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Author |
Thread Statistics | Show CCP posts - 45 post(s) |
Qaidan Alenko
State War Academy Caldari State
1391
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Posted - 2013.01.21 20:22:00 -
[121] - Quote
OT I know.... But...
What about a skill to reduce the Sig Radius penalty from Shield Extenders?
OK... Back to your regularily scheduled Armor tanking buff.... *slips back into the shadows* Go ahead,,,, Get your Wham on!!!
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Enta en Bauldry
EVE University Ivy League
5
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Posted - 2013.01.21 20:22:00 -
[122] - Quote
Is the 1 per ship limit on the module "we just want to see" kind of decision?
You would need more cap boosters in your hold because you'd need boosters in the mids anyway for say, a Hyperion. Since the AAR reps as much as 1.68 T2 reppers(no skills) is the limit really necessary given that you'll run out of boosters faster? Not that I have much experience with active armor tanking but the booster amounts seem like enough of a hurdle and it would add to the problem if added more on to your ship. |
Anshu Zephyran
Zephyran INC StructureDamage
14
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Posted - 2013.01.21 20:24:00 -
[123] - Quote
CCP Fozzie wrote:The rig penalties for trimarks and resist rigs are staying the same..
Why?
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Callic Veratar
Power of the Phoenix
316
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Posted - 2013.01.21 20:27:00 -
[124] - Quote
Anshu Zephyran wrote:CCP Fozzie wrote:The rig penalties for trimarks and resist rigs are staying the same.. Why?
Because a sheet of metal is heavy and doesn't need power to be heavy. DirectX 11, it's not rocket appliance! |
B'reanna
Sniggerdly Pandemic Legion
12
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Posted - 2013.01.21 20:29:00 -
[125] - Quote
CCP Fozzie wrote:
The PG penalty is actually very mild and much easier to get around than the speed penalty. The rig penalties for trimarks and resist rigs are staying the same.
And the AAR has less burst rep and more cap use than the ASB with the benefit of significantly better sustainability. If we need to tweak the stats after playtesting we definitely can.
i think im more getting at at hat the new aar mechanic makes alot more since than the current asb mechanic. also whith the aar atm your going to need to use some of the rig slots for buffing the aars rep while the asb your free to fit other rigs and have same rep. this lets an asb based ship[s use there rigs for more reists/fiting ect. add on top of that that these are amour ships were its verry much a direct trad eoff of damage mods to tank mods.
that all said with some testing i think the aar might work out well for ships like the new brutix(ie the ones that already have the rep bonus so might get away without rep rigs) but be comply usless for ships like the gimped new harb.
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Zarnak Wulf
In Exile.
964
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Posted - 2013.01.21 20:30:00 -
[126] - Quote
The fitting requirements of ASB were very gentle compared to their T2 counterparts. I'm hoping that the AAR follow the same model. |
Roime
Shiva Furnace
1739
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Posted - 2013.01.21 20:32:00 -
[127] - Quote
I also echo the concern that balancing could have been more easily done by
- reducing armor rep cycle time (reps happen at the end of cycle anyway) - reducing armor rep fitting costs - reducing armor rep cap usage - increasing armor rep hull bonuses to 10%
This proposed solution forces armor tankers to learn another new skill (we just had to train RAH skill), increases the already massive fitting cost imbalance even further while doing nothing to the cap issue or making the 7.5% hull bonus any more worthwhile.
-á- All I really wanted was to build a castle among the stars - |
Miranda Bowie
Under Fire Freelance Defense Agency
16
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Posted - 2013.01.21 20:33:00 -
[128] - Quote
CCP Fozzie wrote:xo3e wrote:lold
so :ccp: are you even playing your own game?
armor is so bad not because reps rep nothing or because buffer is insufficient.
the problem with armor is generally because majority of armor boats cant do shet against kiting and it follows that you cant escape shet when you need to. and all your super-slaved-buffers-with-bonus-legion will not help you.
im talking about solo-to-small-scale warfare. If only we were letting you reduce the mass penalty of all your plates by 25%, and for active tankers remove the speed penalty on the rigs? That would be great maybe we should do that. If only a 25% reduction changed anything the OP said in any significant way. What OP said would still be true if you reduced it by 75%. It's still way too huge a disadvantage compared to what shield buffer tanking gets in a game where range dictation is so powerful. Ultimately, this makes armor tanking suck less, but still still suck massively in comparison...
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Montaire
Capital Industries Research And Development Fidelas Constans
0
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Posted - 2013.01.21 20:33:00 -
[129] - Quote
Most cap fleets are either armor tank only or armor tank biased. Most subcap fleets are moving from shield to armor.
The meta is changing, and I think you are behind rather than in front of it.
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Anshu Zephyran
Zephyran INC StructureDamage
14
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Posted - 2013.01.21 20:35:00 -
[130] - Quote
Callic Veratar wrote:Anshu Zephyran wrote:CCP Fozzie wrote:The rig penalties for trimarks and resist rigs are staying the same.. Why? Because a sheet of metal is heavy and doesn't need power to be heavy.
Haha. I was asking why from a design perspective. |
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WNT TK
Fremen Sietch DarkSide.
0
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Posted - 2013.01.21 20:35:00 -
[131] - Quote
Aglais wrote: And then the balance of what is functional and what isn't either waffles from shields to armor, or everything becomes equally useless, which is a pretty screwed up definition of 'balance'.
So yes your proposition will probably run Minmatar into the ground in one way, and then do the same to Caldari in another way because then they'll all have the speed of plated battleships, when plated battleships are now moving faster than them given that Caldari base speeds are already lower than everything else by quite a bit.
Actually on topic:
This is an interesting update to plates. The problem however is that I'm still not convinced that people will use plates that aren't 400 or 1600s on anything. (There's also the fact that there's no 'shield equivalent' to the 1600 plate, the 'Large shield extender' is closest to the 800, IIRC.)
I'm not proposing to equalize their speeds - just making gap between them smaller from both sides. Caldary have longer reach and more tank than minmatar - so it makes sense that they are a bit slower. Thats balance and you can win if you exploit your strong sides and weak ones of your enemy. But there is nothing to exploit if your hostile have similar tank + 200-300 m/s speed and twice your optimal range. That is the reason why armor tanking is so rarely seen - there are a lot of ships so fast and with so much reach, that you cant do **** to them in most armor tanked (and mostly short range) platforms. unless ofcourse you start and end at 10-20 km range - then you have some chances.
tl/dr speed boost is good but imo not sufficient. Passive sield tank should have similar penalties becouse right now sigboost is nowhere near as important as speed-reducing one. And no amount of plate mass boosting would let them be as efficientand pleasant as shield extenders. Please, if you really care about balance of shield and armor tanking dont do fast jobs - change them together and with much cosideration.
also i would like to note that no armor (or shield) changes should go without looking on racial active and resist bonuses. Why the hell they are still not divided in three bonunes - amount, remote rep, local rep? it is clear as day that resist bonus would make ship better with active, passive and remote repping, while bonus on local reps only helps you in one way. Now you have different roles - give diferent bonuses to hulls and please forget about outdated racial ****. Remember hics for the love of quaffe! |
Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
401
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Posted - 2013.01.21 20:38:00 -
[132] - Quote
Roime wrote:I also echo the concern that balancing could have been more easily done by
- reducing armor rep cycle time (reps happen at the end of cycle anyway) - reducing armor rep fitting costs - reducing armor rep cap usage - increasing armor rep hull bonuses to 10%
This proposed solution forces armor tankers to learn another new skill (we just had to train RAH skill), increases the already massive fitting cost imbalance even further while doing nothing to the cap issue or making the 7.5% hull bonus any more worthwhile.
This would make it too much like shield tanking and there is a definite aim to keep things from getting too homogenised.
Kick Heim... MATE |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
117
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Posted - 2013.01.21 20:41:00 -
[133] - Quote
Is this going to be the same cap booster madness as ASBs, where you want the smallest one possible?
I'm not sure if this comes up during 'playtesting' or whatever, but on a solo roaming ship, I like to not have to dock up loads. My active tanking setups are generally the kind that don't use cap boosters. This is mostly a frigate thing and sometimes cruisers. There's value in being able to just engage, win/escape, then continue roaming. It really sucks when after every engagement, you have to go stock up on two different types of cap boosters (as the other guy just said), repair your modules because your rig tells you to overload all the time, and get more heavy drones for your cruiser because people explode them within seconds of them being launched (gallente aren't allowed spares). I guess I'm saying the appeal of buffer shield tanking for me is the convenience. Pure buffer armour tanking sucks because you have to go rep in station (as well as all its other flaws), and this non-hybrid type of cap boosted active tanking is about as bad. You need a station with repair facilities, and one with the right cap boosters for sale.
I don't think any thought goes into this when deciding how to make whatever gallente ship 'good at solo', or fixing active tanking. I'll probably continue just kiting with a MSE kestrel/thrasher/whatever. All I need is ammo and a little stack of paste and I can roam until I die. Sucks that there aren't any rep-bonused t1 cruisers, btw. I don't really get that decision. |
Callic Veratar
Power of the Phoenix
317
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Posted - 2013.01.21 20:41:00 -
[134] - Quote
WNT TK wrote:Passive sield tank should have similar penalties becouse right now sigboost is nowhere near as important as speed-reducing one.
Hopefully, the Black Ops buff will encourage more people to start running bombers at shield fleets. DirectX 11, it's not rocket appliance! |
chatgris
Quantum Cats Syndicate Samurai Pizza Cats
329
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Posted - 2013.01.21 20:41:00 -
[135] - Quote
CCP Fozzie wrote:Liang Nuren wrote:CCP Fozzie wrote:You completely free to not use the AAR on ships with small cargoholds, I give you permission. Do you have any plans to take a look at the Proteus' cargo bay with the armor tanking subsystem? It doesn't have enough space for normal cap boosting, let alone AARs. IIRC there are several other Gallente ships that are expected to active tank and have relatively tiny cargobays. -Liang We're taking a look at cargoholds and making adjustments as we move through the classes. It's no coincidence that the Brutix gained cargohold in the BC changes.
I hear a lot of unhappiness about the cargohold changes, but two questions about the AAR's
a) Can you load at least one load of cap charges into the AAR in station? So just like ASB's, a loaded AAR takes no additional cargo space.
b) While reloading the AAR, does it have to be inactive like the ASB?
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Marlona Sky
D00M. Northern Coalition.
2963
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Posted - 2013.01.21 20:42:00 -
[136] - Quote
CCP Fozzie wrote:fukier wrote:CCP Fozzie wrote:IamBeastx wrote:So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?
I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?
This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed? It's far easier to get around a slight PG reduction than the speed reduction. There's a whole section entitled Plates you should probably read it. You completely free to not use the AAR on ships with small cargoholds, I give you permission. how come you avoid talking about scaleability of active armor rep bonus and how its useless in fleet warfare? its an easy fix just make the skill affect external incomming armor RR! presto now the bonus is usefull for anything larger then 5 ships! And also super overpowered. On every ship with the rep bonus?
Remove local, structure mails and revamp the directional scanner! |
progodlegend
101st Space Marine Force Nulli Secunda
40
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Posted - 2013.01.21 20:42:00 -
[137] - Quote
Fozzie, can we please get the armor rep to occur at the beginning of the cycle, or the shield rep to occur at the end of the cycle? One or the other, but right now, Armor tanking and shield tanking become further and further unequal the larger the fight gets, and once TiDi kicks in, shield tanking has a massive advantage with shield logi getting their reps in almost instantly.
If TiDi is here to stay, and I think its a great addition, than something needs to change with the armor reps and shield reps occuring at opposite ends of the cycle.
What is your opinion of this? I can show some pretty interesting evidence as to why shield tanking is just massively overpowered compared to armor tanking whats TiDi kicks in, especially at high TiDi levels. |
Marlona Sky
D00M. Northern Coalition.
2964
|
Posted - 2013.01.21 20:48:00 -
[138] - Quote
progodlegend wrote:Fozzie, can we please get the armor rep to occur at the beginning of the cycle, or the shield rep to occur at the end of the cycle? One or the other, but right now, Armor tanking and shield tanking become further and further unequal the larger the fight gets, and once TiDi kicks in, shield tanking has a massive advantage with shield logi getting their reps in almost instantly.
If TiDi is here to stay, and I think its a great addition, than something needs to change with the armor reps and shield reps occuring at opposite ends of the cycle.
What is your opinion of this? I can show some pretty interesting evidence as to why shield tanking is just massively overpowered compared to armor tanking whats TiDi kicks in, especially at high TiDi levels. I don't want the tank types to be the same too, but having to wait to the end of the cycle sucks hard. I say we change it where armor reps at the start of the cycle and shield at the end.
Remove local, structure mails and revamp the directional scanner! |
Maximus Andendare
Future Corps Sleeper Social Club
66
|
Posted - 2013.01.21 20:48:00 -
[139] - Quote
Roime wrote:I also echo the concern that balancing could have been more easily done by
- reducing armor rep cycle time (reps happen at the end of cycle anyway) - reducing armor rep fitting costs - reducing armor rep cap usage - increasing armor rep hull bonuses to 10%
This proposed solution forces armor tankers to learn another new skill (we just had to train RAH skill), increases the already massive fitting cost imbalance even further while doing nothing to the cap issue or making the 7.5% hull bonus any more worthwhile.
People need to click "Like" on this guy! |
Cyerus
Galactic Dominion Eternal Strife
83
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Posted - 2013.01.21 20:48:00 -
[140] - Quote
Thank you for removing the speed penalty on armor rigs!!! |
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Prometheus Exenthal
mnemonic.
469
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Posted - 2013.01.21 20:49:00 -
[141] - Quote
Changes look great :D -áwww.promsrage.com |
Crazy KSK
Tsunami Cartel Gank for Profit
27
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Posted - 2013.01.21 20:51:00 -
[142] - Quote
the asb is the worst module ever added to the game the functionality of using cap boosters to gain a rep boost should have been added to normal repairers and function much more like overheating in that it doesn't take stupid amounts of time to reload but rather have a button to use a cap booster with the next cycle for a greater boost its no fun at all to have to sit there seeing your ship drown like while your booster reloads also the asb is totally uncounterable since it uses no cap also, very broken
please don't make another such module Quote CCP Fozzie: ... The days of balance and forget are over.
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Crash Lander
Imperial Academy Amarr Empire
33
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Posted - 2013.01.21 20:52:00 -
[143] - Quote
Cyerus wrote:Thank you for removing the speed penalty on armor rigs!!!
Where does it say that? Pumps and trimarks are keeping their drawbacks! |
Pinky Denmark
The Cursed Navy
307
|
Posted - 2013.01.21 20:56:00 -
[144] - Quote
All active reps should be boosted 25% and crystal sets changed to hp amount or nerfed to half the bonus. That would make active reps more attractive for everybody and close the gap between poor players and players with crystal sets...
Then you can take a look at rig drawbacks, implement mass reduction skills and look at AAR modules... |
Pinky Denmark
The Cursed Navy
307
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Posted - 2013.01.21 20:57:00 -
[145] - Quote
Crash Lander wrote:Cyerus wrote:Thank you for removing the speed penalty on armor rigs!!! Where does it say that? Pumps and trimarks are keeping their drawbacks!
They change the drawbacks on the Aux and Nano module, so they are actually removing them on active rep setups... |
Takeshi Yamato
Ministry of War Amarr Empire
577
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Posted - 2013.01.21 20:58:00 -
[146] - Quote
The armor rig changes are spot on, though I'm wondering why passive shield tankers aren't subject to speed reduction penalties.
I don't like the idea of more skill training for armor tanking though. If you absolutely must add the Armor Upgrades skill please keep it at rank 1-2. I would like to point out that in practice, armor tanking is already more skill intensive than shield tanking due to the role compensation skills play in armor tanking.
The Ancillary Armor Repairer : my first thought is that laser ships get screwed because they already need a cap injector for their weapons and tend to have low cargo capacity. Other than this it seems like an extremely potent module.
I'm still of the opinion that ASBs being immune to energy neutralizers is a bad idea. I'm glad to see you didn't make the same mistake with AARs.
I was also hoping for tweaks to more existing modules because armor and shield tanking are clearly not balanced on several levels, not just on burst repair level. |
Miranda Bowie
Under Fire Freelance Defense Agency
16
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Posted - 2013.01.21 20:58:00 -
[147] - Quote
Say I have a shield-tanked ship, and I'm looking to add a buffer. Disadvantages?
- My sig radius is larger, so I may take more damage from missiles vs. their explosion radius.
- My sig radius is larger, so I'm easier to track and take more damage from guns.
How about I add a buffer to my armor-tanked ship?
- My speed is slower, so I will take more damage from missiles vs. their explosion velocity.
- My speed is slower, so I'm easier to track and take more damage from guns.
- My speed is slower, so I cannot maintain optimal range on my enemies and my guns do less damage.
- My speed is slower, so my enemies always have optimal on me and do more damage.
- My speed is slower, so I cannot escape from situations as quickly (or often at all).
- My speed is slower, so I just take longer to get around.
What am I missing? I always shield tank ships that can go either way, and often shield tank ships that were designed to be armor tanked. I haven't run the numbers, but does a 25% less penalty really make the many disadvantages to an armor tank so less significant that I'd rather have all of them rather than the shield buffer's disadvantage? Can someone who actually understands the numbers better than me explain how this makes armor tanking not suck almost as badly as it currently does? |
Prometheus Exenthal
mnemonic.
469
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Posted - 2013.01.21 21:02:00 -
[148] - Quote
Takeshi Yamato wrote:The Ancillary Armor Repairer : my first thought is that laser ships get screwed because they already need a cap injector for their weapons and tend to have low cargo capacity. Other than this it seems like an extremely potent module.
If you didn't read the proposed BC changes, IIRC all the BCs (including Amarr), got larger cargos. -áwww.promsrage.com |
Setsune Rin
Hammer Holding Wrong Hole.
21
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Posted - 2013.01.21 21:05:00 -
[149] - Quote
like the change, the AAR needs a different name though as the mechanics are different
the overcharged armor repairer? |
Zeliya
Sacred Temple Out of Sight.
1
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Posted - 2013.01.21 21:07:00 -
[150] - Quote
I think that so "useless" skill as 3% for mass penality cant be rank 3. Maybe make it rank 8 and 20% reduction for mass penality ? I think it will be perfect. |
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