you make ASBs run on water, please? ;)
Not rally. As AAR needs cap booster 800 (it eats your capacitor) o operate. SO effectively you need 2 different cap booster charges to operate it. When consuming the nanite paste you are reducing the need for the second size cap booster charge. |

Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
12
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Posted - 2013.01.23 08:42:00 -
[537] - Quote
Apostrof Ahashion wrote: And please drop the entire AAB idea, just buff armor repairers.
Active tank is "ok" only at solo and Alliance Tournament 100500 (becuase you know that they cant alpha your ship). Its not the solution at all. Resist bonus hull works always and armor rep bonus hull works only with "special" module! You must fit it to use all potential of that bonus. it is ridiculous. And ofc you forgot about logist. In rather big fleet (10+ppl) you just can pick 2-3 logists and it will be in 1000% useful then armor reps\shield boosts. So in fleets gallent su..."bad" becuase armor rep bonus is useless.
Its wrong topic name. It should be "solo and AT boost for armor ships..." |

Apostrof Ahashion
Viziam Amarr Empire
59
|
Posted - 2013.01.23 09:03:00 -
[538] - Quote
Captain Semper wrote:Apostrof Ahashion wrote: And please drop the entire AAB idea, just buff armor repairers.
Active tank is "ok" only at solo and Alliance Tournament 100500 (becuase you know that they cant alpha your ship). Its not the solution at all. Resist bonus hull works always and armor rep bonus hull works only with "special" module! You must fit it to use all potential of that bonus. it is ridiculous. And ofc you forgot about logist. In rather big fleet (10+ppl) you just can pick 2-3 logists and it will be in 1000% useful then armor reps\shield boosts. So in fleets gallent su..."bad" becuase armor rep bonus is useless. Its wrong topic name. It should be "solo and AT boost for armor ships..."
I never said that repairer could be used in pvp in any onther form than small gank/solo. And i never said that Gallente arent fcked hard with it. If it was up to me i would just give some gallente ships %armor bonus instead and make them have better buffer than amarr but work worse with logies.
This is supposed to fix the huge gap between active armor and active shield tanking, and the only thing needed to do that is to nerf the stupidly overpowered ASB. No need for a new poorly designed module. |

Rented
Hunter Heavy Industries
41
|
Posted - 2013.01.23 09:15:00 -
[539] - Quote
I came. I saw. It sucked really bad. (j/k, but it is disappointing)
CCP Fozzie wrote: Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
If these modules had no mass penalty at all, they still wouldn't be used much. The instances where you can have any meaningful reallocation of fitting resources to any reasonable benefit are few and far between, so you always fit the largest plate reasonably possible. In this light this change, while having the noble cause of making these modules more appealing, comes across as stupid... because they're still just mostly-terrible mods.
It's like getting a cast for your broken pinky finger while doing nothing for your broken arm... sure it helps... but it also seems pretty stupid.
CCP Fozzie wrote: Add a new skill to the game called Armor Upgrades.
Your belief that new must-train skills don't increase the power-gap between old and new players is simply wrong. Anytime such a skill is added you've added more 'power' into the game, and while new players must cycle through training many such skills to low levels, veterans can divert their training from far less vital skills and max it as soon as possible. This does increase the gap, it is inevitable but you could at least stop misrepresenting it as otherwise.
And you're aware that by forcing players to train into your balance changes in this fashion you're essentially just shifting imbalance from one hand to another? You're taking something weak, and instead of buffing it you're replacing that weakness with the burden of additional training over the alternative (shield tank). Armor tanking, which you already recognize as inferior to shield tanking (thus attempting to buff it), is already more skill-heavy than shield tanking is; why would you seek to make it more so? This pattern of CCP throwing a new skill at every single thing in total isolation is somewhat disturbing.
And now on to the real [sarcasm]gem[/sarcasm].
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
Lets break this down into a AAR-ASB comparison-
- It also requires additional capacitor. (worse)
- Its terrible without cap charges. (same)
- It cannot operate at full capacity without charges no matter what. (worse)
- Its repair rate is lower. (worse)
- It cycles slower. (worse)
- It lasts longer. (better)
- It repairs in larger 'chunks'. (worse)
- It repairs at the end of cycle. (worse)
- Limited to one. (worse)
There's not much to be said about it except it's clearly a rather crappy ASB for armor. And when you take into account the whole 'repairs less but lasts longer' bit, it still appears incredibly mediocre.
Behold, crappy graph magic! |

Spugg Galdon
APOCALYPSE LEGION
272
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Posted - 2013.01.23 09:19:00 -
[540] - Quote
How about this:
Change active tanking bonus to: 7.5% per level of armour repairer amount and 5% per level of remote armour repair amount received.
Why? Well, this would give active tank bonused ships 17% more EHP/s from incoming remote reps than resist bonused ships.
Resist bonused ships still hold the advantage of roughly 25% more EHP but it would at least make active tank bonused ships a viable choice for fleet warefare |
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