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Thread Statistics | Show CCP posts - 45 post(s) |
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CCP Fozzie
C C P C C P Alliance
3267
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Posted - 2013.01.21 18:33:00 -
[1] - Quote
Is my title pretentious enough?
We've got the resources all properly committed so I'm now ready to share with you all our initial plan to fix some of the biggest problems that face armor tanking in this game. Sorry for the extended period of teasing, hopefully the happy ending will make it all worthwhile.
I was going to go into this big spiel about all the problems with armor tanking in general and active armor tanking in particular, but you all know this so I'll jump straight to the interesting bits.
Here's what we're looking for feedback on:
Armor Rigs
- New rig called the Nanobot Overcharger that increased the overheat bonus on your local armor reps by 30% (40% for T2). So with one of the T1 rigs overheating gives the rep 13% more rep amount and 19.5% faster rate of fire instead of the default 10% and 15% respectively. This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig.
- Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.
Plates
- Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3)
- Reduce the mass penalty on all 800mm, 200mm and 50mm plates by 20%
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 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
Quick Q&A about the AAR: Why limited to one per ship?The longer time between reloads is a big part of the playstyle we wanted to give the AAR, but that with multiple copies would completely negate the burst tanking ideal. In addition, there is more of a tradition of lowslot tanking modules restricted to one per ship so I made the call that in this case the restriction would be worthwhile. The ASB debate is a separate issue unconnected. Please note that nothing is preventing current dual or triple rep fits from swapping one of their reps into an AAR. Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further. Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
So we are very interested in hearing your feedback on this proposal. Expect at least most of these changes to make it into the next Sisi build for playtesting (the AARs might not catch this upcoming build but they should at least be in the one after that). Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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DJWiggles
Eve Radio Corporation
35
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Posted - 2013.01.21 18:43:00 -
[2] - Quote
NOICE!!!!!!!!!! comments coming soon Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
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Destoya
Sniggerdly Pandemic Legion
50
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Posted - 2013.01.21 18:43:00 -
[3] - Quote
Does the nanobot overcharger work on capital reps? |
Two step
Aperture Harmonics K162
3125
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Posted - 2013.01.21 18:44:00 -
[4] - Quote
So much for catching up to you in likes.... CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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Oddsodz
Explorer Corps Exhale.
37
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Posted - 2013.01.21 18:44:00 -
[5] - Quote
Hyperion pilots rejoice |
Xenuria
The Scope Gallente Federation
688
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Posted - 2013.01.21 18:44:00 -
[6] - Quote
I look forward to experimenting with the potential uses of this. CSM 8 Candidate Philanthropist Polymath Savant Hero |
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CCP Fozzie
C C P C C P Alliance
3275
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Posted - 2013.01.21 18:45:00 -
[7] - Quote
Destoya wrote:Does the nanobot overcharger work on capital reps?
No, although I'm hoping to do a more focused pass on capital tanking at some future point with one of the goals being to make bonuses consistent between capital and non-capital reps (without breaking everything) Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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TruthState
Blood Covenant Pandemic Legion
15
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Posted - 2013.01.21 18:46:00 -
[8] - Quote
Upset about 2k8 nano nerf.
Fix nanos, not my fault most of the eve player base is ********* as **** and ccant take a **** **** ****** up the *******. In short go **** ****** icelandic ***, fix nanos.
danke
inb4 suspension |
Blake Armitage
Procyon Holdings
143
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Posted - 2013.01.21 18:47:00 -
[9] - Quote
Gallente love! I hope to see a drone UI rework soon(tm). |
Bienator II
madmen of the skies
1452
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Posted - 2013.01.21 18:48:00 -
[10] - Quote
sounds all very interesting, two things which came in my mind while reading: - faction plates should be revisited. they have been forgotten as the T2 plates where balanced - wouldn't a "Ancillary Resistance Booster" be more interesting for armor as a ancillary reper?
cool stuff! certainly looking forward to the changes a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
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CCP Fozzie
C C P C C P Alliance
3284
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Posted - 2013.01.21 18:48:00 -
[11] - Quote
TruthState wrote:Upset about 2k8 nano nerf.
Fix nanos, not my fault most of the eve player base is ********* as **** and ccant take a **** **** ****** up the *******. In short go **** ****** icelandic ***, fix nanos.
danke
inb4 suspension
This is the wrong thread friend. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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NUXI7
B0rthole Test Alliance Please Ignore
122
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Posted - 2013.01.21 18:49:00 -
[12] - Quote
When are you gonna give us hull tanking rigs? |
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CCP Fozzie
C C P C C P Alliance
3284
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Posted - 2013.01.21 18:49:00 -
[13] - Quote
Bienator II wrote:sounds all very interesting, two things which came in my mind while reading: - faction plates should be revisited. they have been forgotten as the T2 plates where balanced - wouldn't a "Ancillary Resistance Booster" be more interesting for armor as a ancillary reper?
cool stuff! certainly looking forward to the changes
- All faction stuff is in need of a balance pass, however I cannot give a date for such.
- ARB would be very powerful but I didn't want to buff armor resistance tanking in fleets further than it already is Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Xenuria
The Scope Gallente Federation
688
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Posted - 2013.01.21 18:49:00 -
[14] - Quote
I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. CSM 8 Candidate Philanthropist Polymath Savant Hero |
Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
398
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Posted - 2013.01.21 18:51:00 -
[15] - Quote
You had me at "Nanobot Overcharger"...
Changing the active armor rig penalty from speed to PG is amazing... it's going to make those small active tank ships so much more nimble, myrm, thorax, brutix, proteus... can't wait to try out a deimos or vigilant with these!
Not sure about the AAR just yet... triple the active rep amount of a t1 repper sounds quite a lot... guess it'll be balanced if deemed OP... are the AAR's affected by the Active armor tank rigs as well? Kick Heim... MATE |
Legash Silden
Reliables Inc THORN Alliance
0
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Posted - 2013.01.21 18:51:00 -
[16] - Quote
CCP Fozzie wrote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3)
Reduce the mass penalty on all 800mm, 200mm and 50mm plates by 20%
If i'm reading this correctly, 1600 plates are unaffected by the new skill? That would definitely be a small step towards making other plates viable - though tbh 1600s will most likely still dominate. |
Calmoto
Magellanic Itg Goonswarm Federation
16
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Posted - 2013.01.21 18:51:00 -
[17] - Quote
Hopefully the change in active rigs isnt some terrible slight of hand to get people to use the new rig by no longer allowing triple rep/dual rep setups
i like the myrm as it is |
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CCP Fozzie
C C P C C P Alliance
3284
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Posted - 2013.01.21 18:52:00 -
[18] - Quote
Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates.
The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy.
1600s still get the benefit of the new skill. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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IamBeastx
Sniggerdly Pandemic Legion
38
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Posted - 2013.01.21 18:52:00 -
[19] - Quote
So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of repppers.
I see no changes to buffer fits, we gonna still be fat and slow when we fit trimarks/resists.
This over complicated AAR does not entice me to active armor tank anything with a small cargohold. |
MainDrain
7th Deepari Defence Armada
115
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Posted - 2013.01.21 18:53:00 -
[20] - Quote
You mention that it decreases the mass penalty of 800mm plates and smaller, why not 1600?? |
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Luna Deos
GoonWaffe Goonswarm Federation
3
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Posted - 2013.01.21 18:53:00 -
[21] - Quote
Legash Silden wrote:CCP Fozzie wrote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3)
Reduce the mass penalty on all 800mm, 200mm and 50mm plates by 20%
If i'm reading this correctly, 1600 plates are unaffected by the new skill? That would definitely be a small step towards making other plates viable - though tbh 1600s will most likely still dominate.
I'm reading this as the plates get a flat mass reduction and the skill would add further reductions.
Edit: to clarify, that the 1600 plates wouldn't change in the vanilla mass but the skill would skill affect them. |
Destoya
Sniggerdly Pandemic Legion
50
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Posted - 2013.01.21 18:53:00 -
[22] - Quote
What about the sad, sad 100mm plates? |
Gothikia
Body Count Inc. Pandemic Legion
40
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Posted - 2013.01.21 18:54:00 -
[23] - Quote
Do this, and my starfish is yours.
Love the proposed changes. <3 Gothie |
Two step
Aperture Harmonics K162
3127
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Posted - 2013.01.21 18:55:00 -
[24] - Quote
Legash Silden wrote:CCP Fozzie wrote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3)
Reduce the mass penalty on all 800mm, 200mm and 50mm plates by 20%
If i'm reading this correctly, 1600 plates are unaffected by the new skill? That would definitely be a small step towards making other plates viable - though tbh 1600s will most likely still dominate.
No, the skill effects all plates, and the listed plates get a base mass reduction as well (without the skill) CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog
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CCP Fozzie
C C P C C P Alliance
3284
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Posted - 2013.01.21 18:56:00 -
[25] - Quote
Two step wrote:Legash Silden wrote:CCP Fozzie wrote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3)
Reduce the mass penalty on all 800mm, 200mm and 50mm plates by 20%
If i'm reading this correctly, 1600 plates are unaffected by the new skill? That would definitely be a small step towards making other plates viable - though tbh 1600s will most likely still dominate. No, the skill effects all plates, and the listed plates get a base mass reduction as well (without the skill)
I have updated the OP to hopefully make that more clear. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Roime
Shiva Furnace
1735
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Posted - 2013.01.21 18:57:00 -
[26] - Quote
Overheating rigs and AAR are simply genious, way more awesome than I could have expected.
Small plate mass reduction and active rig penalty change <3
Hull bonuses affect AARs?
-á- All I really wanted was to build a castle among the stars - |
Allison A'vani
North Eastern Swat Pandemic Legion
6
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Posted - 2013.01.21 18:57:00 -
[27] - Quote
Quote: Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.
This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. |
Christopher Hillan
Sacred Templars Unclaimed.
3
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Posted - 2013.01.21 18:57:00 -
[28] - Quote
Two thumbs up for this. I fly armor all the time and I felt bad because of the speed disadvantage, now that got fixed, and we got new reps to boot. Not bad CCP, not bad at all. |
Hans Jagerblitzen
Autocannons Anonymous Late Night Alliance
3890
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Posted - 2013.01.21 18:59:00 -
[29] - Quote
Ahhhhh, so THIS is what you had in mind for active armor tanking Fozzie. Vice Secretary of the 7th Council of Stellar Management.
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Akturous
Immortalis Inc. Shadow Cartel
50
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Posted - 2013.01.21 18:59:00 -
[30] - Quote
Changes seem mostly quite good, I like that there's some distinction between asb and armour rep. What size cap charges will the reps use?
couple of points:
Many active armour ships (myrm, hype, brutix) are very very tight on pg and will get even tighter post tiericide. Now that the rigs make the reps use more pg, the situation is going to be dire.
Secondly, I really think you should stop adding support skills to the game, you keep widening the gap between old and new players, you need to REDUCE support skill training time and INCREASE ship and weapon skill training time, so maximising in a particular specialty is quicker instead of needing 20mill sp in support skills to get the maximum from your t1 frig, it's fracking stupid and not at all condusive to keeping new players. |
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1Of9
Body Count Inc. Pandemic Legion
93
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Posted - 2013.01.21 19:00:00 -
[31] - Quote
I like the proposed chances, and as a massive dual-rep armor tank old-stype nerd that i am, would like to point out:
1) dont let this nullify the potential mix of dual / triple reps, i mean, having dual "normal" reps + one Ancillary Armor Repairer if player wants to, and run all at once
2) If you are limiting the Ancillary Armor Repairer to a single unit per ship fitted, i dont think 225% bonus is enough, considering that on top of the reload time for cap boosters, and on top of cap boosters been a vital part of any active tank setup, taking in account the size they have and current cargo bay sizes, i would think a bit more "humph" would be a good idea
3) dont make them too hungry for cpu/power, any active tank setup is already super tight, usually we cant fit the ship without a cpu/grid rig or implants, if this module is "too" hungry it will basically means death to the normal reps.. just dont make them too hungry on fittings please.
4) Will there be a T2 variation?
5) maybe implants to affect this module and his shield variant?
6) How will this module be affected by ship bonus (kronos/hyper for example) and by boosters? (drugs) |
Lord MuffloN
Dreddit Test Alliance Please Ignore
59
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Posted - 2013.01.21 19:01:00 -
[32] - Quote
These changes are great Fozzie, but have the numbers been run so this won't break any active armor pvp fit that dares use anything above electrons for Gallente ships, if they use the new rig? |
B'reanna
Sniggerdly Pandemic Legion
10
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Posted - 2013.01.21 19:01:00 -
[33] - Quote
if the rigs now effect the power grid amount for reps are you going to be adjust power gird of the mods/ships?
also while a aar with rigs might come some what close to the rep of a single asb the asb still has the option of having more than one. if the goal is to get better burst tanks on armor ships i think this still has some work to go. as the asb dosnt use/need riggs to increase its rep amount and thus can use those slots for other things. this armor rep will almost require some of the rep amount or rep overheat rigs to compare at all.
while i like the new mass skill and the reductions of mass on some of the plates why not the 1600 as it is the one predomiantly used?
lastly the different dynamic on the aar as far as rep and cap boosters is interesting and probably a better mechanic than the current asb one.
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Elise Randolph
Habitual Euthanasia Pandemic Legion
979
|
Posted - 2013.01.21 19:01:00 -
[34] - Quote
:thumbsup: ~ |
Milton Middleson
Rifterlings Damu'Khonde
222
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Posted - 2013.01.21 19:02:00 -
[35] - Quote
Quote:Reduce the mass penalty on all 800mm, 200mm and 50mm plates by 20% Is the intent here to create a sort of light armor/heavy armor dichotomy, wherein you can either go for max brickage with a heavy plate or have a fragile armor tank and not lose much speed?
Also, are there any ambitions to do something about the fact that 50/100mm plates are borderline useless, or the fact that past cruiser size, buffer modules stop scaling? |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.21 19:02:00 -
[36] - Quote
Very mad.
I don't like cap boosters at all. Can't you just nerf buffer tanking loads, triple the cap drain amount on nosferatu and make them easier to fit? Also put a meaningful penalty on shield rigs and extenders. |
Mag's
the united Negative Ten.
13735
|
Posted - 2013.01.21 19:02:00 -
[37] - Quote
Liking it so far. Will think on it more.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Xenuria
The Scope Gallente Federation
688
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Posted - 2013.01.21 19:02:00 -
[38] - Quote
CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill.
So.... Do they benefit or don't they?
You said "The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus "
Then you said "1600s Still get the benefit of the new skill."
Which is it?
Also if your logic behind not including 1600s in the bonus is anywhere along the lines of "Too many people use them" then I have some bad news for you. That is called being spiteful and is not what I have come to expect from CCP. That is the sort of reasoning that Blizzard uses when they nerf something or buff something else.
"Nobody uses anything other than 1600mm and 400m" is NOT an acceptable argument and falls in line with the whole "Stop liking what I don't like" mentality that I came to eve to escape from.
EDIT: I see you have updated the OP. I understand now what you are doing and why. You had me concerned for a moment. So you are incentiveising using other plates without spiting those that choose not too. Carry on. CSM 8 Candidate Philanthropist Polymath Savant Hero |
Freighdee Katt
Center for Advanced Studies Gallente Federation
78
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Posted - 2013.01.21 19:03:00 -
[39] - Quote
It looks like these changes will nicely address burst tanking and armor fit agility. How about the resist / rep bonus disparity? Are there plans to buff normal reppers across the board or raise all hull rep bonuses to 10% to address the problem that local rep bonuses are widely viewed as too weak and useless compared to active shield and resist bonuses? |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
467
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Posted - 2013.01.21 19:03:00 -
[40] - Quote
I kinda groaned when i read Ancilliary...
But they are different and they seem to be more... Fun..
although they kinda mean you're going to need a massive amount of cap boosters <.<
What we really need now is a significant buff to the NOS... |
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Atomic Option
Taggart Transdimensional Virtue of Selfishness
33
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Posted - 2013.01.21 19:03:00 -
[41] - Quote
AAR looks very cool for PVP.
You mentioned not wanting to unbalance PVE armor tanking. I would argue that when looking at the premier PVE hulls it's either decidedly weaker or the ships themselves are unbalanced. Especially when comparing similar class hulls instead of drake vs dominix. This becomes even more true when looking at cap stability and damage output that are very important to min/maxing for PVE.
Do you feel that armor tanking in PVE is currently balanced vs shield tanking, or are you hoping to do some follow up to balance armor tanking more generally at some point? |
Ammzi
Infinite Covenant Tribal Band
1299
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Posted - 2013.01.21 19:06:00 -
[42] - Quote
Harbinger, here I come quote CCP Spitfire
"Hello Im Blue,"
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Freighdee Katt
Center for Advanced Studies Gallente Federation
78
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Posted - 2013.01.21 19:08:00 -
[43] - Quote
Allison A'vani wrote:This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. I have to say, the speed > powergrid penalty swap thing does appear likely to blow a crap ton of armor fits off the table. Bye bye to anything but the tiniest guns on any armor fit at all.
Powergrid is a penalty typically applied to weapon fitting, not defense. This is going to be a double kick in the nuts for already grid tight fits with large plates or reppers. Shield rigs basically look "free" after this, since they don't hose your fit, but "only" hit you with a sig radius penalty, which is not that much of a penalty in many cases. |
IamBeastx
Sniggerdly Pandemic Legion
38
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Posted - 2013.01.21 19:09:00 -
[44] - Quote
Xenuria wrote:You said "The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus " Then you said "1600s Still get the benefit of the new skill." Which is it?
Read his post again.
Some plates have a decreased mass penalty.
All plates have a new appropriate skill to further reduce mass penalty.
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.21 19:09:00 -
[45] - Quote
Freighdee Katt wrote:Allison A'vani wrote:This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. I have to say, the speed > powergrid penalty swap thing does appear likely to blow a crap ton of armor fits off the table. Bye bye to anything but the tiniest guns on any armor fit at all.
But that's how it already is. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
467
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Posted - 2013.01.21 19:10:00 -
[46] - Quote
Freighdee Katt wrote:Allison A'vani wrote:This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. I have to say, the speed > powergrid penalty swap thing does appear likely to blow a crap ton of armor fits off the table. Bye bye to anything but the tiniest guns on any armor fit at all.
One thing, I really cannot see a reason why you would fit 2 vanilla reppers rather than a ancil and a vanilla.
Like, sure it will rep a bit less once it runs out of charges but surely its massively worth that? |
Mizhir
Red Federation RvB - RED Federation
2905
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Posted - 2013.01.21 19:11:00 -
[47] - Quote
Ohh sweet, but 2 things:
Medium and large armor reppers already takes alot PG, with the new rigs that increase their PG it will just be even harder to fit ships for dualrepping.
What about speed rigs? The armor penalty will still prevent armor ships from using them. What I got in mind is active tanked gallente ships, the penalty will just reduce their buffer too much.
The AAR is a very brilliant idea. Both different and still very useful. +1 Alice Saki for CSM! |
Xenuria
The Scope Gallente Federation
688
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Posted - 2013.01.21 19:12:00 -
[48] - Quote
IamBeastx wrote:Xenuria wrote:You said "The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus " Then you said "1600s Still get the benefit of the new skill." Which is it? Read his post again. Some plates have a decreased mass penalty. All plates have a new appropriate skill to further reduce mass penalty.
Yeah for a moment I was worried but as always CCP ends up being the benevolent overlords I hoped they would be. CSM 8 Candidate Philanthropist Polymath Savant Hero |
IamBeastx
Sniggerdly Pandemic Legion
38
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Posted - 2013.01.21 19:13:00 -
[49] - Quote
Garviel Tarrant wrote:Freighdee Katt wrote:Allison A'vani wrote:This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. I have to say, the speed > powergrid penalty swap thing does appear likely to blow a crap ton of armor fits off the table. Bye bye to anything but the tiniest guns on any armor fit at all. One thing, I really cannot see a reason why you would fit 2 vanilla reppers rather than a ancil and a vanilla. Like, sure it will rep a bit less once it runs out of charges but surely its massively worth that?
Increased PG issues from active tanking a Hyperion AND increased cargo space needed for cap boosters to run the AAR, no thanks.
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Liang Nuren
Heretic Army Heretic Nation
2745
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Posted - 2013.01.21 19:13:00 -
[50] - Quote
CCP Fozzie wrote: Armor Rigs
- New rig called the Nanobot Overcharger that increased the overheat bonus on your local armor reps by 30% (40% for T2). So with one of the T1 rigs overheating gives the rep 13% more rep amount and 19.5% faster rate of fire instead of the default 10% and 15% respectively. This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig.
- Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.
Are you going to go back and adjust the fittings space on ships expected to active armor tank? Active tanked ships frequently have to drop to Electrons already, and now I guess we'll be left with undersized weapons?
Quote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates and is unconnected to the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Alright, sounds good.
Quote: 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 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
That's interesting.
Quote: Why not just buff all armor reps? One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
I disagree with this reasoning. The ASB is one of the worst modules you've ever introduced into the game, and I feel it adds nothing that nanite repair paste and overheat wouldn't have already added.
-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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TijsseN
NED-Clan Goonswarm Federation
4
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Posted - 2013.01.21 19:14:00 -
[51] - Quote
The armor upgrades skill is a welcome skill to improve the mobility of armor fleets. |
MashXX
Black Rebel Rifter Club The Devil's Tattoo
14
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Posted - 2013.01.21 19:14:00 -
[52] - Quote
As someone who flies mostly armour tanked frigates, thank you, these changes sound awesome. |
Drew Solaert
Wildcard Inc.
254
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Posted - 2013.01.21 19:14:00 -
[53] - Quote
My Brutix just got a boner. I lied :o
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fukier
RISE of LEGION
737
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Posted - 2013.01.21 19:16:00 -
[54] - Quote
and what about the rep bonus working for imcomming RR? i think thats the one thing missing from this boost. At the end of the game both the pawn and the Queen go in the same box. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
78
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Posted - 2013.01.21 19:19:00 -
[55] - Quote
CCP Fozzie wrote:The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus Maybe that's the reason you should just take the other sizes out of the game and buff the ones people actually use instead . . .
People prefer these sizes because when you're fitting for buffer you want the most buffer you can fit, and these are the "biggest" you can get on in the relevant ship classes. People put MSEs on frigates and LSEs on everything else, leaving SSEs to have not that much use really, once your fitting skills are up. You might as well buff SSEs for no apparent reason just because nobody uses them either.
The problem here is that the "biggest" buffer modules we have are fittable on less than the biggest classes of ships, so you have pretty wide range where nothing else makes sense to use. Of course that's going to make them look "overused." |
Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
398
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Posted - 2013.01.21 19:19:00 -
[56] - Quote
Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits:
Fit
And that's with ions :( ... looks like I'll have to refit to electrons post patch :( Kick Heim... MATE |
GeeShizzle MacCloud
271
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Posted - 2013.01.21 19:20:00 -
[57] - Quote
the new skill will be mandatory for anyone flying an armor doctrine definitely.
most of the changes seem to be pointing towards making armor fit ceptors with an AAR on be comparable to their shield equivalents.
most armor fleet fits arent concerned with active tanking so most of the rig changes wont affect them. But these changes are more for small scale armor pvp, and redress the dichotomy of small scale ASB tank pvp vs the equivalent armor forms.
would be interesting to see what can be done with the celestis now! can see it being very popular in small scale burst-armor tanking pvp. |
tgl3
Wormhole Engineers Greater Realms
250
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Posted - 2013.01.21 19:20:00 -
[58] - Quote
With regards to the AAR - "Always uses the same cap as a normal (T1/T2/Named) Armor Repper" Does this also include when being "fuelled" by a cap booster? If so, that means that cap boosters only fuel the increased rep amount, right? Member of the EVE Blog Pack - Through Newb Eyes Twitter - TG_3 |
Vilnius Zar
Ordo Ardish
661
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Posted - 2013.01.21 19:21:00 -
[59] - Quote
I'd like to know the reasoning to limit the AAR to one per ship while not limiting ASB in the same way, "it's different" is not a reason in and of itself and there needs to be a balancing logic behind it. Not saying I'd want to have more AAR per ship but rather that I'd like ASB to be limited to 1.
Also fitting those AAR in combination with those new rigs is going to be hilariously difficult for some ships to a point where they simply can't do it. Amat victoria curam. Excellence in everything.
Some guides that may be useful to you: http://www.youtube.com/user/OrdoArdish |
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CCP Fozzie
C C P C C P Alliance
3309
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Posted - 2013.01.21 19:22:00 -
[60] - Quote
Heimdallofasgard wrote:Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits: FitAnd that's with ions :( ... looks like I'll have to refit to electrons post patch :(
These changes would only increase the PG need of that fit by between 0.5 and 0.25 (depending on your armor rigging skill). Still fits. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3309
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Posted - 2013.01.21 19:23:00 -
[61] - Quote
tgl3 wrote:With regards to the AAR - "Always uses the same cap as a normal (T1/T2/Named) Armor Repper" Does this also include when being "fuelled" by a cap booster? If so, that means that cap boosters only fuel the increased rep amount, right?
This is correct. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Brie DeMarllene
University of Caille Gallente Federation
14
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Posted - 2013.01.21 19:23:00 -
[62] - Quote
Vilnius Zar wrote:I'd like to know the reasoning to limit the AAR to one per ship while not limiting ASB in the same way, "it's different" is not a reason in and of itself and there needs to be a balancing logic behind it. Not saying I'd want to have more AAR per ship but rather that I'd like ASB to be limited to 1.
Also fitting those AAR in combination with those new rigs is going to be hilariously difficult for some ships to a point where they simply can't do it.
I'll be using BOTH the ASB and the AAR on all my faction/deadspace fitted battleships, so take THAT CCP! |
Scatim Helicon
GoonWaffe Goonswarm Federation
1441
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Posted - 2013.01.21 19:23:00 -
[63] - Quote
Not convinced about the plates - I'm pretty sure the reason everyone only fits 400s to frigates and destroyers and only 1600s to anything above that has little to do with the mass penalties, its purely because they are the largest plates that can be made to fit. Tweaking the mass penalties doesn't really affect that. Adjusting the fitting requirements and HP increases they grant might. Titans were never meant to be "cost effective", its a huge ****.-á- CCP Oveur, 2006
~If you want a picture of the future of WiS, imagine a spaceship, stamping on an avatar's face. Forever. |
xo3e
Fallen.Society CALL THE P0LICE
66
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Posted - 2013.01.21 19:23:00 -
[64] - Quote
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. Signature removed. Navigator |
WNT TK
Fremen Sietch DarkSide.
0
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Posted - 2013.01.21 19:24:00 -
[65] - Quote
Does this change by extention mean that passive tanking shield rigs are getting velosity penalty? becouse one way to balance is to boost one thing, and other is nerf its counterpart. I think that this small boost wont get armor tanking anywhere near shield-tanking unless they get some good old nefbat treatment.
On the megarep subject - well thats what you should have done to asb. Now its too late and making armor-tanking module that needs both capbooster AND another rep to be able to compete with 1 asb, when you can fit 2 or even 3 of them( asb that is) is bullshit. Once again i understand desire only to boost stuff, but that would only get you so far. |
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CCP Fozzie
C C P C C P Alliance
3309
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Posted - 2013.01.21 19:25:00 -
[66] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Mizhir
Red Federation RvB - RED Federation
2907
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Posted - 2013.01.21 19:25:00 -
[67] - Quote
Freighdee Katt wrote:CCP Fozzie wrote:The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus Maybe that's the reason you should just take the other sizes out of the game and buff the ones people actually use instead . . . People prefer these sizes because when you're fitting for buffer you want the most buffer you can fit, and these are the "biggest" you can get on in the relevant ship classes. People put MSEs on frigates and LSEs on everything else, leaving SSEs to have not that much use really, once your fitting skills are up. You might as well buff SSEs for no apparent reason just because nobody uses them either. The problem here is that the "biggest" buffer modules we have are fittable on less than the biggest classes of ships, so you have pretty wide range where nothing else makes sense to use. Of course that's going to make them look "overused."
I disagree. More diversity is always welcome rather than changing everything into the same old ****.
I have always liked the 200mm plate + small repper layout on the rifter, but it have never worked on larger ships and with the buffs to other ships that layout is currently underwhelming. Maybe its time for small plate + repper layout to return again and this time be useful to larger ships too. Would love to see how well a cruiser with 800mm plate + medium AAR will perform. Seems like it will have enough burst tank to survive fights and the AAR allows it to gain advantage over longer fights and rep between battles.
Alice Saki for CSM! |
fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:26:00 -
[68] - Quote
Hans Jagerblitzen wrote:Ahhhhh, so THIS is what you had in mind for active armor tanking Fozzie.
i still say 10% to armor rep per level would be better then 7.5% and also making the skill afffect incomming RR would make it usefull for fleets...
because all the plate skill did was make the abbadon that much better... (please see 25% to armor resist vrs just an active tank bonus)
At the end of the game both the pawn and the Queen go in the same box. |
IamBeastx
Sniggerdly Pandemic Legion
39
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Posted - 2013.01.21 19:27:00 -
[69] - Quote
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? |
iskflakes
291
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Posted - 2013.01.21 19:28:00 -
[70] - Quote
These changes seem very balanced and thought out. I don't solo armor PVP much, but I like the sound of this anyway. - |
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Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
398
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Posted - 2013.01.21 19:30:00 -
[71] - Quote
CCP Fozzie wrote:Heimdallofasgard wrote:Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits: FitAnd that's with ions :( ... looks like I'll have to refit to electrons post patch :( These changes would only increase the PG need of that fit by between 0.5 and 0.25 (depending on your armor rigging skill). Still fits.
FREAKING YES! I took 10% off the total PG amount by accident >.< Kick Heim... MATE |
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CCP Fozzie
C C P C C P Alliance
3323
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Posted - 2013.01.21 19:30:00 -
[72] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.21 19:30:00 -
[73] - 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.
What about the difference in fitting between extenders and plates? |
1Of9
Body Count Inc. Pandemic Legion
93
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Posted - 2013.01.21 19:31:00 -
[74] - Quote
CCP Fozzie wrote:Heimdallofasgard wrote:Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits: FitAnd that's with ions :( ... looks like I'll have to refit to electrons post patch :( These changes would only increase the PG need of that fit by between 0.5 and 0.25 (depending on your armor rigging skill). Still fits.
I am very disappointed by your answer. Clearly you do not play the same eve online rest of us do :( |
fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:33:00 -
[75] - Quote
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! At the end of the game both the pawn and the Queen go in the same box. |
Alice Saki
28218
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Posted - 2013.01.21 19:33:00 -
[76] - Quote
Two step wrote:So much for catching up to you in likes....
I am great big Cheater Happy Bunny is Happy ^_^ |
Aglais
Deep Core Mining Inc. Caldari State
177
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Posted - 2013.01.21 19:33:00 -
[77] - Quote
WNT TK wrote:Does this change by extention mean that passive tanking shield rigs are getting velosity penalty? becouse one way to balance is to boost one thing, and other is nerf its counterpart. I think that this small boost wont get armor tanking anywhere near shield-tanking unless they get some good old nefbat treatment.
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.
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CCP Fozzie
C C P C C P Alliance
3323
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Posted - 2013.01.21 19:34:00 -
[78] - Quote
I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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CCP Fozzie
C C P C C P Alliance
3323
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Posted - 2013.01.21 19:34:00 -
[79] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Barrogh Habalu
Imperial Shipment Amarr Empire
386
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Posted - 2013.01.21 19:36:00 -
[80] - Quote
All aboard ancillary train!!1
CCP Fozzie wrote:Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Any comments on state of sustained tanking? Honestly, I'm afraid that we are approaching the state where cap-using active tanking will be pretty limited in ability even if we are exclude neuts from equation. Aren't we there yet though?
Other than that, I think I like active tanking rigs changes and ofc plate changes are nice. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
116
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Posted - 2013.01.21 19:36:00 -
[81] - Quote
CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.
I hate you so much. |
Blood Valentino
JSR1 AND GOLDEN GUARDIAN PRODUCTIONS SpaceMonkey's Alliance
8
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Posted - 2013.01.21 19:37:00 -
[82] - Quote
Man, this is a cool change, however im tired of people crying about rigs breaking their individual fits. Learn to adapt, or go play world of warcraft |
Liang Nuren
Heretic Army Heretic Nation
2748
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Posted - 2013.01.21 19:38:00 -
[83] - Quote
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 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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fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:39:00 -
[84] - 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.
elaborate please...
how is it super op in compassion to 5% to resist bonus which makes internal/external/ehp better while the rep bonus only makes internal reps better?
edit i could even live with a reduced effectiveness for incoming RR but you do have to agree there is a disparity between internal rep bonus and resist bonus... At the end of the game both the pawn and the Queen go in the same box. |
Liang Nuren
Heretic Army Heretic Nation
2748
|
Posted - 2013.01.21 19:39:00 -
[85] - Quote
CCP Fozzie wrote:And also super overpowered.
If it is super overpowered, how do you explain resist bonuses?
-Liang
Ed: I don't mean to get in your junk over this. Just that resist bonuses affect EHP as well, which would mean that they'd still be preferred over 7.5% rep bonuses. 1/.25 = 1.33333, 1*(.075*5) = 1.375. The difference in "effective received rep" isn't very great. 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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CCP Fozzie
C C P C C P Alliance
3337
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Posted - 2013.01.21 19:40:00 -
[86] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Klown Walk
New Eden Renegades Ninja Unicorns with Huge Horns
198
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Posted - 2013.01.21 19:40:00 -
[87] - Quote
You should do the same change for the asb. |
Destoya
Sniggerdly Pandemic Legion
51
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Posted - 2013.01.21 19:41:00 -
[88] - Quote
Heimdallofasgard wrote:Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits: FitAnd that's with ions :( ... looks like I'll have to refit to electrons post patch :(
Rig increases rep PG use by 10% (without rig skills!), which would bring your fit to 51.35/52.5
You should drop the t2 nos for meta 4 anyways, costs 1m less and saves 1 PG |
Viribus
Love Squad Confederation of xXPIZZAXx
118
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Posted - 2013.01.21 19:44:00 -
[89] - Quote
I was kinda hoping you'd buff armour tanking by nerfing buffer tanks
Tank power creep is awful |
Dracoth Simertet
Red Federation RvB - RED Federation
29
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Posted - 2013.01.21 19:45:00 -
[90] - Quote
I for one enjoy an extended period of teasing followed by a happy ending, also these changes look good. Any idea when we will be able to check them out on the test server?
o7 Drac |
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xo3e
Fallen.Society CALL THE P0LICE
66
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Posted - 2013.01.21 19:45:00 -
[91] - Quote
CCP Fozzie wrote: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.
yeah maybe you should do that with 1600 plate.
now my turn to be sarcastic
mass penalty reduction is good yeah it doesnt matter that trimark rigged armor boats have like half of the speed of shield boats of the same class 25% mass reduction will be definitely enough for trimarked harbinger to catch nano cane or to bail yeah
thats not even funny
not to mention that equalization of speed/agility parameters of armor and shield is fantastically bad gamedesign decision to begin with. why not just remove all armor from the game?? this wold be way easier.
Signature removed. Navigator |
fukier
RISE of LEGION
738
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Posted - 2013.01.21 19:47:00 -
[92] - Quote
Liang Nuren wrote:CCP Fozzie wrote:And also super overpowered. If it is super overpowered, how do you explain resist bonuses? -Liang Ed: I don't mean to get in your junk over this. Just that resist bonuses affect EHP as well, which would mean that they'd still be preferred over 7.5% rep bonuses. 1/.25 = 1.33333, 1*(.075*5) = 1.375. The difference in "effective received rep" isn't very great.
this.
i dont mean to be harsh fozzie but i have been waiting for this to be looked at for a long long long time and am rather disappointed that this has not been addressed...
with the most respect possible
- fuk At the end of the game both the pawn and the Queen go in the same box. |
Maximus Andendare
Future Corps Sleeper Social Club
65
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Posted - 2013.01.21 19:49:00 -
[93] - Quote
CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. This is really unfortunate. If anything, you should be boosting the bonuses on active tanking ships to 10% instead of nerfing the already-good Incursus.
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Kyang Tia
Matari Exodus
6
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Posted - 2013.01.21 19:49:00 -
[94] - Quote
To be honest, I'd rather have a Myrmidon with a max. speed of 900m/s that can fit medium guns than one that reaches 1100m/s but can only fit small weapons because the rep rigs cost too much grid. Same is true for many ships that are currently used with active armor tanks, such as the Hyperion, Vengeance, Megathron, or Brutix. Please rethink the idea of having active tank rigs increase PG requirements of reps. They are already harsh now and, if anything, should be decreased. (Actually, I think that a 25% reduction in armor rep PG need could go a long way in making them more useful.) |
IamBeastx
Sniggerdly Pandemic Legion
41
|
Posted - 2013.01.21 19:50:00 -
[95] - Quote
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.
While i appreciate (and endorse) the removal of the speed penalty, in the shield vs armor debate, i and others still see the loss of PG (and therefore theoretically a DPS loss through smaller weapon usage) not a good thing overall.
Read it, still asking about trimarks/resist rigs (non active armor rig) changes, if not, why not.
Your looking to increase active armor tanks options, but without any idea of what cap booster sizes are needed, or how many fit in the AAR, we can only guess at how much space we lose to AAR cap boosters. Also in the shield vs armor debate, the AAR does seem to lack the same punch as ASB which does not use cap AND cap boosters to achieve its potential.
The plates change is very nice. The new rig is potentially interesting and powerful.
You asked for feedback and i gave it, theres no need for snide comebacks in a legitimate conversation.
|
Jame Jarl Retief
Murientor Tribe Defiant Legacy
972
|
Posted - 2013.01.21 19:51:00 -
[96] - Quote
CCP Fozzie wrote:At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.
Ha! Now tell me, wouldn't it have made MUCH more sense to fix armor tanking FIRST, and THEN go and re-balance ships? Instead of rebalancing ships first, then fixing the mechanics that were broken but ships are bonused for, and then having to re-re-balance ships once again?
Aside from rep bonus, you'll probably have to take a look at things like cargo hold (for the charges for the new AAR), the PG (for the new rigs), the repair bonus (like with Incursus), etc. How awesome would it have been if you could re-balance ships in a single pass? Instead of tweaking the same ship several times in a 3 month period?
And think about the future. Remember all those shiney new drone boats? Tristan, Algos, Dragoon, etc? Remember those? What will happen to them when drones will get their review and re-balance? Those will have to be revisited once again to make sure they're not too weak or too strong. Like the Myrmidon under review now, what do you want to bet that someone will have to go back to that one after drones are rebalanced and rebalance it again?
So, doesn't it make sense to fix the core mechanics before re-balancing ships? Instead of doing multiple ship re-re-balances? Or am I just nuts?
Good changes though, at least on paper. I just wish they were done in order instead of donkey-backwards. |
Liang Nuren
Heretic Army Heretic Nation
2749
|
Posted - 2013.01.21 19:53:00 -
[97] - Quote
fukier wrote: this.
i dont mean to be harsh fozzie but i have been waiting for this to be looked at for a long long long time and am rather disappointed that this has not been addressed...
with the most respect possible
- fuk
To be fair, there's been so much expectation (from and by the community) set around any armor tanking boost that there's no way CCP could ever have "gotten it right" without making armor tanking utterly overpowered. I'm pretty ok with not getting RR from active rep bonuses, but the assertion that it'd be "super overpowered" just rings slightly false to me.
/shrug
-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
|
Junko Sideswipe
Love Squad Confederation of xXPIZZAXx
110
|
Posted - 2013.01.21 19:53:00 -
[98] - Quote
Pretty interesting. What makes shield so attractive for null gangs is the ability to dictate your engagements by having a fast fleet that can outrun or overtake another gang. I hope these changes are enough to bring armor better in line with being able to dictate engagements like a shield fleet without homogenizing it too much.
These changes came out of nowhere and were a delight to read, keep it up. Confederation of xXPIZZAXx CEO Watch PIZZA Videos http://www.youtube.com/user/LunchSquad |
Headstone Carver
Cool4Cats
2
|
Posted - 2013.01.21 19:54:00 -
[99] - Quote
Armour rig prices are in general much higher than shield rigs.
For those of us that like to lose a lot of ships in PVP this cost difference has the effect of skewing low SP and low isk PVP towards shields. A balance of rig costs would be helpful please. |
TANGO WANGO
AQUILA INC Verge of Collapse
0
|
Posted - 2013.01.21 19:54:00 -
[100] - Quote
CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. I can't say I am a fan of a potential Incursus nerf, it's a really cool frigate and I would hate to see it pigeon holed into using AAR fits only. Other than that I am super excited for these changes! |
|
DR BiCarbonate
Basgerin Pirate SCUM.
46
|
Posted - 2013.01.21 19:57:00 -
[101] - Quote
No, we don't need more new mods.... buff/fix the current ones. Whatever it is you guys are smoking over there I really want some.
Ruin the game more plz, thanks. |
Maximus Andendare
Future Corps Sleeper Social Club
65
|
Posted - 2013.01.21 19:57:00 -
[102] - Quote
CCP Fozzie wrote:Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below. Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Also, please no. No more skill books for armor tankers. It's already bad enough that it takes a lot longer for armor tankers to get their T2 tanks vs shield tankers, and now you're only pushing that divide further. |
Heimdallofasgard
Apex Overplayed Coalition Fatal Ascension
399
|
Posted - 2013.01.21 19:58:00 -
[103] - Quote
Jame Jarl Retief wrote:CCP Fozzie wrote:At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. Ha! Now tell me, wouldn't it have made MUCH more sense to fix armor tanking FIRST, and THEN go and re-balance ships? Instead of rebalancing ships first, then fixing the mechanics that were broken but ships are bonused for, and then having to re-re-balance ships once again? Aside from rep bonus, you'll probably have to take a look at things like cargo hold (for the charges for the new AAR), the PG (for the new rigs), the repair bonus (like with Incursus), etc. How awesome would it have been if you could re-balance ships in a single pass? Instead of tweaking the same ship several times in a 3 month period? And think about the future. Remember all those shiney new drone boats? Tristan, Algos, Dragoon, etc? Remember those? What will happen to them when drones will get their review and re-balance? Those will have to be revisited once again to make sure they're not too weak or too strong. Like the Myrmidon under review now, what do you want to bet that someone will have to go back to that one after drones are rebalanced and rebalance it again? So, doesn't it make sense to fix the core mechanics before re-balancing ships? Instead of doing multiple ship re-re-balances? Or am I just nuts? Good changes though, at least on paper. I just wish they were done in order instead of donkey-backwards.
Balancing modules, weapons, ships, bonuses and penalties isn't a linear process... it's like mixing and mastering a music track, you change one thing and it has effects across the board, so you keep going back over old ground to make tiny adjustments and make sure the quality is still there and nothing has gotten out of control. Kick Heim... MATE |
Eternal Error
Immortalis Inc. Shadow Cartel
291
|
Posted - 2013.01.21 19:59:00 -
[104] - Quote
In no particular order:
While the overcharge rig isn't necessarily bad, I think you should look at fixing the issues themselves rather than introducing something entirely new. This seems unnecessary.
New skills are, generally, a bad idea. Having a skill that reduces armor plate mass and NOTHING ELSE (especially when there's nothing comparable for shields) really doesn't make sense.
Changing the penalty to increase local rep PG isn't a very good idea given that they already take stupid amounts of PG.
New modules, are, generally, a bad idea. Consider fixing the current issues before introducing new modules that need more balancing efforts.
You need to look at local active tank fitting requirements/rep amounts and speed penalties on rigs. Start there, roll out some changes, and see what happens. The problem isn't SO SIGNIFICANT that you need to start introducing new modules and skills left and right. I appreciate the effort, but I don't like the look of any of the things you've proposed other than the innate mass reduction on smaller plates. |
Mesh Marillion
Fairlight Corp Rooks and Kings
4
|
Posted - 2013.01.21 19:59:00 -
[105] - Quote
I know its probably a very niche problem but since you're already looking at plates and armor tanking generally could you maybe give faction plates another look? Since the buff of the T2 plates their advantage is so marginal, its not even funny. I remember that a lot of faction stuff got buffed after the introduction of new T2 mods however plates were apparently forgotten. |
fukier
RISE of LEGION
738
|
Posted - 2013.01.21 20:01:00 -
[106] - Quote
Liang Nuren wrote:fukier wrote: this.
i dont mean to be harsh fozzie but i have been waiting for this to be looked at for a long long long time and am rather disappointed that this has not been addressed...
with the most respect possible
- fuk
To be fair, there's been so much expectation (from and by the community) set around any armor tanking boost that there's no way CCP could ever have "gotten it right" without making armor tanking utterly overpowered. I'm pretty ok with not getting RR from active rep bonuses, but the assertion that it'd be "super overpowered" just rings slightly false to me. /shrug -Liang
i here that... its the only thing i was looking forward to for the tank rebalance...
i was really hopping they would not just do another asb thing...
though i do like the mass reduction skill and rig heat thing too...
well on the plus i got the ammar bc for fleets i guess...
At the end of the game both the pawn and the Queen go in the same box. |
Richard Stallmanu Stallmania
Yoyodyne corporation Shadow Cartel
22
|
Posted - 2013.01.21 20:03:00 -
[107] - Quote
Fozzie, I truly love you for the new ship balances.
But allow me to speak my mind here.
The new push towards "Ancillary"/Burst tank mods does one thing, it leaves the "traditional" form of that tanking in the dust. Ancillary booster's killed traditional active shield tanks. Ancillary Armor Reppers will kill traditional active armor tanks.
Remember ASB Cyclones/Slieps/Maelstroms? Yeah. No one wants that to come back. It was boring, and generally stupid.
What will happen post AAR's? Same stuff. One fit that has silly numbers and that everyone will be using.
In addition, CCP is listening to the foaming at the mouth forum posters that believe "Off-grid links" are "super mega overpowered", when in reality, like everything else in Eve, are an advantage gained via SP investment and ISK investment. So once that change rolls into effect, there will be ZERO reason to use any traditional active tank, as off-grid links were the only thing that made them viable.
Please buff the TRADITIONAL style of active tanking. All the necessary mods, ships, fittings, and skills are already in place.
How do you do this? Easy.
Reduce cap usage on traditional shield boosters. Reduce cycle time on armor repairers.
This makes both types of tanking very similar in function, but those with armor tanks will have the "Crowd-Control" provided by utility mid-slots, and active shield will boast more DPS at the cost of "Crowd-Control".
Adding new modules invalidates the use of the old. |
Cheradenine Harper
Tatooine Sand Reclamation
6
|
Posted - 2013.01.21 20:03:00 -
[108] - Quote
Bye bye dual rep Incursus? Maybe. All sounds good though. Apart from the stats. Why Int/Mem? Surely Int/Perception - part fitting, part flying? Or is it some meta-thing I'm missing? http://diaries-of-a-space-noob.blogspot.co.uk |
Bienator II
madmen of the skies
1453
|
Posted - 2013.01.21 20:03:00 -
[109] - Quote
when you run out of cap does the AAR still do something? e.g rep only the cap injected amount? a eve-style bounty system https://forums.eveonline.com/default.aspx?g=posts&m=359105 You fail you fail you fail you fail you fail you fail you fail to jump because you are cloaked |
Maximus Andendare
Future Corps Sleeper Social Club
65
|
Posted - 2013.01.21 20:03:00 -
[110] - Quote
Drew Solaert wrote:My Brutix just got a boner. That should be Thorax...
|
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Tsubutai
Drifting Falling
153
|
Posted - 2013.01.21 20:05:00 -
[111] - Quote
I may have goofed with the maths, but the Nanobot Overcharger rigs look distinctly underwhelming. On an unrigged ship, heating a rep increases your HP/second by 29% (1.1x rep amount/0.85x cycle time). With an NO, that goes up to a 40% increase on heating (1.13x rep amount/0.805x cycle time). Unless I've done the maths wrong, that means there's never a situation where the NO is better than an auxiliary nano pump outside of potential edge cases where you're running into massive stacking penalties (triple nano pumps? does anyone do this?):
Unheated rep, no rigs: 1x rep amount Unheated rep + heat rig: 1x rep amount Unheated + auxiliary nano pump I: 1.15x rep amount
Heated rep, no rigs: 1.29x rep amount Heated rep + heat rig: 1.4x rep amount Heated rep + auxiliary nano pump I: 1.48x rep amount (1.29x rep amount for heat times 1.15x rep amount for the nano pump) |
|
CCP Fozzie
C C P C C P Alliance
3354
|
Posted - 2013.01.21 20:12:00 -
[112] - Quote
Tsubutai wrote:I may have goofed with the maths, but the Nanobot Overcharger rigs look distinctly underwhelming. On an unrigged ship, heating a rep increases your HP/second by 29% (1.1x rep amount/0.85x cycle time). With an NO, that goes up to a 40% increase on heating (1.13x rep amount/0.805x cycle time). Unless I've done the maths wrong, that means there's never a situation where the NO is better than an auxiliary nano pump outside of potential edge cases where you're running into massive stacking penalties (triple nano pumps? does anyone do this?):
Unheated rep, no rigs: 1x rep amount Unheated rep + heat rig: 1x rep amount Unheated + auxiliary nano pump I: 1.15x rep amount
Heated rep, no rigs: 1.29x rep amount Heated rep + heat rig: 1.4x rep amount Heated rep + auxiliary nano pump I: 1.48x rep amount (1.29x rep amount for heat times 1.15x rep amount for the nano pump)
Your math is correct, my math was wrong. I had been approximating the rigs in our internal test server using stat changed modules and had gotten the math wrong on the bonus. To hit the benefits I was aiming for, the rig will double the heat bonus at tech one.
That's what I get for posting before all the authoring challenges are worked out, but thanks for catching it now instead of someone having to catch it later.
I've updated the OP Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Raging Beaver
Wildly Inappropriate Goonswarm Federation
9
|
Posted - 2013.01.21 20:12:00 -
[113] - Quote
These changes sound quite nice, looking forward to testing them. I'm kind of curious how will the ancillary armor thingy work. The new skill is na decent idea, gonna have to learn it quickly... As for the rig penalty change - good idea, seems more logical to have increased grid usage when using a rig improving rep performance. |
Pinky Denmark
The Cursed Navy
306
|
Posted - 2013.01.21 20:14:00 -
[114] - Quote
As you did with active shield tanking you have completely ignored the real problems and tried to fix them by introducing new stuff as an alternative... I really, really dislike the way you are ignoring the CORE of the game.
Armor ships with armor rigs still causing ships to be slower, but you can fit an armor rig having different drawbacks than the rest of the group for more active rep in a weird cap injected way as if people didn't have enough slots for active reps already?
This **** is not necesarily wrong but you are ignoring stuff... |
B'reanna
Sniggerdly Pandemic Legion
12
|
Posted - 2013.01.21 20:17:00 -
[115] - Quote
CCP Fozzie wrote:Tsubutai wrote:I may have goofed with the maths, but the Nanobot Overcharger rigs look distinctly underwhelming. On an unrigged ship, heating a rep increases your HP/second by 29% (1.1x rep amount/0.85x cycle time). With an NO, that goes up to a 40% increase on heating (1.13x rep amount/0.805x cycle time). Unless I've done the maths wrong, that means there's never a situation where the NO is better than an auxiliary nano pump outside of potential edge cases where you're running into massive stacking penalties (triple nano pumps? does anyone do this?):
Unheated rep, no rigs: 1x rep amount Unheated rep + heat rig: 1x rep amount Unheated + auxiliary nano pump I: 1.15x rep amount
Heated rep, no rigs: 1.29x rep amount Heated rep + heat rig: 1.4x rep amount Heated rep + auxiliary nano pump I: 1.48x rep amount (1.29x rep amount for heat times 1.15x rep amount for the nano pump) Your math is correct, my math was wrong. I had been approximating the rigs in our internal test server using stat changed modules and had gotten the math wrong on the bonus. To hit the benefits I was aiming for, the rig will double the heat bonus at tech one. That's what I get for posting before all the authoring challenges are worked out, but thanks for catching it now instead of someone having to catch it later. I've updated the OP
and what about readjusting the active arour tanking ships pg? so that they cane still be reasonably fit with the armor rigs? also will the rigg penalty changes be effecting the other rigs or just the active tanking ones?(just looking for confirmation on this one since not directly addressed)
and then how does this balance with the asb which atm can fit more than one, cant be nueted off like the aar, and has more base rep tan the aar? |
Crash Lander
Imperial Academy Amarr Empire
33
|
Posted - 2013.01.21 20:18:00 -
[116] - Quote
CCP Fozzie wrote:Is my title pretentious enough? ...
Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
Overall positive though what you describe here isn't quite as cut and dry as you say. Shield tanking in general is much more burst tanky than Armor, this isn't limited to the ASB. Compare any armor tanking Amarr BS vs a Nightmare with an XL Shield Boost and Amp for PvE. And that burst tanky nightmare is still a lot better than the armor alternatives.
I do realize the goal here is to address PvP defficiency, for PvE these changes don't do much and the current top ships for PvE (mach, nightmare, vindi, vargur, cnr, tengu) will remail the same (and shield tanked). |
|
CCP Fozzie
C C P C C P Alliance
3358
|
Posted - 2013.01.21 20:19:00 -
[117] - Quote
B'reanna wrote:CCP Fozzie wrote:Tsubutai wrote:I may have goofed with the maths, but the Nanobot Overcharger rigs look distinctly underwhelming. On an unrigged ship, heating a rep increases your HP/second by 29% (1.1x rep amount/0.85x cycle time). With an NO, that goes up to a 40% increase on heating (1.13x rep amount/0.805x cycle time). Unless I've done the maths wrong, that means there's never a situation where the NO is better than an auxiliary nano pump outside of potential edge cases where you're running into massive stacking penalties (triple nano pumps? does anyone do this?):
Unheated rep, no rigs: 1x rep amount Unheated rep + heat rig: 1x rep amount Unheated + auxiliary nano pump I: 1.15x rep amount
Heated rep, no rigs: 1.29x rep amount Heated rep + heat rig: 1.4x rep amount Heated rep + auxiliary nano pump I: 1.48x rep amount (1.29x rep amount for heat times 1.15x rep amount for the nano pump) Your math is correct, my math was wrong. I had been approximating the rigs in our internal test server using stat changed modules and had gotten the math wrong on the bonus. To hit the benefits I was aiming for, the rig will double the heat bonus at tech one. That's what I get for posting before all the authoring challenges are worked out, but thanks for catching it now instead of someone having to catch it later. I've updated the OP and what about readjusting the active arour tanking ships pg? so that they cane still be reasonably fit with the armor rigs? also will the rigg penalty changes be effecting the other our rigs or just the active tanking ones? and then how does this balance with the asb which atm can fit more than one, cant be nueted off like the aar, and has more base rep tan the aar?
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Roime
Shiva Furnace
1738
|
Posted - 2013.01.21 20:21:00 -
[118] - Quote
Quote:This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig.
Stacked with what, only with itself or the other two rigs as well?
Do rigs affect AAR cycle time?
Quick check looks like 10-slot AAR+MAR II tank is finally better than 4-slot dual XLASB on an all V's Myrmidon.
-á- All I really wanted was to build a castle among the stars - |
Marlona Sky
D00M. Northern Coalition.
2963
|
Posted - 2013.01.21 20:21:00 -
[119] - Quote
Now I wish I was going to fanfest just to hug CCP Fozzie.
Remove local, structure mails and revamp the directional scanner! |
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CCP Fozzie
C C P C C P Alliance
3358
|
Posted - 2013.01.21 20:22:00 -
[120] - Quote
Roime wrote:Quote:This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig. Stacked with what, only with itself or the other two rigs as well? Do rigs affect AAR cycle time? Quick check looks like 10-slot AAR+MAR II tank is finally better than 4-slot dual XLASB on an all V's Myrmidon.
Stacked with itself since nothing else affects armor rep heat bonus atm.
And AARs are affected by everything that affect subcap armor reps. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Qaidan Alenko
State War Academy Caldari State
1391
|
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
|
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
|
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?
|
Callic Veratar
Power of the Phoenix
316
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Posted - 2013.01.21 20:49:00 -
[141] - Quote
Changes look great :D -áwww.promsrage.com |
Crazy KSK
Tsunami Cartel Gank for Profit
27
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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Krell Kroenen
Miners In Possession
115
|
Posted - 2013.01.21 21:13:00 -
[151] - Quote
Prometheus Exenthal wrote: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.
Wrong the Cane and Cyclone had their cargo holds reduced. |
Ana Fox
Center for Advanced Studies Gallente Federation
51
|
Posted - 2013.01.21 21:14:00 -
[152] - Quote
Why not add to existing skills what new armor upgrades skill is giving.It will be much less stress than adding new one.
It is not big deal but for ASB you dont need to train any new skill so it would be fair not to add new for armor too,even it is not related to new armor module.
You have new skill added for reactive armor module,so really no need to add new skill for every new stuff you get in game,just rephrase old ones and it will be more fair.It is ok to add more depth but this would second new skill in armor tanking in short time. |
Suitonia
Corp 54 Curatores Veritatis Alliance
149
|
Posted - 2013.01.21 21:14:00 -
[153] - Quote
I was hoping you would get rid of the mass penalty all together and replace it with a MWD/AB thrust penalty. Non-Attack Gallente and Amarr ships have the worst agility of their respective classes (usually) anyway, and the additional mass penalty just further emphasises this. I also feel that having different penalties across different rigs and modules makes it more confusing for new players.
- With shield Extenders and Shield rigs you have a Signature Radius Penalty. (Simple)
- With Armor you have plates which give you added Mass, rigs which will now either slow down your base speed or increase the power-grid of active tanking modules, you then have a further skill to decrease the penalty of mass addition from plates. Mass is very difficult to understand from a new player perspective anyway, aside from us hardcore EFT addicts and veterans, who knows how adding 300,000 mass to a Thorax is going to effect it without looking it up?
The new ASB module for armor tanking looks good, but I feel like it's only solving half the problem. Yes Armor Tanking is in dire need of being more slot efficient because generally speaking Active armor tanking requires more slots to be efficient than shield tanking, this leaves armor tanking with less options to itemize towards damage, damage projection, speed (and the fact that armor rigs, and plates slow them down too). And the new module which essentially means you can get away with only fitting it (1 slot) vs the usual 2 armor repair modules needed to have an acceptable tank. However it doesn't really solve the following issues, which I mostly think are to do with rig balancing.
Trimark and CDFE's are still way too good. Most rigs are about 50% as effective as the appropriate comparable module, for example, resistance rigs give 50% of an active hardener, damage rigs are 50% of a damage module, Auxiliary Thrusters are 50% of an overdrive. while a trimark is 100% of a tech II Energized Armor Layering module. The opportunity cost of not fitting Trimarks/CDFE's is way too high. Why is this a problem for Armor Tanking? It detracts from the options and availability of them itemizing towards damage/speed through rig slots, fitting 2x damage rigs vs 3x trimark (or indeed, CDFE) is at such a heavy loss that it becomes not an option.
Speed rigs also have an Armor penalty which makes fitting them painful for any armor tanking ship looking to cover their weakness, and shield tankers for the most part laugh at the penalty.
I propose the following;
- Trimarks and CDFE's reduced in effectiveness.
T1: From 15% to 10% T2: From 20% to 15% ~Resistance rigs are fine since they're stacking penalised. Trimarks and CDFE's would still be the best case rigs to fit if you have more than 2 active hardeners or 1 + Gang Links. It just makes them less powerful and means fitting other rigs doesn't come at such a high opportunity cost.
- All T1 damage rigs. (Burst Aerator / Collision Accelerator rigs) reduced in Calibration cost from 200 to 150.
~ This change allows 2x damage rigs to be fitted with another rig, for example a optimal range rig, or a tanking/speed rig. This makes itemizing towards damage easier. Note: T2 rigs calibration if fine where it is now and doesn't need to be changed.
- All Astronautic rigs changed from % armor penalty to % structure penalty.
~ Makes the penalty more universal for both armor/shield tankers. now fitting an auxiliary thruster on your plated Harbinger to cover your bases isn't completely self defeating. Also means they now share the same penalty with Nano-fibres.
In addition to these. (Where I think the main problem lies), I'd like to see the following. Armor Plates: Mass penalty removed. Replaced with a flat % MWD/AB thrust penalty. If you want to increase the usage of seldom used plates: i.e. 800mm and 50mm, then put a lower flat % on those rigs to make them more attractive, I'd put the % as being about the same speed decrease as what is on TQ right now for fitting a plate to a similar sized ship. ~ Why make this change? First of all I think this makes the penalty and module much more understanding for new players. It's much easier to understand that a plate is going to decrease how much boost you get from a propulsion module by a certain % than it is to understand the penalty of adding mass to your ship, which is different depending on which ship you're flying and can sometimes have other ramifications such as a 1600mm Harbinger not being able to jump through a C1 wormhole that every other BC can etc. . It also means that plates are more accessible for roaming gangs, since there will no longer be an agility penalty, so roaming through space is quicker although flat-line MWD speeds stay about the same so this doesn't make them that much better at damage mitigation with propulsion module active. I also think this makes MWD/Scram setups more accessible for armor tankers, since although they do less damage and advance slower than typical shield tanked mwd/scram setups, they have better damage mitigation if they can get that tight orbit in scram range which having the better agility improves. I've always like the 'sig tank' aspect of armor tanking which made stuff like AHACS work, bringing that aspect to smaller gangs.
This also makes catching ships faster than you easier for veterans flying plated ships, the better agility means you can turn around and 'slingshot' someone into scram range better.
Armor Rigs: Base speed penalty changed to MWD/AB thrust %. ~ This makes armor tanking much more comparable and easier to understand for new players. Now both Armor Plates and the rigs have the same penalty, similar to shield extenders and shield rigs. It also means that while speeds with armor rigs stay about the same, base speed is increased meaning again, armor tankers have slightly better damage mitigation in scram range and adds to that 'sig tanking' aspect.
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Capqu
Love Squad
71
|
Posted - 2013.01.21 21:16:00 -
[154] - Quote
fozzie please remember that active tanking armor ships already have to carry a **** ton of boosters (usually the high end of each "division" 800s, 200s etc) for their cap booster and if you make this new module like the shield one (working best with the lowest of each division) the armor tank is gonna have serious trouble with cargo space and micromanagement http://pizza.eve-kill.net |
Inepsa1987
Mind Games.
25
|
Posted - 2013.01.21 21:22:00 -
[155] - Quote
Better than nothing I suppose. :) Spaceship Pilot. |
Burseg Sardaukar
Sardaukar Merc Guild General Tso's Alliance
215
|
Posted - 2013.01.21 21:22:00 -
[156] - Quote
CCP Fozzie wrote:Heimdallofasgard wrote:Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits: FitAnd that's with ions :( ... looks like I'll have to refit to electrons post patch :( These changes would only increase the PG need of that fit by between 0.5 and 0.25 (depending on your armor rigging skill). Still fits.
And you can still meta fit the Nos. Been down this 1PG needed hell many times with AF's Hey, as a dude that lives in lowsec, you should read my idea on how to "fix" it... in Blog format, complete with a spreadsheet! http://3xxxd.blogspot.com/2012/09/how-to-buff-lowsec.html |
Dersen Lowery
Laurentson INC StructureDamage
384
|
Posted - 2013.01.21 21:24:00 -
[157] - Quote
Looks interesting overall. It introduces a broad contrast between Amarr laser (slow, buffer, flexible engagement envelope) and Gallente blaster (fast, active, short engagement envelope) philosophies.
I wish this was off topic, but while you're looking at armor rigs, could you move Salvage Tackles somewhere else, or take off their velocity penalty? Noctis pilots everywhere will thank you. Malcanis for CSM 8 |
AtomicConnor
Adhocracy Incorporated Adhocracy
1
|
Posted - 2013.01.21 21:24:00 -
[158] - Quote
On the topic of the AAR:
I'm curious as to why there seems to be a need to make Armor tanking ships more like Shield tanking ships. Shield tanking suits a fast-paced, high-speed, high-DPS playstyle, while armor tanking suits a slower, tankier playstyle. Shouldn't the two be more distinguished and unique as apposed to similar but somewhat different?
I was under the impression it worked like this:
Active Shield Tanking - Short burst of massive tank. Kill the enemy quickly before your tank wears out. (more damage) [example: ASB Ferox] Active Armor Tanking - Prolonged stream of constant rep. Become super tanky and slowly destroy your enemy. (more tank) [example: Triple-Rep Myrmidon]
I thought that was the way it was supposed to be. Shield has less tank, but more damage and armor has more tank, but less damage... |
elitatwo
Congregatio
62
|
Posted - 2013.01.21 21:28:00 -
[159] - 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.
That's what I am proposing in another thread, except the hull rep thing.
I proposed to reduce the cycle time of medum and large armor reps by 25% and another response I got was to cut the capacitor amount per cycle by 50%.
God I like that idea!
Dear CCP Fozzie, I like where this is headed but I have some concerns.
Did you take exile boosters into account for the AAR's? But on the other hand, you cannot repair enough armor in the time it gets blow away and because the repair occurs after the cycle was the reason I came up with the idea of reducing the cycle time in the first place.
When do you think, we could get our hands on those on SISI? |
Omnathious Deninard
Extrinsic Operations
446
|
Posted - 2013.01.21 21:29:00 -
[160] - Quote
How soon do you think we will be able to see these on the test server? Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
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mkint
958
|
Posted - 2013.01.21 21:31:00 -
[161] - Quote
The important question: what metrics do you intend to use to determine if this balance pass is successful? Is it going to be completely arbitrary, or are you going to actually look at real numbers? If this balance is demonstrably enemic, or breaks something, what do you intend to do to fix it? Maxim 34: If you're leaving scorch-marks, you need a bigger gun. |
Alticus C Bear
University of Caille Gallente Federation
130
|
Posted - 2013.01.21 21:40:00 -
[162] - Quote
Rig changes sound good
Plate changes sound good, nice touch with the extra mass reduction on the smaller for ship class plates.
I do not object to new skills but this plus the resistance shifting skill for the RAH seem a lot over the skill requirements for Shield tanking.
Ancillary Armor Repairer.
Could be overpowered, will be the must fit module for PVP just like ASBGÇÖs. I do like how you have decoupled this change from the existing reppers leaving them intact for normal use.
Incursus Change
My concern is how this affects the Gallente niche of active armour tanking, there are threads every other day regarding the resistance versus rep amount bonuses, the rep bonuses needs to be 10% for it to maintain a clear advantage over the resistance bonused ships given the other advantages they have, it also nerfs the ship with standard reppers (should still be an option). Have you considered adjusting the AAR rep amount down a touch and giving all Gallente Active Rep Ships a 10% bonus? |
Takeshi Yamato
Ministry of War Amarr Empire
577
|
Posted - 2013.01.21 21:42:00 -
[163] - Quote
Some numbers to help us understand what the changes mean for active armor tanking.
A Prophecy outfitted with:
1x Medium Ancillary Armor Repairer 2x EANM II 1x DCU II
1x Aux. Nano Pump I 1x Nanobot Accelerator 1x Nanobot Overcharger I
An overloaded AAR with charges nets us a 550 dps tank which is very respectable.
If we go with a dual rep setup, 2x medium armor repairer II nets us a 651 dps tank with half the overload time.
The Nanobot Overcharger is key here as overloading boost repair/sec by 71%. I may have underestimated how good it is. It breathes new life into previously underpowered armor repairers. |
Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
186
|
Posted - 2013.01.21 21:44:00 -
[164] - Quote
Like the idea on the rigs - could give some interesting new dynamics to smaller gang warfare.
Also like the idea of tweaking the sub-1600mm plates to make them more relevant in a different way to the 1600mm plate, especially giving the 800mm plate a new lease of life could inject some fresh gameplay directions.
However not a fan of the skill to reduce the mass - seems like "yet another skill to train up". Personally I'd say that bonus would be better off moved to a per level in ship skill role bonuses on specific ships i.e. the deimos is prettty much crying out for it and a sub-system on the legion with it probably wouldn't go amiss either.
Seems like some good ideas overall for breaking the tired old patterns armor warfare has become. |
Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.21 21:45:00 -
[165] - Quote
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
A little clarification about the cap usage of the AAR would be helpful please. You say the AAR uses the same cap as a normal armor repper.
1. Is this affected by anything that lowers cap usage on normal reppers, like the warfare link?
2. At base stats a small t1 rep uses 40cap, will a cap 50 be completely consumed by the AAR? If so this is 80% efficient. At base stats a medium t1 rep uses 160 cap, will a cap 200 be completely consumed by the AAR? If so this is 80% efficient. At base stats a large t1 rep uses 400 cap. This is 100% efficient.
3. If the answer to 1. was yes, then using the warfare link makes the AAR even less efficient in all cases.
4. When not loaded the ASB reps normally but uses the ship's own cap - why does the AAR suffer a reduced amount of rep once it begins to draw on the ship's cap?
5. The large t1 ASB reps 2.17x the amount of a large t1 shield booster whilst the AAR reps 2.25x it's standard equivalent. The additional rep is too small to justify penalties that the ASB doesn't get, especially given it is pre-penalised by the one per ship limit.
Otherwise, I'm a supporter of new skills where they make sense and add more diversity. Older chars like Nik run out of things they want to train and it leads to a sense of being directionless. I think the rig penalty changes were good and will certainly help the active armour tanking fits, though the yawning hole underneath armour buffer fits and the issues with an active local-rep-only bonus still remains. Generally this seems innovative and I welcome it but more needs to be done before active tanking will be in a good place for all ships versus the resist tanking alternatives. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
467
|
Posted - 2013.01.21 21:45:00 -
[166] - Quote
CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.
Can't you just keep it the same and skip having a small AAR? =< |
Jojo Jackson
Dead Red Eye
170
|
Posted - 2013.01.21 21:45:00 -
[167] - Quote
Does not fix the main problems of balance between Shield and Armor tanking.
It's a big difference, if the boost comes when I need it (ak "need shield NOW!!!") or several seconds later (ak "fuuuu, 0.0001 and my rep had save me :( ").
It's a big difference, if you can just fit oversiced equip (L-booster @Cruiser/BC and XL-booster @BS) or barly fit intended reps (CPU+PG use is simply not balanced between booster and reps). Best excample is: Hurrican+med boost (59 shield/s) v Harbinger+med rep (53 armor/s) But who fits a MED booster @BCs? IF you fit an active tank then you use Large Booster and get 100 shield/s. Ever tryed to fit a Large Repair @Harbinger? It would give you 105 armor/s which is compareble to Large Boosters. It WOULD ... if your power grid wouldn't explode (2300/1875) while trying to fit it :(.
And finaly on top of all boosters you gain this nice little auto-recharg for shields which can be allready more HP/s then armor repairs do.
List to fix balance: - adjust CPU + PG need to be similar - adjust activation time of armor repairs (11.25 seconds for L-rep is a joke compared to 4 sec for L-booster. You are dead befor the rep hits!)
Difference and alternatives are cool. But sometimes for the love a balance equality is better! Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
Jorma Morkkis
State War Academy Caldari State
388
|
Posted - 2013.01.21 21:56:00 -
[168] - Quote
Looks interesting.
And just when I thought I was done with tanking skills... oh well. |
Grath Telkin
Sniggerdly Pandemic Legion
1249
|
Posted - 2013.01.21 21:58:00 -
[169] - Quote
Good changes, 90% of the people in this thread are overlooking obvious answers (and are from my frickin alliance no less).
|
Edward Pierce
GoonWaffe Goonswarm Federation
35
|
Posted - 2013.01.21 22:01:00 -
[170] - Quote
It will be interesting to see a rep/sec comparison between a hull with a 7.5% repair bonus and a hull with a 5% resistance bonus.
Not sure the repair amount hull bonus is helpful enough even after these changes to active armor tanking. Please don't give both Gallente BCs a marginally useful bonus. |
|
Liang Nuren
Heretic Army Heretic Nation
2761
|
Posted - 2013.01.21 22:04:00 -
[171] - Quote
Edward Pierce wrote:It will be interesting to see a rep/sec comparison between a hull with a 7.5% repair bonus and a hull with a 5% resistance bonus.
Not sure the repair amount hull bonus is helpful enough even after these changes to active armor tanking. Please don't give both Gallente BCs a marginally useful bonus.
Trivial: 5% resist bonus: 1 / (1-(0.05*5)) = 4/3 = 1.33333. This applies to local repair, EHP, and incoming remote repair. 7.5% rep bonus: 1 + (.075*5) = 1.375. This applies to only local repair.
This should remain true for all of the changes in question.
-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
|
Grath Telkin
Sniggerdly Pandemic Legion
1249
|
Posted - 2013.01.21 22:05:00 -
[172] - Quote
Edward Pierce wrote: Not sure the repair amount hull bonus is helpful enough
On a non bonused hull, 1 AAR and 1 normal rep will give you more reps than a 3x rep set up. Thats non bonused, AND, it'll free up about 15pg that the 3rd rep was eating.
Considering that a bonused hull will massively outrep a non bonused hull, AND that the newly redone gallent hulls are all agile as hell, AND wont be slowed by their armor parts now, I'd say that they're going to be an absolute terror to deal with .
|
Takeshi Yamato
Ministry of War Amarr Empire
577
|
Posted - 2013.01.21 22:06:00 -
[173] - Quote
Some numbers to help us understand what the changes mean for active armor tanking.
A Prophecy outfitted with:
1x Medium Ancillary Armor Repairer 2x EANM II 1x DCU II
1x Aux. Nano Pump I 1x Nanobot Accelerator 1x Nanobot Overcharger I
An overloaded AAR with charges nets us a 550 dps tank which is very respectable. If we go with a dual rep setup, 2x medium armor repairer II nets us a 651 dps tank with half the overload time.
The Nanobot Overcharger is key here as overloading boost repair/sec by +71%.
What happens if we put 3x nanobot overchargers in there? Assuming the stacking penalties are the same as for all other modules (1x first, 0.86x second, 0.57x third) we're looking at overload boosting repair/sec by +171%. This would result in 646 dps tanked with the AAR setup. |
elitatwo
Congregatio
62
|
Posted - 2013.01.21 22:12:00 -
[174] - Quote
Takeshi Yamato wrote:Some numbers to help us understand what the changes mean for active armor tanking.
A Prophecy outfitted with:
1x Medium Ancillary Armor Repairer 2x EANM II 1x DCU II
1x Aux. Nano Pump I 1x Nanobot Accelerator 1x Nanobot Overcharger I
An overloaded AAR with charges nets us a 550 dps tank which is very respectable. If we go with a dual rep setup, 2x medium armor repairer II nets us a 651 dps tank with half the overload time.
The Nanobot Overcharger is key here as overloading boost repair/sec by +71%.
What happens if we put 3x nanobot overchargers in there? Assuming the stacking penalties are the same as for all other modules (1x first, 0.86x second, 0.57x third) we're looking at overload boosting repair/sec by +171%. This would result in 646 dps tanked with the AAR setup.
Please, there is never ever a reason NOT to take drugs. I usually are lucky and never get any of the sideeffects anyway using exiles. Thing is, you need to burn the reps to as soon as you are commited while you can turn on heat on shield booster somewhat later if you need it. It's unsually much better to burn an invuln, because it lasts longer when you burn it then any rep.
|
Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
208
|
Posted - 2013.01.21 22:13:00 -
[175] - Quote
CCP Fozzie wrote:IamBeastx wrote: 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.
Please elaborate on this. The thread linked in my signature contains a comprehensive debate on the disparity mentioned by IamBeastx. I started this thread the first time the dev blogs mentionned fixing active tanking, asking for community input. Yet, no dev feedback was given so far.
It would not be overpowered, it would just make active bonused ships usable in fleets without ignoring a bonus (thus leading to using another ship, with either a second weapons bonus or a resist bonus instead of the contextually useless active bonus). If you are thinking about Marauders in tournament matches, that's an extreme edge case and should be adressed separately if at all.
Without a fix for that disparity, active bonused ships (armor or shield, same issue) will always be at a disadvantage in any and all situation involving RR. With the new logi t1 frigs and cruisers, there are more and more situations involving RR. Please save the active bonused ships from becoming gimmicks.
I am really disappointed by the proposed changes. The mass reduction is all nice (still won't make a difference against a shield kiter, but it's a start), but the PWG penalty on active fits will further nerf the dps (gunsize) of armor tanked ships, already carrying less damage mods and fitting smaller guns than shield fits in general. I think that a reduction of the speed penalty on all armor rigs (not just the active rigs) would be a better approach.
The incursus nerf means the following to me: You are reading "the incursus works" as "armor repping just needs more repping amount". It works because it can fit decent dps alongside decent tank, while maintaining decent speed. The proposed changes will ruin it.
Furthermore, you agree that neut immune active tanking is OP, yet you refuse to: 1 - Do something about the ASB's neut immunity 2 - Restrict ASBs to one module per ship.
Instead you inflict both required nerfs on the armor tanks.
You are really not making it easy for people to like your ideas this time Fozzie.
Why active tank bonuses are bad for you |
ghost st
The Scope Gallente Federation
8
|
Posted - 2013.01.21 22:17:00 -
[176] - Quote
I think that the speed penalties for armor tanking are much more potent than the signature radius penalties for shield tanking.
I mean if you look at turret tracking, speed (well Transvaal) is much more important than signature radius. You can have a high sig radius but be relatively unaffected if you can still move. But if you cant move, even a ludicrously small sig radius wont help you.
Giving armored ships more speed is making armor more like shields imo, but really doesn't make up for the discrepancy.
My solution would be to make signature radius play a bigger part in calculating hits and damage.
|
Iam Widdershins
Project Nemesis
785
|
Posted - 2013.01.21 22:19:00 -
[177] - Quote
I approve of these excellent changes wholeheartedly. Raivi, you are a gentleman and a scholar. May you have many strong children. Lobbying for your right to delete your signature |
fukier
RISE of LEGION
738
|
Posted - 2013.01.21 22:40:00 -
[178] - Quote
Garviel Tarrant wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. Can't you just keep it the same and skip having a small AAR? =<
see this is why the aar is a bad idea... you did not need much to make armor reps better (the fact that the incursus looses its new role is proof of this)
all that was needed was fitting for amor reps to be looked at (just reduce the PG for regular reps)
the disparity between active tank bonus and resistance bonus (i.e active tank bonus does not count to incoming RR... i can see if you added rig bonus and pills and boosters how this could seem op... but if you just made it ship bonus only it would be balanced)
but instead of fixing the mods and ship bonus we are getting an aar and a new rig bonus that makes already heavy pg mods even heavier...
i am going to quote blazing saddles when it comes to AAR At the end of the game both the pawn and the Queen go in the same box. |
Karmu Ivanostrov
Ivanostrov Heavy Industries
31
|
Posted - 2013.01.21 22:44:00 -
[179] - Quote
Sounds great! Is it just me or Sacrilege will become even nastier now? You know, tackling you pretty much forever and now not burdened by rigs. |
Andreus Ixiris
Mixed Metaphor
1746
|
Posted - 2013.01.21 22:52:00 -
[180] - Quote
CCP Fozzie wrote:Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Fozzie, are you a woman IRL?
Because I want you to have my babies. All of them.
Forever. Mane 614
|
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FistyMcBumBasher
Agony Unleashed Agony Empire
51
|
Posted - 2013.01.21 22:54:00 -
[181] - Quote
CCP Fozzie wrote:B'reanna wrote:CCP Fozzie wrote:Tsubutai wrote:I may have goofed with the maths, but the Nanobot Overcharger rigs look distinctly underwhelming. On an unrigged ship, heating a rep increases your HP/second by 29% (1.1x rep amount/0.85x cycle time). With an NO, that goes up to a 40% increase on heating (1.13x rep amount/0.805x cycle time). Unless I've done the maths wrong, that means there's never a situation where the NO is better than an auxiliary nano pump outside of potential edge cases where you're running into massive stacking penalties (triple nano pumps? does anyone do this?):
Unheated rep, no rigs: 1x rep amount Unheated rep + heat rig: 1x rep amount Unheated + auxiliary nano pump I: 1.15x rep amount
Heated rep, no rigs: 1.29x rep amount Heated rep + heat rig: 1.4x rep amount Heated rep + auxiliary nano pump I: 1.48x rep amount (1.29x rep amount for heat times 1.15x rep amount for the nano pump) Your math is correct, my math was wrong. I had been approximating the rigs in our internal test server using stat changed modules and had gotten the math wrong on the bonus. To hit the benefits I was aiming for, the rig will double the heat bonus at tech one. That's what I get for posting before all the authoring challenges are worked out, but thanks for catching it now instead of someone having to catch it later. I've updated the OP and what about readjusting the active arour tanking ships pg? so that they cane still be reasonably fit with the armor rigs? also will the rigg penalty changes be effecting the other our rigs or just the active tanking ones? and then how does this balance with the asb which atm can fit more than one, cant be nueted off like the aar, and has more base rep tan the aar? 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.
Any further tweaks to ASB's planned?
|
Liang Nuren
Heretic Army Heretic Nation
2766
|
Posted - 2013.01.21 22:56:00 -
[182] - Quote
Andreus Ixiris wrote:CCP Fozzie wrote:Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Fozzie, are you a woman IRL? Because I want you to have my babies. All of them. Forever.
After about half way through, Fozzie is on the left: http://www.youtube.com/watch?v=E749hM9V530
-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
|
X Gallentius
Justified Chaos
973
|
Posted - 2013.01.21 22:58:00 -
[183] - Quote
Liang Nuren wrote: Trivial: 5% resist bonus: 1 / (1-(0.05*5)) = 4/3 = 1.33333. This applies to local repair, EHP, and incoming remote repair. 7.5% rep bonus: 1 + (.075*5) = 1.375. This applies to only local repair. This should remain true for all of the changes in question. -Liang
Definitely points out inequity between active repping bonus and active resistance bonus. Can somebody at CCP explain this logic?
Do they think the Gallente hulls are otherwise overpowered and should therefore only receive a 3% increase in self repping power over the Amarr tanking hull? |
MrsBrownstone
Probe Patrol Exhale.
0
|
Posted - 2013.01.21 22:58:00 -
[184] - Quote
No, No, No, give me new POS mechanics first, dont allocate resources to things that are working fine atm. |
Coreola
Reasonable People Of Sound Mind
11
|
Posted - 2013.01.21 22:58:00 -
[185] - Quote
Could we also stop boning the T2 armor plates? They're almost completely useless with their insane mass penalty over tungsten. Jump, jump, jump. |
Arch Stanton's Neighbour
Forceful Resource Acquisition Inc
43
|
Posted - 2013.01.21 23:00:00 -
[186] - Quote
So does anybody still use ASBs? I ripped them out all of my fits as the "die in one minute" module. At least they were useful once when they could be fit in pairs and one module worked while the other reloaded but now we need three (or is it four?) for constant boosting and IMHO it became trash.
Will the armor asb share the same trajectory? I only ask because thie game doesn't have enough useless modules in it already it's definitely better introducing more crap instead of fixing what's already in it.
+1 on all the other proposed changes, though.
Also how about removing the speed penalty from armor modules altogether? It's space after all. Just leave the agility penalty thatr's enough IMHO. |
fukier
RISE of LEGION
739
|
Posted - 2013.01.21 23:02:00 -
[187] - Quote
X Gallentius wrote:Liang Nuren wrote: Trivial: 5% resist bonus: 1 / (1-(0.05*5)) = 4/3 = 1.33333. This applies to local repair, EHP, and incoming remote repair. 7.5% rep bonus: 1 + (.075*5) = 1.375. This applies to only local repair. This should remain true for all of the changes in question. -Liang
Definitely points out inequity between active repping bonus and active resistance bonus. Can somebody at CCP explain this logic? Do they think the Gallente hulls are otherwise overpowered and should therefore only receive a 3% increase in self repping power over the Amarr tanking hull?
sush dont you see the great and powerfull fOZzie has spoken and given no reason to make such an assertion that this needs to be fixed. a pox on anyone who dares question why.... At the end of the game both the pawn and the Queen go in the same box. |
Bumse
Black Flag Operations The Kadeshi
27
|
Posted - 2013.01.21 23:03:00 -
[188] - Quote
Akturous wrote:Secondly, I really think you should stop adding support skills to the game, you keep widening the gap between old and new players, you need to REDUCE support skill training time and INCREASE ship and weapon skill training time, so maximising in a particular specialty is quicker instead of needing 20mill sp in support skills to get the maximum from your t1 frig, it's fracking stupid and not at all condusive to keeping new players.
This. All of my this. Bring EVE into the 21st century, add some basic chat features IRC-clients have had since the beginning of the 1990's. Get proper chat hilighting into EVE! https://forums.eveonline.com/default.aspx?g=posts&t=97035 |
fukier
RISE of LEGION
739
|
Posted - 2013.01.21 23:03:00 -
[189] - Quote
How about for the amor rig penalty it reduces shield recharge rate?
that would be perfect... At the end of the game both the pawn and the Queen go in the same box. |
Dzajic
100
|
Posted - 2013.01.21 23:06:00 -
[190] - Quote
Niceiiish.
But no cigar. For med reps and up rigs will make your reps eat even more grid, and armor reps already devour grid. I can't degrade further from electrons, can I?
And really really bad for not doing anything about existing armor reps!
People have been saying for years that active armor tank is sub par, and you mostly leave it alone and add one more new and unnecessary module. Again one with so contrived mechanics that you have to limit it to 1 per ship. You still need cap booster, you are just eating charges much faster and in two places, and its either limited duration boost and than sub part to t1 meta 0 repper or you have additional "normal" armor reps on. |
|
Liang Nuren
Heretic Army Heretic Nation
2767
|
Posted - 2013.01.21 23:09:00 -
[191] - Quote
Arch Stanton's Neighbour wrote:So does anybody still use ASBs? I ripped them out all of my fits as the "die in one minute" module. At least they were useful once when they could be fit in pairs and one module worked while the other reloaded but now we need three (or is it four?) for constant boosting and IMHO it became trash.
Will the armor asb share the same trajectory? I only ask because thie game doesn't have enough useless modules in it already it's definitely better introducing more crap instead of fixing what's already in it.
+1 on all the other proposed changes, though.
Also how about removing the speed penalty from armor modules altogether? It's space after all. Just leave the agility penalty thatr's enough IMHO.
I still use ASBs.
-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
|
John Nucleus
Black.Tie
61
|
Posted - 2013.01.21 23:13:00 -
[192] - Quote
Arch Stanton's Neighbour wrote: Also how about removing the speed penalty from armor modules altogether? It's space after all. Just leave the agility penalty thatr's enough IMHO.
+1
Wouldn't that fix a lot of imbalances? What are the arguments against this? |
Stridsflygplan
Wolfram Corp
19
|
Posted - 2013.01.21 23:18:00 -
[193] - Quote
Can the AAR be reloaded with cap boosters at the same time as its being used as a normal repper? Kinda big deal if that works, would give the module a nice different touch compared to the burstier ASB. |
S'totan
Impen Reloaded Axiomatic Dominion
23
|
Posted - 2013.01.21 23:19:00 -
[194] - Quote
So Fozzie, let me get this straight... You wanna change the penalty on rigs from speed to pg On ships, that are usually PG tight on their fittings, that fight in scram range nullifing the need for speed. Am I reading this correctly? So Now a Large T2 Armor rep is going to take 2860 PG, if your rigs are double nano pump, and nano accelerator. A 2 X rep Hype can no longer fit Ions, A 2 X rep Myrm can barely fit Electrons. A 2 X rep Domi already cannot fit large guns.
Was the origional intent of armor reps to ONLY fit 1 to a ship? If so why is it not considered OP that a ROKH can perma tank 1000 dps while any of the listed ships here would only be able to tank 1000k WITH both running WITHOUT boosters, WITH reduced dps output due to lows being used for tank.
Which one wins in scram range?
A 2X ASB ROKH or a 2X Rep HYPE?
Rokh has a 1058 dps tank(1 rep running) and puts out 1200 dps
Hype has a 922 dps tank(BOTH reps running) and puts out 912 dps. Hype now has to fit electrons dropping its DPS
Even assuming they both run out of cap charges at the same time, the Rokh will still passive tank 1/9 of the hype dmg, while dealing 300 more dps. Both have around 75k EHP...
ON TOP OF THAT, there are implants for Shield boosting. which take the perma tank of a Rokh from 1000 to 1500.
I like the thought of an armor rep that take cap charges, because the mids can then be used for Ewar to counter the overwhelming dps of the ASB fitted ships of its class, however a limit on how many can be fitted all in all is ineffective. remove the limit on the reppers, and find a different penatly for the rigs. |
Iris Bravemount
Fweddit I Whip My Slaves Back and Forth
209
|
Posted - 2013.01.21 23:21:00 -
[195] - Quote
John Nucleus wrote:Arch Stanton's Neighbour wrote: Also how about removing the speed penalty from armor modules altogether? It's space after all. Just leave the agility penalty thatr's enough IMHO.
+1 Wouldn't that fix a lot of imbalances? What are the arguments against this?
I hereby support the idea of replacing current armor rig penalties with agility penalties across the board. This is so simple and brilliant ! Why active tank bonuses are bad for you |
Cartheron Crust
Red Federation RvB - RED Federation
78
|
Posted - 2013.01.21 23:22:00 -
[196] - Quote
Dzajic wrote:Niceiiish.
But no cigar. For med reps and up rigs will make your reps eat even more grid, and armor reps already devour grid. I can't degrade further from electrons, can I?
And really really bad for not doing anything about existing armor reps!
People have been saying for years that active armor tank is sub par, and you mostly leave it alone and add one more new and unnecessary module. Again one with so contrived mechanics that you have to limit it to 1 per ship. You still need cap booster, you are just eating charges much faster and in two places, and its either limited duration boost and than sub part to t1 meta 0 repper or you have additional "normal" armor reps on.
This. Fix the mechanic, don't band aid it with extra skills and shiny modules. Much like the "No more Jesus features" idea. Apply that idea to "all the things". |
DJ FunkyBacon
Eve Radio Corporation
117
|
Posted - 2013.01.21 23:27:00 -
[197] - Quote
Fozzie and friends,
I hope you will consider changing the penalty for active armor rigs from PG need (a penalty more associated with DPS increases for guns) to Agility.
I realize a lot of focus is on the new AAR modules, however with only 1 allowed per ship, dual reps are not going to go anywhere, and already tight fits are looking to get even tighter if people want to continue boosting active rep performance.
Shield rigs presently penalize Sig Radius. Electronics superiority rigs, some of which deal with scan strength and lock times, decrease shield capacity. there is a certain symmetry here and a balance.
Present day penalties to armor rigs affect speed, while rigs that increase speed and agility decrease armor. Again symmetry and balance.
In my opinion, a far more balanced penalty to active armor rigs would be an agility penalty. It will not affect top speed, but it will affect the time it takes to get there a little bit. There will be a small alignment penalty (always a consideration in PVP) and a ship will not be able to orbit quite so tight. The ability of the ship to pull range to rep up before heading back in will also be slightly affected.
All of the above is a good balance for increased tanking ability that active armor rigs bring, and in my humble opinion, a better balance than gimping precious remaining pg. |
M0ISHE
The Moishe Co Rebel Alliance of New Eden
5
|
Posted - 2013.01.21 23:32:00 -
[198] - Quote
One simple question.
Could you make damage mods (IE for drones and guns) fit mids AND lows so we don't have to give up damage to armor tank?
The drone damage mods are a wonderful thing but they force me to shield tank in Gallente ships...
Thank you |
Aralieus
Shadowbane Syndicate
75
|
Posted - 2013.01.21 23:32:00 -
[199] - Quote
I like the mass reduction on plates and a skill to further this however the whole AAR seems sloppy considering all the variables...very interested to see how this plays out. Oderint Dum Metuant |
Galatea Galilei
Profoundly Inquisitive Exploration
10
|
Posted - 2013.01.21 23:36:00 -
[200] - Quote
Coming from a PvE perspective, active armor tanking is not unusable, but it's so bad relative to shield tanking that I can easily fit a cap-stable shield tank on my Myrmidon that tanks more DPS than a cap-stable twin-MAR armor tank, even though the Myrm has bonuses for armor tanking! You're better off ignoring the bonuses and fitting a shield tank to maximize your sustained tank.
The new rig only helps when overheating, and besides I can't very well use it when I need three CCC rigs, two cap rechargers, and a cap power relay just to make the dual MAR fit stable. The other rig changes just remove the speed penalty, and do nothing to affect the fact that even a twin-MAR setup on a bonused ship doesn't heal as much damage as a passive shield tank on a ship that doesn't even have resist bonuses.
The proposed changes don't seem to come anywhere close to putting a dent into the inferiority of armor tanking... |
|
John Nucleus
Black.Tie
61
|
Posted - 2013.01.21 23:36:00 -
[201] - Quote
Iris Bravemount wrote:John Nucleus wrote:Arch Stanton's Neighbour wrote: Also how about removing the speed penalty from armor modules altogether? It's space after all. Just leave the agility penalty thatr's enough IMHO.
+1 Wouldn't that fix a lot of imbalances? What are the arguments against this? I hereby support the idea of replacing current armor rig penalties with agility penalties across the board. This is so simple and brilliant !
Not just rigs though, all armor modules too. Speed is just too crucial in a fight and buffing armor to compensate for it just seems to be unnecessarily complex.
I say be bold and just drop it. |
Fon Revedhort
Monks of War Out of Sight.
938
|
Posted - 2013.01.21 23:38:00 -
[202] - Quote
The best thing is the penalty change. The rest is mediocre at best. Further encouraging buffertanking via new useful skill - lolwhat? If you're that eager to introduce new skills, how about you invent something for reducing PG consumption on reps instead? Would make much more sense.
Seconding those saying that fundamental issue can not be fixed by addition of new shiny modules. In case of active tanking the issue has always been in passive tanks providing too much EHP. 14 |
Shaniqua McBoggis
Small Balls and Flying Machines
0
|
Posted - 2013.01.21 23:41:00 -
[203] - 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.
Not empty quoting.
Never intended to post on the forums but these changes seem way out of whack and I can't help myself. Why the need for an ancillary armor repper? Despite my fail at this game, even I can see that a simple increase to armor rep hull bonus to 10% seemed to be the most productive and logical way to go. Almost the entire OP had the feel of change for changes sake and the new skill? Seriously, I already have more SP in armor tanking yet can shield tank better - why add more pain in improving armor skills, if you want people to use the other sizes of plates why not just reduce their mass and leave the 400mm and 1600mm plates alone? |
Utremi Fasolasi
The Jagged Edge Rebel Alliance of New Eden
182
|
Posted - 2013.01.21 23:51:00 -
[204] - 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.
Not sure if this was mentioned yet, not already through the thread, but.. cap booster hold? feasible? bad idea? |
Allandri
Liandri Industrial Liandri Covenant
25
|
Posted - 2013.01.21 23:58:00 -
[205] - Quote
These changes are going to make the next AT interesting |
IrJosy
Club 1621 Goonswarm Federation
19
|
Posted - 2013.01.22 00:07:00 -
[206] - Quote
Posting to remind you that people actually use the armor rep bonus on the myrm and not the brutix. No one uses armor reps on brutixes or astartes/eos's. People use triple rep myrms to solo and single/dual rep myrms for pve. Please keep the rep bonus on the myrm and change the brutix to something actually usefull like tracking or optimal/fall off. |
Nevyn Auscent
Broke Sauce Brosefs.
117
|
Posted - 2013.01.22 00:10:00 -
[207] - Quote
I'm also heavily underwhelmed at these 'active tanking buffs' as the reality is I see no change to fixing active tanking worth talking about here. The Plates are not active tanking, they are buffer tanking. So you have helped armour buffer tanking, which is all great. But active tanking still has massive fitting issues, and simply isn't competative with active shield tanking, even with the new mod. Overheating your modules is all nice & great for a 30 second fight, but it's not any kind of sustained fight. And active shield tanks way outstrip armour in a sustained way still. |
Freyja Asynjur
Folkvangr Unknown Phenomena
5
|
Posted - 2013.01.22 00:15:00 -
[208] - Quote
I think you should stick with the new skill, and have a big OH bonus built-in for all armor rep bonus.
Then trash that AAR idea (and the ASB while you're at it). https://twitter.com/folkvangrcorp GÇö Freyja's space log. |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
29
|
Posted - 2013.01.22 00:36:00 -
[209] - Quote
Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. |
Liang Nuren
Heretic Army Heretic Nation
2776
|
Posted - 2013.01.22 00:41:00 -
[210] - Quote
Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload.
So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that.
-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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Maximus Andendare
Future Corps Sleeper Social Club
69
|
Posted - 2013.01.22 00:41:00 -
[211] - Quote
Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. Except you'll never be able to have a dual AAR Brutix vs the dual ASB Cyclone
|
fukier
RISE of LEGION
746
|
Posted - 2013.01.22 00:56:00 -
[212] - Quote
Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload.
ok so what are you thinking for a brutix?
aar and 1600?
upon reflection the aar might be usefull with a buffer tank... At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
746
|
Posted - 2013.01.22 00:57:00 -
[213] - Quote
Liang Nuren wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that. -Liang
assuming that the aar with be eq or less to a medium armor rep i can fit electrons with a 1600 At the end of the game both the pawn and the Queen go in the same box. |
Anarchy Manifesto
The Riot Formation Unclaimed.
3
|
Posted - 2013.01.22 01:03:00 -
[214] - Quote
I would have liked to have seen a buff to active armor tanking via the already existing armor repper modules in game, personally. Regular old fashioned sustained active shield tanking will still be wildly superior to sustained active armor tanking. |
Liang Nuren
Heretic Army Heretic Nation
2776
|
Posted - 2013.01.22 01:05:00 -
[215] - Quote
fukier wrote:Liang Nuren wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that. -Liang assuming that the aar with be eq or less to a medium armor rep i can fit electrons with a 1600
~electrons~ 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
|
fukier
RISE of LEGION
746
|
Posted - 2013.01.22 01:13:00 -
[216] - Quote
Liang Nuren wrote:fukier wrote:Liang Nuren wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. So you're thinking AAR+800 plate? Interesting, but I'm not sure where you're going to find the grid for that. -Liang assuming that the aar with be eq or less to a medium armor rep i can fit electrons with a 1600 ~electrons~
its not that bad with heat on and hamerheads i get 660 dps
plus 50k ehp so not bad
i can fit the rig thing if i have a plus 3 pg inplant plus a pg rig...
i dunno i am trying to make the best out of the situation i guess At the end of the game both the pawn and the Queen go in the same box. |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
29
|
Posted - 2013.01.22 01:16:00 -
[217] - Quote
fukier wrote:Iyacia Cyric'ai wrote:Brutix will be the new Cyclone? I think AAR will be awesome in combination with some buffer to help it survive the reload. ok so what are you thinking for a brutix? aar and 1600? upon reflection the aar might be usefull with a buffer tank... I'll have to wait for stats to see if they fit, but I imagine it'll be useful even in combination with an 800. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
490
|
Posted - 2013.01.22 01:16:00 -
[218] - Quote
Incursus will be impossible to kill .. utterly impossible .. if it changes one repairer and installs the new rig.
Each cycle will pull back 315 points of armour, hilariously more than half the base armour of the hull .. for as long as the repper has charges it will in essence behave as if it had a dedicated Inquisitor supporting it (almost anyway) ..... and it still has room for a second vanilla repper as well as injector.
Is that really the intention?
As for plates .. severely disappointed to be honest, lower mass penalty is good but had hoped you'd tweak the fittings upwards a tad .. they are stupidly easy to fit compared to active rep, so easy in fact that oversizing is the norm and has been for a long time, it is not uncommon to see frigs with 400's, cruisers with 1600's and BC with 2-3x1600. Keep in mind that active rep on a 'pro' level requires cap support (injector) for most fights other than ganks and as insurance against neuting.
So now that we know what the idea/concept is, lets discuss a replacement for the Gallente repair bonus |
Dominia Yizkor
The Imperial Fedaykin
0
|
Posted - 2013.01.22 01:22:00 -
[219] - Quote
Richard Stallmanu Stallmania wrote:Fozzie, I truly love you for the new ship balances.
But allow me to speak my mind here.
The new push towards "Ancillary"/Burst tank mods does one thing, it leaves the "traditional" form of that tanking in the dust. Ancillary booster's killed traditional active shield tanks. Ancillary Armor Reppers will kill traditional active armor tanks.
Remember ASB Cyclones/Slieps/Maelstroms? Yeah. No one wants that to come back. It was boring, and generally stupid.
What will happen post AAR's? Same stuff. One fit that has silly numbers and that everyone will be using.
In addition, CCP is listening to the foaming at the mouth forum posters that believe "Off-grid links" are "super mega overpowered", when in reality, like everything else in Eve, are an advantage gained via SP investment and ISK investment. So once that change rolls into effect, there will be ZERO reason to use any traditional active tank, as off-grid links were the only thing that made them viable.
Please buff the TRADITIONAL style of active tanking. All the necessary mods, ships, fittings, and skills are already in place.
How do you do this? Easy.
Reduce cap usage on traditional shield boosters. Reduce cycle time on armor repairers.
This makes both types of tanking very similar in function, but those with armor tanks will have the "Crowd-Control" provided by utility mid-slots, and active shield will boast more DPS at the cost of "Crowd-Control".
Adding new modules invalidates the use of the old.
I would like to bump this and see if Fozzie would kindly address these points (not the links part ofc) since I think this guy has some decent ideas, or at least ideas worth being addressed. |
Vess Starfire
Red Federation RvB - RED Federation
0
|
Posted - 2013.01.22 01:25:00 -
[220] - Quote
I don't think the problems with armour tanking in PVE are adequately addressed by these changes. Let me explain...
Solo PVE in armour is currently worse than shield because the "gank" of armour ships is limited by the need for a reasonable "tank". Unlike a shield ship where the gank & tank use different slots armour ships complete to fit both in the lows, and in PVE the mids are relatively useless. So armour needs a big boost to hit parity with shield.
And how to do this? I think you have the right idea because your changes are focused on reducing the number of lowslots that an armour tank needs. This leaves more room for damage mods. Two of your proposed changes help solo PVE:
Firstly, since active tanks no longer have a speed penalty let's assume you can replace a hardener with AB to speed/sigtank instead. Yay, one free low slot for gank! But of course when you're flying with hybrid or laser turrents AB reduces your DPS too, and it really only reduces incoming damage from BS rats. Speed tanking helps drone boats but not hybrid/laser boats.
Secondly I guess you expect the AAR to be used in PVE sites to tank full room aggro while killing primary DPS sources. Then once the charges are gone the ongoing damage is low enough that your 0.75 repper can sustain. Nice idea! It means dual rep ships can become single-AAR and frees up another lowslot. But the AAR needs to reload occasionally, and you can't stop repping for 60secs in PVE unless you've cleared the room. That's fine, but what about PVE content without rooms, like anoms and other exploration types? Suddenly the AAR is not going to work.
In conclusion I feel there are two potential savings in lowslots for solo PVE players who armour tank. But both have limited applicability and are not easy gains for armour tankers. High SP characters in Ishtars can take advantage of both, but low-SP chars in turrent-based t1 cruisers & BCs are no better off than before. Aren't these changes meant to help them too?
My suggestions for additional improvements: Straight buff to RAH cap usage (3.2 same as invuln so cruisers can use it), max resist (75%, stack with hardeners) and shift amount (10%, so it becomes effective in 20-30secs rather than halfway through your AAR cycle). Rework AAR mechanics so that it can be useful in PVE which doesn't have rooms where you can idle on a gate reloading. |
|
Dominia Yizkor
The Imperial Fedaykin
0
|
Posted - 2013.01.22 01:25:00 -
[221] - Quote
Dominia Yizkor wrote:Richard Stallmanu Stallmania wrote:Fozzie, I truly love you for the new ship balances.
But allow me to speak my mind here.
The new push towards "Ancillary"/Burst tank mods does one thing, it leaves the "traditional" form of that tanking in the dust. Ancillary booster's killed traditional active shield tanks. Ancillary Armor Reppers will kill traditional active armor tanks.
Remember ASB Cyclones/Slieps/Maelstroms? Yeah. No one wants that to come back. It was boring, and generally stupid.
What will happen post AAR's? Same stuff. One fit that has silly numbers and that everyone will be using.
In addition, CCP is listening to the foaming at the mouth forum posters that believe "Off-grid links" are "super mega overpowered", when in reality, like everything else in Eve, are an advantage gained via SP investment and ISK investment. So once that change rolls into effect, there will be ZERO reason to use any traditional active tank, as off-grid links were the only thing that made them viable.
Please buff the TRADITIONAL style of active tanking. All the necessary mods, ships, fittings, and skills are already in place.
How do you do this? Easy.
Reduce cap usage on traditional shield boosters. Reduce cycle time on armor repairers.
This makes both types of tanking very similar in function, but those with armor tanks will have the "Crowd-Control" provided by utility mid-slots, and active shield will boast more DPS at the cost of "Crowd-Control".
Adding new modules invalidates the use of the old. I would like to bump this and see if Fozzie would kindly address these points (not the links part ofc, since this is all about the tanking) since I think this guy has some decent ideas, or at least ideas worth being addressed.
|
Zarnak Wulf
In Exile.
965
|
Posted - 2013.01.22 01:30:00 -
[222] - Quote
With a 3% PG implant I would make the Brutix:
High: Neutron Blasters II x 7 Mid: Experimental MWD Small cap booster II Fleeting Propulsion Inhibitor Faint Epsilon Warp Scrambler Low: MAAR DC II EANM II x 2 MFS II x 2 Rigs: Armor nano pump Armor overheat rig x 2
With damage implants and drones you can get 700-900 DPS between Null and Void. The small cap booster along with the considerable cap buff will insure you get your 9 charges worth out of the MAAR and keep your guns firing. Balls out like a proper Gallente ship. |
Liang Nuren
Heretic Army Heretic Nation
2779
|
Posted - 2013.01.22 01:39:00 -
[223] - Quote
Veshta Yoshida wrote: [Brutix, ] Medium Armor Repairer I 800mm Reinforced Rolled Tungsten Plates I Damage Control II 2x Magnetic Field Stabilizer II
Experimental 10MN Microwarpdrive I Warp Scrambler II Fleeting Propulsion Inhibitor I [empty med slot] choose your poison .. would go for twin or TD .. ~50 grid left
7x Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
2x Medium Ancillary Current Router I Medium Trimark Armor Pump I (place holder for new rig)
Funny thing is the repairer, just 4 heated cycles and it adds more armour than a 1600 plate would have added .. kind of nasty.
Yeah I was talking to Zarnak about a fit like that. It feels like burning 2 rig slots for Neutrons and not even having enough grid left for a cap booster on an active tank fit is a bad plan.
-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
|
Liang Nuren
Heretic Army Heretic Nation
2779
|
Posted - 2013.01.22 01:41:00 -
[224] - Quote
Zarnak Wulf wrote:With a 3% PG implant I would make the Brutix:
High: Neutron Blasters II x 7 Mid: Experimental MWD Small cap booster II Fleeting Propulsion Inhibitor Faint Epsilon Warp Scrambler Low: MAAR DC II EANM II x 2 MFS II x 2 Rigs: Armor nano pump Armor overheat rig x 2
With damage implants and drones you can get 700-900 DPS between Null and Void. The small cap booster along with the considerable cap buff will insure you get your 9 charges worth out of the MAAR and keep your guns firing. Balls out like a proper Gallente ship.
What kind of tank do you get out of it? I'm guessing it's something approaching 600-700 overheated?
-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
|
Zarnak Wulf
In Exile.
965
|
Posted - 2013.01.22 01:46:00 -
[225] - Quote
It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles. |
Liang Nuren
Heretic Army Heretic Nation
2779
|
Posted - 2013.01.22 01:49:00 -
[226] - Quote
Zarnak Wulf wrote:It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles.
Hummmmm..... I need to play with it.
-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
|
Unforgiven Storm
Eternity INC. Goonswarm Federation
192
|
Posted - 2013.01.22 02:00:00 -
[227] - Quote
CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill.
since you are messing with these modules are you going to change them in a way the T2 becomes better than a M4, because nowadays since bonus are the same (4200) but M4 fitting requirements are mutch better, everyone fits M4 plates instead of T2
t2 plates sucks, please fix them
Allow us to change characters of the same account without the need to logout and put the password again. |
Unforgiven Storm
Eternity INC. Goonswarm Federation
192
|
Posted - 2013.01.22 02:07:00 -
[228] - Quote
double post Allow us to change characters of the same account without the need to logout and put the password again. |
fukier
RISE of LEGION
747
|
Posted - 2013.01.22 02:07:00 -
[229] - Quote
Unforgiven Storm wrote:CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill. since you are messing with these modules are you going to change them in a way the T2 becomes better than a M4, because nowadays since bonus are the same (4200) but M4 fitting requirements are mutch better, everyone fits M4 plates instead of T2 t2 plates sucks, please fix them
they already did tech II 1600 gives 4800... try reading patch notes it helps... At the end of the game both the pawn and the Queen go in the same box. |
Colman Dietmar
Red Federation RvB - RED Federation
12
|
Posted - 2013.01.22 02:10:00 -
[230] - Quote
I don't have sufficient knowledge on all applications of armor tanking, so speaking only from the perspective of medium-sized repairer use in low-to-med SP PVE.
Both active tanks (shield and armor) are severely inferior to passive shield tanking. Even against EM/thermal rats passive tank is either same as or better than the active armor tank on most ships. The reason for this, as I see it, is either the bad capacitor efficiency of the repair systems, or low per-module repair ammount. If you fit many repair modules, you can repair enough DPS but run into severe capacitor issues that you cannot compensate even by sacrificing all the spare slots you have left. If you fit few repair modules, you can't get a DPS tank comparable to passive shields even if you use everything you have for tank support mods.
And if this brings a though of nerfing passive tanking, by doing that you would just hurt low-SP PVE pilots, which I think don't need to be hurt any more.
As for the PVP, main reason I'm avoiding armor tanks in there is how armor rigs hurt ones mobility. In my experience, mobility is the key to survival, so hurting that in favor of EHP doesn't seem to help much. Maybe with the changes to the armor repair rigs I'll have options of using armor tank in PVP, but I'd really like seeing the resistance rigs penalty changed as well.
Finally, I know how it is a special thing about armor tank and all, but having some options to augument armor tank with med slots would be VERY helpful. And no, not by capacitor boosters. Right now you have med+low slots helping you with your shield tank, and only low slots helping with armor. This is an obvious inferiority. |
|
Unforgiven Storm
Eternity INC. Goonswarm Federation
192
|
Posted - 2013.01.22 02:12:00 -
[231] - Quote
fukier wrote:Unforgiven Storm wrote:CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill. since you are messing with these modules are you going to change them in a way the T2 becomes better than a M4, because nowadays since bonus are the same (4200) but M4 fitting requirements are mutch better, everyone fits M4 plates instead of T2 t2 plates sucks, please fix them they already did tech II 1600 gives 4800... try reading patch notes it helps...
ups, I was getting this info from here http://wiki.eveonline.com/en/wiki/1600mm_Reinforced_Steel_Plates_II
totally outdated them
/ignore Allow us to change characters of the same account without the need to logout and put the password again. |
Debir Achen
The Red Circle Inc.
39
|
Posted - 2013.01.22 02:12:00 -
[232] - Quote
ghost st wrote:I think that the speed penalties for armor tanking are much more potent than the signature radius penalties for shield tanking.
I mean if you look at turret tracking, speed (well Transvaal) is much more important than signature radius. You can have a high sig radius but be relatively unaffected if you can still move. But if you cant move, even a ludicrously small sig radius wont help you.
Giving armored ships more speed is making armor more like shields imo, but really doesn't make up for the discrepancy.
My solution would be to make signature radius play a bigger part in calculating hits and damage.
If not that how about a module that reduces shield recharge/hit points in exchange for a smaller sig radius.
Aren't Caldari supposed to have a large signature? |
Freighdee Katt
Center for Advanced Studies Gallente Federation
86
|
Posted - 2013.01.22 02:17:00 -
[233] - Quote
Galatea Galilei wrote:Coming from a PvE perspective, active armor tanking is not unusable, but it's so bad relative to shield tanking that I can easily fit a cap-stable shield tank on my Myrmidon that tanks more DPS than a cap-stable twin-MAR armor tank, even though the Myrm has bonuses for armor tanking! You're better off ignoring the bonuses and fitting a shield tank to maximize your sustained tank.
The new rig only helps when overheating, and besides I can't very well use it when I need three CCC rigs, two cap rechargers, and a cap power relay just to make the dual MAR fit stable. The other rig changes just remove the speed penalty, and do nothing to affect the fact that even a twin-MAR setup on a bonused ship doesn't heal as much damage as a passive shield tank on a ship that doesn't even have resist bonuses.
The proposed changes don't seem to come anywhere close to putting a dent into the inferiority of armor tanking... Pretty much this. This whole set of changes seems like just throwing a weird, needlessly tweaky and kinda useless new module and yet another batch of one-off "must train to V" skills at the problem instead of just making a balance pass on the fundamentals.
If you wanted to get armor tanking back on track, you should have been looking at fundamentals like:
- Having the rep hit at the start instead of the end of the cycle - Making standard reppers run faster with the same cap use, or just rep more - Buffing hull active rep bonuses across the board to 10% - Buffing base armor resist values across the board to give armor tanking some sort of basis for seriously competing with shield features like passive recharge and dual/triple/quad/lolASB tanking
If you wanted to get clever dealing with the speed disparity, how about something really nice like a role bonus for some hulls that negates 80% of the armor rig / plate speed penalty for the designated buffer tank / PvP boats?
As it is, this doesn't feel like "balance" at all, just a random set of things that will bring a bunch of unintended consequences, aggravate the already out of control SP bloat that is going on with the "rebalancing," and not even touch the fundamental issues that have been discussed over and over here for ages. |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
29
|
Posted - 2013.01.22 02:25:00 -
[234] - Quote
Freighdee Katt wrote:Galatea Galilei wrote:Coming from a PvE perspective, active armor tanking is not unusable, but it's so bad relative to shield tanking that I can easily fit a cap-stable shield tank on my Myrmidon that tanks more DPS than a cap-stable twin-MAR armor tank, even though the Myrm has bonuses for armor tanking! You're better off ignoring the bonuses and fitting a shield tank to maximize your sustained tank.
The new rig only helps when overheating, and besides I can't very well use it when I need three CCC rigs, two cap rechargers, and a cap power relay just to make the dual MAR fit stable. The other rig changes just remove the speed penalty, and do nothing to affect the fact that even a twin-MAR setup on a bonused ship doesn't heal as much damage as a passive shield tank on a ship that doesn't even have resist bonuses.
The proposed changes don't seem to come anywhere close to putting a dent into the inferiority of armor tanking... Pretty much this. This whole set of changes seems like just throwing a weird, needlessly tweaky and kinda useless new module and yet another batch of one-off "must train to V" skills at the problem instead of just making a balance pass on the fundamentals. If you wanted to get armor tanking back on track, you should have been looking at fundamentals like: - Having the rep hit at the start instead of the end of the cycle - Making standard reppers run faster with the same cap use, or just rep more - Buffing hull active rep bonuses across the board to 10% - Buffing base armor resist values across the board to give armor tanking some sort of basis for seriously competing with shield features like passive recharge and dual/triple/quad/lolASB tanking If you wanted to get clever dealing with the speed disparity, how about something really nice like a role bonus for some hulls that negates 80% of the armor rig / plate speed penalty for the designated buffer tank / PvP boats? As it is, this doesn't feel like "balance" at all, just a random set of things that will bring a bunch of unintended consequences, aggravate the already out of control SP bloat that is going on with the "rebalancing," and not even touch the fundamental issues that have been discussed over and over here for ages. Except small armor repairers aren't bad and the issue with large armor repairers is the ridiculous fitting requirements that require you to downgrade to the smallest class of large guns. Only medium armor repairers scale poorly. The other issue is that the speed/agility penalty inhibits solo work. Buffing resists across the board is just ******** and serves only to make buffer armor stronger, which is completely unneeded as they already reign superior to a lot of shield setups in fleet doctrines (Zealot/Abaddon fleets will be ridiculous). |
General Foom
Exodus Combined Industries
1
|
Posted - 2013.01.22 02:27:00 -
[235] - Quote
Liang Nuren wrote:Zarnak Wulf wrote:It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles. Hummmmm..... I need to play with it. -Liang Ed: Still kinda skeptical. But I'll withhold judgment.
dudes
the new brutix has 7 lows and 50 extra grid |
Cethion
Semper Ubi Sub Ubi
12
|
Posted - 2013.01.22 02:28:00 -
[236] - Quote
I see a lot of good in this change. I like the addition of the new rig, and the changes to the current active tanking armor rigs, the new skill and plate changes will make armor tanking a lot more viable, but I don't think the problem is solved by the addition of a new module. Sure, the AAR provides a nice burst tank, and it invites comparison between it and the ASB. If you do want to differentiate between burst and sustained tank so much, then they should both be limited to one per ship rather than just having ASBs capable of getting around the reload times with multiple fit modules, but that's just a gripe about inconsistent application of a philosophy towards tanking.
This doesn't fix the 'sustained' armor repairers. It does make active tanked ships more agile and, certainly, faster, but it will still take 2-3 active modules to be able to withstand any reasonable dps, on a ship with bonuses. Maybe this is the intent, but that is a huge chunk of your lowslots devoted to this, and that's before consideration of something like damage mods or armor resist mods.
Rather than this new module, I'd rather see 'sustained' armor reppers get a little buff. Nothing huge, mind you, just enough to make them viable. |
DarthNefarius
Minmatar Heavy Industries
582
|
Posted - 2013.01.22 02:35:00 -
[237] - Quote
As an Incursion PvE armour fleet pilot I'm unimpressed with everything announced here narrowing the differences between shields getting thier reps at the beginning of thier cycles and being to load up on damage mods in thier lo's... they even have a tracking enhancer mod which goes in the low too which is the equivenant of the tracking computer mod in the mid.
OUR LOGS SHOW NOTHING |
Vyktor Abyss
The Abyss Corporation
244
|
Posted - 2013.01.22 02:41:00 -
[238] - Quote
I've not fully digested all these changes and the impact it will have on pvp yet so I can't really comment on the changes.
However I'd like to make a more general point :
You have consistently boosted the average tank of most ships, either passive, resists or active tanks with new modules, better gang boosts (from T3) etc...
Why can't you look at and give some boosts to 'Gank' fits - specifically the offensive rigs with horrible penalties, stacking penalties, and calibration points that make them far less useful than just adding more tank via a trimark/shield extender or whatever that isn't stacking penalised.
It seems to me after the changes the soloists out there will be looking at even more pvp grinds that become more a matter of who runs out of cap booster charges first. Gank fitting should be a viable option too and right now it is rarely close to winning against a tank setup - not to mention turning most 'fights' into bait 'n' ganks due to the ease of over-tanking.
Just a broader point. Cheers. |
Liang Nuren
Heretic Army Heretic Nation
2779
|
Posted - 2013.01.22 02:43:00 -
[239] - Quote
General Foom wrote:Liang Nuren wrote:Zarnak Wulf wrote:It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles. Hummmmm..... I need to play with it. -Liang Ed: Still kinda skeptical. But I'll withhold judgment. dudes the new Brutix has 7 lows and 50 extra grid
I must have missed the +2 low slots.
-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
|
Shaak'Ti
Shirak SkunkWorks
2
|
Posted - 2013.01.22 02:43:00 -
[240] - Quote
awesome.. but I think there is one more little thing to make active armortanking in line with active shield tanking..
..teh pirate implant set |
|
Galatea Galilei
Profoundly Inquisitive Exploration
14
|
Posted - 2013.01.22 02:46:00 -
[241] - Quote
Iyacia Cyric'ai wrote:Only medium armor repairers scale poorly (as evidenced by the need to fit triple reps on the Myrm to make it a competitive ship)... It's not even competitive. That gets it into tanking range of a shield-tanked Myrm, but it then does ridiculously low damage compared to the shield Myrm (which still tanks a bit more DPS while fitting three Drone Damage Amps). It's really, really sad that a Myrm with every single low slot, every rig, and half it's med slots devoted to tank still doens't quite tank as well as a shield-tanked Myrm with half of its low slots devoted to Drone Damage Amps. The only reason anyone ever armor-tanks a Myrm is they foolishly read the description and thought that rep bonus should get used, but never actually ran the numbers.
The large armor reps aren't that great either, even fitting requirements aside. |
Gal'o Sengen
State War Academy Caldari State
85
|
Posted - 2013.01.22 02:53:00 -
[242] - Quote
So... What about if you aren't active tanking? Passive armour rigs still absolutely gimp your mobility. The mass reduction skill is great, and the 800mm Plate buff is good, but the real problem is the velocity penalty for being Armour rigged.
Also, Cruisers need their own Rig category, it's gotten to the point that putting two Field Extender rigs on a Caracal costs more than the Hull itself (meanwhile, Medium Trimarks cost 2m each, hint hint), it costs roughly as much to lose a Drake as it does a Caracal once you factor in Insurance. |
Zarnak Wulf
In Exile.
965
|
Posted - 2013.01.22 02:53:00 -
[243] - Quote
Liang Nuren wrote:General Foom wrote:Liang Nuren wrote:Zarnak Wulf wrote:It will fit if you skip the plate. You will get about 1300 out of each of your 9 cycles. Hummmmm..... I need to play with it. -Liang Ed: Still kinda skeptical. But I'll withhold judgment. dudes the new Brutix has 7 lows and 50 extra grid I must have missed the +2 low slots. -Liang
7-4-6 there was only +1 low slot for a total of 17 slots. I have accounted for the 50 extra grid. You need a +3 implant for the fit. |
Styledatol
Future Corps Sleeper Social Club
18
|
Posted - 2013.01.22 02:58:00 -
[244] - Quote
"Lets add more skillbooks, because its easier than balancing existing stuff."
Also, since you're doing this, why not cover all angles and work on capital armor tanking too? I don't get this half-baked job mindset. |
Eternal Error
Immortalis Inc. Shadow Cartel
298
|
Posted - 2013.01.22 03:00:00 -
[245] - Quote
Debir Achen wrote:ghost st wrote:I mean if you look at turret tracking, speed (well Transvaal) is much more important than signature radius. You can have a high sig radius but be relatively unaffected if you can still move. But if you cant move, even a ludicrously small sig radius wont help you. A 10% speed penalty and a 10% increase in sig radius have an identical effect on the tracking calculation. Of course, it's not quite that simple. Mass doesn't affect nominal max speed, but it does significantly affect agility and max speed under prop mod. For added fun, the % affect to max prop mod speed is less than the % affect to the ship's mass, though it gets closer the greater the mass of your ship. In contrast, an increase in sig has no affect on ship handling, though it does also make the ship easier to lock. You're bad.
Hint: In addition to being incorrect on tracking (given that sig radius only matters if your sig radius is less than the sig res of the guns), armor rigs penalize speed, not mass.
DarthNefarius wrote:As an Incursion PvE armour fleet pilot I'm unimpressed with everything announced here narrowing the differences between shields getting thier reps at the beginning of thier cycles and being to load up on damage mods in thier lo's... they even have a tracking enhancer mod which goes in the low too which is the equivenant of the tracking computer mod in the mid.
I think the TC vs. TE comparison is something that really needs to be looked at given that one is active and one is passive.
@Fozzie:
I see a lot of people saying the exact same thing that I said: no new skills, no new modules, just start making some basic balance tweaks to EXISTING modules and rigs before introducing new stuff. Any reply? |
Liang Nuren
Heretic Army Heretic Nation
2780
|
Posted - 2013.01.22 03:14:00 -
[246] - Quote
Zarnak Wulf wrote: 7-4-6 there was only +1 low slot for a total of 17 slots. I have accounted for the 50 extra grid. You need a +3 implant for the fit.
Sarcasm doesn't transmit well over the interwebs, I guess. ;-)
-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
|
Shaak'Ti
Shirak SkunkWorks
2
|
Posted - 2013.01.22 03:16:00 -
[247] - Quote
Quote: @Fozzie:
I see a lot of people saying the exact same thing that I said: no new skills, no new modules, just start making some basic balance tweaks to EXISTING modules and rigs before introducing new stuff. Any reply?
EXISTING modules are good.. just learn to use. Who cry because shield better, should use shield tank.. and who cry because armor is better, should use armor. Who can play, know which tank better in different situations, and can use it too. Doing more way of tanking make the game more EXITING! |
Lyron-Baktos
Selective Pressure Rote Kapelle
397
|
Posted - 2013.01.22 03:18:00 -
[248] - Quote
nothing I see here will prompt people to think twice about skipping shield / kiting fits imo, especially for solo/small gangs. You have to do something about the speed or if you keep armor fits slow, you need to really buff something else. like DPS projection or better tanking How the **** do you remove a signature? |
Maximus Andendare
Future Corps Sleeper Social Club
72
|
Posted - 2013.01.22 03:18:00 -
[249] - Quote
Styledatol wrote:"Lets add more skillbooks, because its easier than balancing existing stuff." Yes. Instead of adding new skills, just reduce the mass penalty to all plates by 20% across the board.
The "light armor" (50, 200, 800) vs "heavy armor" (100, 400, 1600) idea is a good one; just reduce these further, perhaps 40-45% compared to live. Then, the question is "you can get *some* tank and be quick, or you can get a lot of tank and be slow--which do you choose?"
Seriously, though, no new skillbooks!
|
Zyella Stormborn
Green Seekers
609
|
Posted - 2013.01.22 03:20:00 -
[250] - 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
This
This
/wishing i could put more than +1 There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
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Shaak'Ti
Shirak SkunkWorks
2
|
Posted - 2013.01.22 03:28:00 -
[251] - Quote
Zyella Stormborn wrote: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 This This /wishing i could put more than +1
! WARNING !
Carebears crying for permatanks !
Burst tanks FTW !
AAR made for PvP... hell yeah.. go back to your rainbowland with your shiney fitting farmers :P |
Cypher Decypher
xLegion of the dammedx.
17
|
Posted - 2013.01.22 03:37:00 -
[252] - Quote
I'm all for adding new skills. We have enough modules. Edit: Add skills for using Deadspace/Officer mods... |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
30
|
Posted - 2013.01.22 03:47:00 -
[253] - Quote
Shaak'Ti wrote:awesome.. but I think there is one more little thing to make active armortanking in line with active shield tanking..
..teh pirate implant set If you're going to do that then shield users will demand a pirate implant set for buffer shields. Bringing them in line in terms of balance =/= make them identical.
In terms of my general thoughts:
Personally I think these changes are fine and at the very least any additional buffs should only be released aftering seeing how these current changes affect armor tanking. Some of the additional buffs people here are asking for I feel will not balance armor tanking but will make armor tanking superior to shield tanking. |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
30
|
Posted - 2013.01.22 04:00:00 -
[254] - Quote
Galatea Galilei wrote:Iyacia Cyric'ai wrote:Only medium armor repairers scale poorly (as evidenced by the need to fit triple reps on the Myrm to make it a competitive ship)... It's not even competitive. That gets it into tanking range of a shield-tanked Myrm, but it then does ridiculously low damage compared to the shield Myrm (which still tanks a bit more DPS while fitting three Drone Damage Amps). It's really, really sad that a Myrm with every single low slot, every rig, and half it's med slots devoted to tank still doens't quite tank as well as a shield-tanked Myrm with half of its low slots devoted to Drone Damage Amps. The only reason anyone ever armor-tanks a Myrm is they foolishly read the description and thought that rep bonus should get used, but never actually ran the numbers. The large armor reps aren't that great either, even fitting requirements aside. Shield Myrm sacrifices on either tackle (which gives it more DPS) or on the ability to permatank. Less EFT, more actual PvP please.
Large Armor Reps aside from their fitting requirements are fine with only a few number tweaks. No where near the ridiculous buffs the post I was replying to proposed. |
Zarnak Wulf
In Exile.
965
|
Posted - 2013.01.22 04:04:00 -
[255] - Quote
I say absolutely to the new mods and rigs. They offer fantastic opportunities. The new skill I'm kind of 'meh' about. You could just lower the mass of 400 and 1600 plates by 25% and all others by 45%.
I understand all too well that the 100m+ SP crowd needs new skills to train. But they need new skills at the top of the pyramid. I have always felt like there was a giant leap between BS and caps for example. And there is lots of room to flesh out the cap field. (After you burn them and supercaps to the ground and start over in that area of course.) |
Vladimir Norkoff
Income Redistribution Service
75
|
Posted - 2013.01.22 04:11:00 -
[256] - Quote
Gotta say, I am intrigued by the changes.
I'm now even more interested in seeing what happens with the Hype and the Domi when you get around to balancing Battleships.
|
Zyella Stormborn
Green Seekers
610
|
Posted - 2013.01.22 04:20:00 -
[257] - Quote
Shaak'Ti wrote:Zyella Stormborn wrote: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 This This /wishing i could put more than +1 ! WARNING ! Carebears crying for permatanks ! Burst tanks FTW ! AAR made for PvP... hell yeah.. go back to your rainbowland with your shiney fitting farmers :P
*chuckle* This is what you got from that? Troll on with your oddly named self. ;)
There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
30
|
Posted - 2013.01.22 04:20:00 -
[258] - Quote
Vladimir Norkoff wrote:Gotta say, I am intrigued by the changes.
I'm now even more interested in seeing what happens with the Hype and the Domi when you get around to balancing Battleships.
Battleship changes are going to be far less drastic. I'm guessing they're mainly going to just remove the difference in stats between the various tiers. Phoon will be changed to a missile boat and I think either the Raven will be buffed by giving it more slots or large missiles in general will receive a significant buff. |
Roosevelt Coltrane
Rupakaya
15
|
Posted - 2013.01.22 04:29:00 -
[259] - Quote
Armor rep bonus is still horrible and likely wasted on anything above Frig. These changes don't address that at all. |
Brinxter
Bite Me inc Bitten.
13
|
Posted - 2013.01.22 04:32:00 -
[260] - 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.
I have to agree with this. Why add even more skills, to an already skill intensive way of tanking, PLUS adding more modules, without fixing what you already have? This does nothing to decrease the disparity between armor and shield tanking. |
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Valleria Darkmoon
Heretic Army Heretic Nation
107
|
Posted - 2013.01.22 04:35:00 -
[261] - Quote
CCP Fozzie wrote:
Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further.
So the module uses cap loaded or not then, the charge just makes it rep more (correct me if I'm wrong please)? Interesting, the only thing I can think of is that since you can't rep while neuted out, so you will still need a regular cap booster but you'll still want the smaller charges in the AAR and the large charges in the booster. Not necessarily a problem in itself I think unless you're really pressed for cargo space. I'm sure my dealer will approve of my worsening addiction to cap charges, but it sounds nice as you can tank very hard early in the fight when damage is highest and kinda try to coast out with whatever you have left once the AAR is empty if you shut off the auto-reload.
In the meantime, this makes the armor rep amount bonus on Gallente battlecruisers more appealing to me so now the question is if you are not going to give that bonus to both of them which do you take it off of? Honestly I can't decide which one I would like to see lose it and there's a case for either one so if necessary I'll close my eyes while you flip a coin.
In any event I love my new toys, good changes overall and I get happier every time I see a new sticky thread in Features and Ideas. |
Liang Nuren
Heretic Army Heretic Nation
2782
|
Posted - 2013.01.22 04:40:00 -
[262] - Quote
Zarnak Wulf wrote:I say absolutely to the new mods and rigs. They offer fantastic opportunities. The new skill I'm kind of 'meh' about. You could just lower the mass of 400 and 1600 plates by 25% and all others by 45%.
I understand all too well that the 100m+ SP crowd needs new skills to train. But they need new skills at the top of the pyramid. I have always felt like there was a giant leap between BS and caps for example. And there is lots of room to flesh out the cap field. (After you burn them and supercaps to the ground and start over in that area of course.)
The introduction of Black Ops was good because it gave a subcapital reason to train for jump skills. We need more things like that and less intermediary support skills. I still haven't finished training the last round of skills. :(
-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
|
Violous
Vae Caudex Corporation
3
|
Posted - 2013.01.22 04:47:00 -
[263] - Quote
Firstly Awesome Job. You Fozzie thanks for being a hero at ccp. Seriously with all the witch hunt/rage threads(guilty myself) I think people rage when its off and when you guys nail it the response is.......ok cool whats next? So at least from me Thank You for the hard work.
Now this
"Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship."
I think that you should look at the PG of this when compared to that of lazorz esp beams, i know meds got downgraded a bit (10%) but with this it can make some modules (beams) more useless than they are now.
Or maybe not just my .02, I think you have earned at least some trust by doing such a great job so Ill shut up and let you do what you think is best. |
Arazel Chainfire
Sons Of 0din Dark Therapy
176
|
Posted - 2013.01.22 04:59:00 -
[264] - Quote
Initial reaction:
AAR - gives a 68% bounus over current T2, but you're limited to 1 per ship. Plus it uses more cap boosters, when the only (large) active armor tanks are the hyperion and the myrmidon. Which both currently run triple rep setups, as that is the only way that active armor is actually worth it - otherwise it just has too little rep amount. Remove the limitation of 1 per ship and this might be useful. That would allow a triple rep myrm/hyperion to do the same with only needing 2 reps. As it is, still need 3 reps to be actually useful. Still doesn't have enough rep power for just one rep to be worthwhile, except maybe on frigates (which I don't fly).
The new armor rig - 20% bonus to rep amount and 30% cycle time when overheated. This causes a T2 armor rep to rep for 960 in 10.5s base. Compare this to an aux. nano pump and overheating. 1012 armor repped over 12.75s. Similar for nanobot accelerator (except cycle time instead of amount). This comes out to a 15% bonus over the standard, but only when overheated. Possibly useful, will withhold judgment.
Change to armor rig penalty. Meh - you are a smidge faster, but use more PG. But active armor repping still too bad to be worthwhile in most cases.
Reduction in mass from plates. Plated ships still fat and slow. Net effect - everyone will still try to fit a 1600 on everything that can, but they will now be marginally more agile, but still not enough to actually catch shield tanked ships.
Overall - Not impressed with changes. Come back to us when you have some changes that may actually be useful to show us.
-Arazel |
Calsys
Monks of War
78
|
Posted - 2013.01.22 05:21:00 -
[265] - Quote
t1 - 240 armor boost t2 - 320 armor boost
ancilary armor rep - 540
are you f****ing kidding?
|
Sekket
Dissident Aggressors Mordus Angels
45
|
Posted - 2013.01.22 05:45:00 -
[266] - Quote
CCP Fozzie wrote:fukier wrote:
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.
Are resist bonused boats OP when they are remote repped? - CQ isn't a refuge, it's a cage.
http://www.youtube.com/watch?v=2iu4iekX3WE |
Vae Caudex
Vae Caudex Corporation
0
|
Posted - 2013.01.22 05:48:00 -
[267] - Quote
Freighdee Katt wrote:Galatea Galilei wrote:Coming from a PvE perspective, active armor tanking is not unusable, but it's so bad relative to shield tanking that I can easily fit a cap-stable shield tank on my Myrmidon that tanks more DPS than a cap-stable twin-MAR armor tank, even though the Myrm has bonuses for armor tanking! You're better off ignoring the bonuses and fitting a shield tank to maximize your sustained tank.
The new rig only helps when overheating, and besides I can't very well use it when I need three CCC rigs, two cap rechargers, and a cap power relay just to make the dual MAR fit stable. The other rig changes just remove the speed penalty, and do nothing to affect the fact that even a twin-MAR setup on a bonused ship doesn't heal as much damage as a passive shield tank on a ship that doesn't even have resist bonuses.
The proposed changes don't seem to come anywhere close to putting a dent into the inferiority of armor tanking... Pretty much this. This whole set of changes seems like just throwing a weird, needlessly tweaky and kinda useless new module and yet another batch of one-off "must train to V" skills at the problem instead of just making a balance pass on the fundamentals. If you wanted to get armor tanking back on track, you should have been looking at fundamentals like: - Having the rep hit at the start instead of the end of the cycle - Making standard reppers run faster with the same cap use, or just rep more - Buffing hull active rep bonuses across the board to 10% - Buffing base armor resist values across the board to give armor tanking some sort of basis for seriously competing with shield features like passive recharge and dual/triple/quad/lolASB tanking If you wanted to get clever dealing with the speed disparity, how about something really nice like a role bonus for some hulls that negates 80% of the armor rig / plate speed penalty for the designated buffer tank / PvP boats? As it is, this doesn't feel like "balance" at all, just a random set of things that will bring a bunch of unintended consequences, aggravate the already out of control SP bloat that is going on with the "rebalancing," and not even touch the fundamental issues that have been discussed over and over here for ages. This^ |
TOJICTOTA
True Power Team
19
|
Posted - 2013.01.22 05:50:00 -
[268] - Quote
-+-+-à-+-¦-â -¦-ï -ü-+-¦-ü-¦-+ -æ-¦-+-â-é-ï-¦ -+-¦ -¦-+-+-+-¦-â. -â -+-¦-+-Å -¦-ï-+-+ -ì-é-+ -+-Ç-¦-¦-+-+-+-+-¦-¦-+-+-¦ -¦-+-¦-¦-¦ -¦-ï -¦-¦-¦-+-+ -¦-ê-¦, -+-+ -ì-é-+-é -¦-+-+-¦-+-¦-¦-+-+-+ -ü -Ç-¦-+-¦-¦-+-+ -ì-é-+ -+-Ç-+-ü-é-+ -+-+-+-¦-¦-å. -¦-ï -é-¦-+ -ç-+ -¦-ü-¦ -â-+-+-Ç-+-+-+-ü-î -+-¦-à-â-¦ -ç-é-+-+-+ ? -¦-é-+ -¦-+-Å-é-î -ì-é-+ -¦-ï-¦-â-+-ï-¦-¦-¦-é ? -+-+ -ü-+-é-¦-+ -+-+-Ç-+-¦-+-î-+-ï-à -+-Ç-¦-¦-+-+-¦-¦-+-+-¦ -+-¦-¦-+ -¦-ï-+-+ -+-¦-+-â-é-+-é-î -ê-+-+-¦-¦-â-ü-é-¦-Ç-ï -+ -Ç-¦-+-¦-+ -+-¦ -¦-¦-é-¦-Ç-¦-¦-¦-¦-à, -¦-ë-¦ -+ -ü-¦-¦-+-¦-é-î -+-à -¦-¦-ê-¦-¦-ï-+-+ -ç-é-+-¦ -¦-¦-¦-¦-ï-¦ -+-+-à -+-+-¦ -ü-¦-¦-¦ -+-+-¦-+-+-+-é-î -Ç-¦-ü-ü-¦-¦-¦-é-î -ü-+-+-+ -+-+-+ -¦-ï-é-î -é-+-+-ü-é-+-¦ -+-¦-¦-+-¦-¦-+-¦. -¦-+-+-â -+-â-¦-+-ï -¦-ü-Å-¦-+-¦ A-type -+-+-¦-â-+-+ -¦-+ -+-Å-Ç-¦-ï -¦-+-¦-¦-¦ -¦-ü-é-î -ê-+-Ç-+-+-é-Ç-¦-¦-+-+-¦ -¦-+-¦-+-+ -ü -+-+-à-â-¦-¦-ï-+-+ -é-é-à. -à-+-é-Å -+-â-é-î -¦ -¦-+-+-â -+-+-¦-+-+ -¦-ï-+-+ -ü-+-¦-¦-Ç-ê-+-é-î -+-¦ -+-¦-é-+-Å-Å -¦ -é-¦-¦ -¦-¦-¦ -¦-ï -+ -+-¦-¦-â-+-ï-¦-¦-+-+ - -+-+-¦-Ç-+-é-Ç-¦-+-+-¦-¦-å-+-+ ! -¦ -¦-ë-¦ -+-â-ç-ç-¦ -ä-Ç-+ -é-â -+-+-¦-¦. -¦-¦-Ç-+-ç-¦ -+-¦-Ç-¦-+-+ -¦-Ç-¦-+-ç-¦-¦-é, -¦-¦-¦-ê-é-¦ -¦ -é-+-+ -¦-¦ -¦-â-à-¦. |
Shaak'Ti
Shirak SkunkWorks
4
|
Posted - 2013.01.22 05:51:00 -
[269] - Quote
Many of people in here still don't understand what is tha main concept of these new stuffs and changes.
It's not a boost for armor reps in your favourite ratting ships.. (u get the resistance shifting stuff for it) It's not a boost afterall.. it's introducing the burst tanking style into armor tank.
With these new stuff you can boost your tank for a short while, on the cost of long time (perma) tanking. It's your choice when fitting, you made a long time permanen tank, or a burst tank, which tank harder when u need it.. ofcourse in PVE it's useless like ASB.
I only can repeat myself, it's made for PVP(!!!!).. Who don't do PVP can't understand what the hell is this, and why it will be awesome.
oh, and the cry about new skill: if u compare shield skills with armor skills, u can see there are more skill points needed for max your shield skills.. maybe until now.
(btw I'm a 100M+sp so i like new skill.. almost out of subcap skillz ^^) |
progodlegend
101st Space Marine Force Nulli Secunda
40
|
Posted - 2013.01.22 05:52:00 -
[270] - 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.
Since i'm the only one talking about this, and this thread is filled with people talking about significantly more illrelevant things, I'm just going to keep quoting this massive issue until a dev reads it or more people who have some sense read it and keep posting the same thing. If you have some sense and know how massively unbalanced the difference between shield tanking and armor tanking can get at TiDi levels, then feel free to help me out by posting this message as well. |
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Shaak'Ti
Shirak SkunkWorks
4
|
Posted - 2013.01.22 05:57:00 -
[271] - Quote
Vae Caudex wrote:Freighdee Katt wrote:Galatea Galilei wrote:Coming from a PvE perspective, active armor tanking is not unusable, but it's so bad relative to shield tanking that I can easily fit a cap-stable shield tank on my Myrmidon that tanks more DPS than a cap-stable twin-MAR armor tank, even though the Myrm has bonuses for armor tanking! You're better off ignoring the bonuses and fitting a shield tank to maximize your sustained tank.
The new rig only helps when overheating, and besides I can't very well use it when I need three CCC rigs, two cap rechargers, and a cap power relay just to make the dual MAR fit stable. The other rig changes just remove the speed penalty, and do nothing to affect the fact that even a twin-MAR setup on a bonused ship doesn't heal as much damage as a passive shield tank on a ship that doesn't even have resist bonuses.
The proposed changes don't seem to come anywhere close to putting a dent into the inferiority of armor tanking... Pretty much this. This whole set of changes seems like just throwing a weird, needlessly tweaky and kinda useless new module and yet another batch of one-off "must train to V" skills at the problem instead of just making a balance pass on the fundamentals. If you wanted to get armor tanking back on track, you should have been looking at fundamentals like: - Having the rep hit at the start instead of the end of the cycle - Making standard reppers run faster with the same cap use, or just rep more - Buffing hull active rep bonuses across the board to 10% - Buffing base armor resist values across the board to give armor tanking some sort of basis for seriously competing with shield features like passive recharge and dual/triple/quad/lolASB tanking If you wanted to get clever dealing with the speed disparity, how about something really nice like a role bonus for some hulls that negates 80% of the armor rig / plate speed penalty for the designated buffer tank / PvP boats? As it is, this doesn't feel like "balance" at all, just a random set of things that will bring a bunch of unintended consequences, aggravate the already out of control SP bloat that is going on with the "rebalancing," and not even touch the fundamental issues that have been discussed over and over here for ages. This^
"- Having the rep hit at the start instead of the end of the cycle" if u want to make armor reps like shield reps.. maybe you should simple learn shield stuffz ^^
I think until now you only learned armor tank, and u wanted it's moar powerfull.. maybe your skills doesn't lvl5 yet.. and don't want to learn shield.. because it's time.. yes, I play since 6 years.. i had all lvl5 at each tanks.. and uses armor and shield tank ships too.. You (and everyone who crys standard armor rep boost) only want a win button instead of prove your skillz (in your character sheet and playing skillz too) |
DarthNefarius
Minmatar Heavy Industries
583
|
Posted - 2013.01.22 06:11:00 -
[272] - Quote
CCP Fozzie wrote: Expect at least most of these changes to make it into the next Sisi build for playtesting (the AARs might not catch this upcoming build but they should at least be in the one after that).
The best way to test this will be with a multi ASB fit shield Gnosis against a single AAR fit armour Gnosis What ya think is going to happen OUR LOGS SHOW NOTHING |
Shaak'Ti
Shirak SkunkWorks
4
|
Posted - 2013.01.22 06:18:00 -
[273] - Quote
DarthNefarius wrote:CCP Fozzie wrote: Expect at least most of these changes to make it into the next Sisi build for playtesting (the AARs might not catch this upcoming build but they should at least be in the one after that).
The best way to test this will be with a multi ASB fit shield Gnosis against a single AAR fit armour Gnosis What ya think is going to happen
I usually fit active armor tank ships with min 2 reps.. so more like an AAR + a standard rep fit .. Don't be fool.. becouse only 1 can fit by AAR u still can fit standard armor reps.
(edit: also, armor rep cyrcle longer, so u can burst tank longer with AAR than ASB) |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
30
|
Posted - 2013.01.22 06:45:00 -
[274] - Quote
Shaak'Ti wrote:DarthNefarius wrote:CCP Fozzie wrote: Expect at least most of these changes to make it into the next Sisi build for playtesting (the AARs might not catch this upcoming build but they should at least be in the one after that).
The best way to test this will be with a multi ASB fit shield Gnosis against a single AAR fit armour Gnosis What ya think is going to happen I usually fit active armor tank ships with min 2 reps.. so more like an AAR + a standard rep fit .. Don't be fool.. becouse only 1 can fit by AAR u still can fit standard armor reps. (edit: also, armor rep cyrcle longer, so u can burst tank longer with AAR than ASB) I think when a MEDIUM AAR provides more HP than a 1600 plate over a full set of cycles even before overheating or any nano pump rigs, you a very good module and the 1 per ship restriction is thoroughly justified. I can just imagine what a larger repper does with one of the new rigs, some nano pump rigs and some good overheating. Add in the fact that you can hybrid build some buffer and with a slave set, you'll likely survive the reload too assuming you haven't derped into a full-on fleet.
Given that small armor reppers are already decent, I wonder what a SAAR will do to armor frigs and dessies... |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
45
|
Posted - 2013.01.22 07:09:00 -
[275] - Quote
Ancillary armor repairer is BORING! It's just a copy-paste of ASB with some tweaks, you should be ashemed, Fozzie. ASB is relevant, because it combines SB and cap-booster, which both take med slots. On contrary, this new module is an abomination. It devaluates hi-meta reps. It also breaks metagame. Armor reps are never supposed to be burst-tanking. Also, you substitute armor tanking with cargohold tanking, which makes me sick. Not that I'm really a role-player, but that is a kind of tanking I'll never use, for ideological reasons.
I know it's too late, but check out how it really could be: Nanite injector pump Takes low slot, max 1 per ship. Should be loaded with nanites, consumes them when cycling. Also consumes capacitor. Each cycle gives additional +3% bonus to armor repairer amount. These bonuses are cumulative, from cycle to cycle. Cycle time = 10 sec. Accumulated bunus is reduced by 3% every 20 seconds. (number are for the sake of example only)
This module adapts philosophy of reactive armor hardener (which is generally fine imo), but makes it usable only for active tanking. You can adjust the amount of nanites consumed (or nano-paste, or whatnot), so it would not be profitable for PVE.
But FFS, why do you publish details when everything is decided?! |
Apostrof Ahashion
Viziam Amarr Empire
40
|
Posted - 2013.01.22 07:15:00 -
[276] - Quote
Personally, i dont like this. ASB already made old shield boosters practically obsolete. I dont feel that adding new stuff to the game before fixing things already in it is a good practice. |
DarthNefarius
Minmatar Heavy Industries
584
|
Posted - 2013.01.22 07:25:00 -
[277] - Quote
Philsophically the nano paste fuel makes more sense. That stuff is pretty expensive though,no? It would take upless space though. OUR LOGS SHOW NOTHING |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
46
|
Posted - 2013.01.22 07:31:00 -
[278] - Quote
DarthNefarius wrote:Philsophically the nano paste fuel makes more sense. That stuff is pretty expensive though,no? It would take upless space though. PVP is expensive, yes. |
Apostrof Ahashion
Viziam Amarr Empire
40
|
Posted - 2013.01.22 07:42:00 -
[279] - Quote
DarthNefarius wrote:Philsophically the nano paste fuel makes more sense. That stuff is pretty expensive though,no? It would take upless space though.
Navy cap booster 400 ~80k Nanite rapair paste ~20k
Both are cheap, and nanite takes much less space. And it makes sense. Using batteries to boost repair amount makes no sense. ASB work without batteries but take crapload of cap to operate and that is a logical mechanic. This is silly. |
X4me1eoH
Anarchist Dawn U N K N O W N
55
|
Posted - 2013.01.22 08:00:00 -
[280] - Quote
-» -ü-ç-+-é-¦-Ä -ç-é-+ AAR -ü-+-+-ê-¦-+-+ -¦-¦-ê-¦-¦-+, -ì-é-+-¦-+ -+-¦ -¦-+-+-¦-+-+ -¦-ï-é-î, -ç-é-+-¦ -+-+-Å-é-î -¦-¦-¦ -+ -¦ -ü-+-â-ç-¦-¦ -ü ASB -ü -ì-é-+-+ -¦-+-¦-+-+-+ -+-¦-é-¦-+-+ 100% -+-+-ë-¦-¦-Ç-+-¦-+-¦, -¦-¦-¦ -¦-¦-Ç-+-¦-+-é, -¦-+-¦-¦-¦-î-é-¦ -ì-é-â -ê-é-â-¦-â -¦ -+-+-Ç-¦-é-ü-¦-+-¦ -¢-ƒ--ê-+-+, -ç-é-+-¦ -+-ü-+-+-+-î-+-+-¦-¦-+-+-¦ AAR -¦-ï-+-+ -¦-ï -¦-+-Ç-+-¦-+-+, -+-+ -ì-ä-ä-¦-¦-é-+-¦-+-ï-+.
I think it AAR too cheap. Use it in pirate LP shop. I think I'ts too owerpowered If it will be cheap. It must be expensive. |
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Corben Arctus
EVE University Ivy League
5
|
Posted - 2013.01.22 08:04:00 -
[281] - Quote
Off-topic, but why didn't you just limit the ASB to 1 per ship instead of nerfing it? |
Jack Miton
Aperture Harmonics K162
1312
|
Posted - 2013.01.22 08:09:00 -
[282] - Quote
Very nice. |
Corben Arctus
EVE University Ivy League
5
|
Posted - 2013.01.22 08:11:00 -
[283] - Quote
Ammzi wrote:Brutix, here I come
Fixed that for ya.
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Fon Revedhort
Monks of War Out of Sight.
942
|
Posted - 2013.01.22 08:24:00 -
[284] - Quote
Shaak'Ti wrote: ! WARNING !
Carebears crying for permatanks !
Burst tanks FTW !
AAR made for PvP... hell yeah.. go back to your rainbowland with your shiney fitting farmers :P
That's one the most stupid things about these ancilliary modules. They all come in just one cheap-ass variant, so PvP inevitably degenerates into all ships being limited to just one option of the very same meta level. By that logic we should have like one warp disruptor and one web, too. Damn communism is alive, it seems. Seriously, why make us same? 14 |
Roime
Shiva Furnace
1759
|
Posted - 2013.01.22 08:25:00 -
[285] - Quote
Shaak'Ti wrote:
! WARNING !
Carebears crying for permatanks !
Burst tanks FTW !
AAR made for PvP... hell yeah.. go back to your rainbowland with your shiney fitting farmers :P
Confirming I am indeed a carebear. Why would you fit an AAR on a MYRM instead of an XLASB?
Btw when I actually carebear, my armor ship needs cap transfers and RR to hold up as well a passive shield tank.
-á- All I really wanted was to build a castle among the stars - |
Rick Rymes
Caldari Advanced Technology Corporation
38
|
Posted - 2013.01.22 08:29:00 -
[286] - Quote
Galatea Galilei wrote:Iyacia Cyric'ai wrote:Only medium armor repairers scale poorly (as evidenced by the need to fit triple reps on the Myrm to make it a competitive ship)... It's not even competitive. That gets it into tanking range of a shield-tanked Myrm, but it then does ridiculously low damage compared to the shield Myrm (which still tanks a bit more DPS while fitting three Drone Damage Amps). It's really, really sad that a Myrm with every single low slot, every rig, and half it's med slots devoted to tank still doens't quite tank as well as a shield-tanked Myrm with half of its low slots devoted to Drone Damage Amps. The only reason anyone ever armor-tanks a Myrm is they foolishly read the description and thought that rep bonus should get used, but never actually ran the numbers. The large armor reps aren't that great either, even fitting requirements aside.
Do remember that the new Myrm coming in the next change will be getting a bandwidth buff, meaning it will be able to use 4 Ogres. so the dps may be better than expected, damage amp or no damage amp. |
deepos
Blue Republic RvB - BLUE Republic
2
|
Posted - 2013.01.22 08:36:00 -
[287] - Quote
Iris Bravemount wrote:The incursus nerf means the following to me: You are reading "the incursus works" as "armor repping just needs more repping amount". It works because it can fit decent dps alongside decent tank, while maintaining decent speed. The proposed changes will ruin it. Furthermore, you agree that neut immune active tanking is OP, yet you refuse to: 1 - Do something about the ASB's neut immunity 2 - Restrict ASBs to one module per ship. Instead you inflict both required nerfs on the armor tanks. You are really not making it easy for people to like your ideas this time Fozzie.
Well said,
100% true,
Please Fozzie, address this |
Rick Rymes
Caldari Advanced Technology Corporation
38
|
Posted - 2013.01.22 08:39:00 -
[288] - Quote
In a way this also a buff to the Punisher and Rifter.
The active armor tank Rifter will be able to use its speed to its fullest now, and the new ARR it can rep more too.
As for the Punisher, the buffer fit will still suck, but an active tank fit could actually work. The Punisher is quite fast till you slap plates and trimarks on it, now that plates don't hamper speed as much and if you use active tank rigs to increase rep amount (which is also buffed by its resist bonus) it could be used in conventional frigate PvP.
I do however stress the word could. |
Borlag Crendraven
Future Corps Sleeper Social Club
243
|
Posted - 2013.01.22 08:46:00 -
[289] - Quote
Rick Rymes wrote:Do remember that the new Myrm coming in the next change will be getting a bandwidth buff, meaning it will be able to use 4 Ogres. so the dps may be better than expected, damage amp or no damage amp.
On the other hand, that will just widen the gap between the shield and armor fit Myrmidon's dps. The shield version will still be able to fit more damage amps than the armor... |
Rick Rymes
Caldari Advanced Technology Corporation
38
|
Posted - 2013.01.22 08:51:00 -
[290] - Quote
Borlag Crendraven wrote:Rick Rymes wrote:Do remember that the new Myrm coming in the next change will be getting a bandwidth buff, meaning it will be able to use 4 Ogres. so the dps may be better than expected, damage amp or no damage amp. On the other hand, that will just widen the gap between the shield and armor fit Myrmidon's dps. The shield version will still be able to fit more damage amps than the armor...
Very true, just best to put it out there, i mean the armor changes also mean that the speed difference will be slighter, which i believe has been the thorn in the side of armor tankers for a long time, and am i right in assuming that an armor myrm will have more buffer than a shield myrm? |
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Dmitrii Satohin
GOD OF DESTRUCTION
0
|
Posted - 2013.01.22 09:00:00 -
[291] - Quote
I dont like the thing with Incursus...Nowadays Armor tanking is not so good like shield tanking ...i think it should be the same!!! |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
473
|
Posted - 2013.01.22 09:27:00 -
[292] - Quote
Roime wrote:Shaak'Ti wrote:
! WARNING !
Carebears crying for permatanks !
Burst tanks FTW !
AAR made for PvP... hell yeah.. go back to your rainbowland with your shiney fitting farmers :P
Confirming I am indeed a carebear. Why would you fit an AAR on a MYRM instead of an XLASB? Btw when I actually carebear, my armor ship needs cap transfers and RR to hold up as well a passive shield tank.
Because its going to be better? do you realise how much 2.25 more is? Without gimping your fittings?
Anyhow now hopefully CCP can put a small team on revamping missions. PVP fittings should be required for missions (Fewer rats, more dps, rats that warp if you don't point, rats that try to kite you, so forth) |
Mag's
the united Negative Ten.
13738
|
Posted - 2013.01.22 09:31:00 -
[293] - Quote
Well I've read the thread and now start to have my doubts regarding these changes. The AAR while initially looks good, is hit with 2 nerfs over the ASB.
TBH it still looks like a buffer tank is better than an active one, after these changes.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
473
|
Posted - 2013.01.22 09:34:00 -
[294] - Quote
CCP Fozzie wrote:Is my title pretentious enough? We've got the resources all properly committed so I'm now ready to share with you all our initial plan to fix some of the biggest problems that face armor tanking in this game. Sorry for the extended period of teasing, hopefully the happy ending will make it all worthwhile. I was going to go into this big spiel about all the problems with armor tanking in general and active armor tanking in particular, but you all know this so I'll jump straight to the interesting bits. Here's what we're looking for feedback on: Armor Rigs Updated formerly incorrect bonus on the Overcharger.
- New rig called the Nanobot Overcharger that increased the overheat bonus on your local armor reps by 100% (120% for T2). So with one of the T1 rigs overheating gives the rep 20% more rep amount and 30% faster rate of fire instead of the default 10% and 15% respectively. This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig.
- Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
Plates
- Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
- Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
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
:Edit: IncursusWith these changes we're looking to reduce the Incursus rep bonus from 10% to 7.5% because otherwise it would be wtfbbqop. Forgot to mention that initially :mybad: Quick Q&A about the AAR: Why limited to one per ship?The longer time between reloads is a big part of the playstyle we wanted to give the AAR, but that with multiple copies would completely negate the burst tanking ideal. In addition, there is more of a tradition of lowslot tanking modules restricted to one per ship so I made the call that in this case the restriction would be worthwhile. The ASB debate is a separate issue unconnected. Please note that nothing is preventing current dual or triple rep fits from swapping one of their reps into an AAR. Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further. Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered. So we are very interested in hearing your feedback on this proposal. Expect at least most of these changes to make it into the next Sisi build for playtesting (the AARs might not catch this upcoming build but they should at least be in the one after that).
Could you post the mass numbers the plates will have after changes with full skills?
|
Shaak'Ti
Shirak SkunkWorks
4
|
Posted - 2013.01.22 09:37:00 -
[295] - Quote
if shield and armor would be same.. why we have armor and shield, instead of one tank.. and we should fly same ships too.. aaand with same skills, and same avatar.. it will be awesome.. oh expect u, u a bit stornger than others.. right? .....
if u think shield is better.. use tha shield stuffz.. or use armor stuff if u think armor is better. Who care what u fitt on your myrmidon??
if u want to waste medslots to shield tanking (its hard in pvp coz need point, web, propulson in med, and some resist would be fine too if u really shield tanking) than DO IT!.. nobody cares
What I see in this topic? Idiots want a smarter game..( go play some other games if its too complex for u.)
What I want.. what I see in this? I want more challange, more type of tanking (not harder, to can be godmode anyone) makes more challenge.
it's still not a boost of armor reps.. it's a new type of armor repping. If u think it's crap don't need to use.. but I want it ! |
Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
1023
|
Posted - 2013.01.22 09:39:00 -
[296] - Quote
I'm upset that you couldn't come up with an interesting new module and just made an armor repairer you could load with cap boosters. Despite the slightly different mechanics it's still very similar to an ASB. Even as someone who exclusively flies armor ships I want to see the asymmetry beyween shield and armor preserved and an armor repairer you can load with cap boosters for 0 cap repping blurs that considerably. |
Raging Beaver
Wildly Inappropriate Goonswarm Federation
9
|
Posted - 2013.01.22 09:43:00 -
[297] - Quote
My view on the plates and changes to them.
IMHO the main problem with the plates isn't their mass addition (and the problems it creates). The fact that you want to reduce the mass of the not-used plate types is not a solution to the problem but rather an incentive to actually start using them. Why don't people use them now? Because they're bloody awful. Take the 50mm plate for example. The T2 version adds 150 armor hp. Now tell me, why would I waste my lowslot for that? The only way I'd fit this to a ship is if I really had no CPU and Grid to put in anything else but even then, I'd think about putting in an Overdrive or an Adaptive Nano Plating. The same applies to Shield Extenders - for instance - why would I put an MSE on a Vaga? 1050hp vs 2625 on an LSE, and most Vaga fits use 2 LSE's...
I get the basic idea behind the Armor vs Shield tank - Armor having less raw hp and hp regeneration (of course no passive one, talking reps here) but higher resists, the Shield having lots of raw hp and a huge regeneration but crappy resists. That being said, higher base resists just aren't enough at times, you need the raw hp, but to do that you need to put the biggest plate around. This is the shield fitting philosophy being applied to armor. This is why the 1600mm plate, aimed for battleships is being used on cruisers. You CAN fit it without making the fit look ********, it gives a lot more hp, it uses one low slot (remember, we use them for DPS as well, right? If in EFT a 1600 plate will give a similar or better result hp-wise than an 800 plate+additional hardener/rig, guess which one are the people going to use...). It's a very complicated system and while in theory plates vs extenders should yield similar results, the way they are being used creates the imbalance.
I guess you could try to force people to use the "right size" of the module for a particular ship (either by changing the fitting requirements drastically - creating other problems, or by limiting the number of extenders/plates you can use in a fit to 1 - making the whole thing ridiculous) but we all know It would again end in front of Jita 4-4, shooting the damn monument again. |
Roime
Shiva Furnace
1760
|
Posted - 2013.01.22 09:49:00 -
[298] - Quote
Garviel Tarrant wrote: Because its going to be better? do you realise how much 2.25 more is? Without gimping your fittings?
2.25*crap != good?
MAAR: 742.5 hp / 9s * 9 = 6682 hp XLASB: 980 hp / 5s * 9 = 8820 hp
Please note that this is indeed on an armor rep-bonused ship.
AAR reps come at the end of much longer cycle, which makes it considerably harder to use economically compared to ASB. Maybe this is a way to balance the fact that they also rep less and can be completely neuted out, idk.
Both fit without gimping "your fittings", with the difference that you can fit two XLASBs if you are willing to "gimp the ship"- which in this case means you will have more tank and dps than an armor fit.
vOv
-á- All I really wanted was to build a castle among the stars - |
SuicidalPancake
Capital Storm. WHY so Seri0Us
20
|
Posted - 2013.01.22 09:57:00 -
[299] - Quote
CCP Fozzie needs moar hugs! -SuicidalPancake PvP Video: Emergence |
Roime
Shiva Furnace
1760
|
Posted - 2013.01.22 09:57:00 -
[300] - Quote
Shaak'Ti wrote: if u think shield is better.. use tha shield stuffz.. or use armor stuff if u think armor is better. Who care what u fitt on your myrmidon??
It is used as an example because it's second hull bonus is 7.5% to armor reps, and it still tanks better when active shield tanked.
Vimsy Vortis wrote: Even as someone who exclusively flies armor ships I want to see the asymmetry beyween shield and armor preserved and an armor repairer you can load with cap boosters for 0 cap repping blurs that considerably.
Cool then that there is no such module, AAR uses cap even when loaded with cap boosters.
-á- All I really wanted was to build a castle among the stars - |
|
Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
1023
|
Posted - 2013.01.22 09:58:00 -
[301] - Quote
Well then that's okay because that is totally different! |
MisterNick
The Sagan Clan Pax Romana Alliance
199
|
Posted - 2013.01.22 09:59:00 -
[302] - Quote
Good news for Hyperion, Active Domi, and Incursus pilots
I can't see the mediums being used much though really - a triple T2 rep Myrm will still tank more and without that deadly reload time. Might see the odd one on a Brutix to make it more survivable.
In all, good to see a little love for Armour. "Human beings make life so interesting. Do you know that in a universe so full of wonders, they have managed to invent boredom." |
Titus McVanders
xTESLAx
0
|
Posted - 2013.01.22 10:02:00 -
[303] - Quote
Roime wrote:Vimsy Vortis wrote: Even as someone who exclusively flies armor ships I want to see the asymmetry beyween shield and armor preserved and an armor repairer you can load with cap boosters for 0 cap repping blurs that considerably. Cool then that there is no such module, AAR uses cap even when loaded with cap boosters.
^^This^^
All the charges do is multiply the amount repped. |
Shaak'Ti
Shirak SkunkWorks
4
|
Posted - 2013.01.22 10:21:00 -
[304] - Quote
Roime wrote:Garviel Tarrant wrote: Because its going to be better? do you realise how much 2.25 more is? Without gimping your fittings?
2.25*crap != good? MAAR: 742.5 hp / 9s * 9 = 6682 hp XLASB: 980 hp / 5s * 9 = 8820 hp Please note that this is indeed on an armor rep-bonused ship. AAR reps come at the end of much longer cycle, which makes it considerably harder to use economically compared to ASB. Maybe this is a way to balance the fact that they also rep less and can be completely neuted out, idk. Both fit without gimping "your fittings", with the difference that you can fit two XLASBs if you are willing to "gimp the ship"- which in this case means you will have more tank and dps than an armor fit. vOv
1.
I never used armor rep ships in PVP without capacitor booster before. so who cares neuts?
2.
XLASB after 45 sec SHORTer and HARDERr tanking say: I'm out 1min brb( or kill your cap if u still have).. u gonna die while MAAR after 81 sec LONGer but still BETTER THAN T2 rep tanking say: oh, I'm a bit lazy now, but still rep you.. I hope u killed enough DPS to it be enough..
that's difference.. that's why 2 type of tankig.. choose what u want.. fit where u want.. and kill moar than talk and cry.. |
Roime
Shiva Furnace
1760
|
Posted - 2013.01.22 10:23:00 -
[305] - Quote
If we forget the miserable 7.5% hull bonus ships for a moment, the AAR looks like a super interesting module on plate+repper fits.
800mm II + RAH + DCU II + MAAR I on an Ishtar seems to have pretty incredible potential compared to same set with a MAR II, also considering the nice improvements to agility and speed.
-á- All I really wanted was to build a castle among the stars - |
Rick Rymes
Caldari Advanced Technology Corporation
38
|
Posted - 2013.01.22 10:24:00 -
[306] - Quote
Big question is....
When can i try it out on SISI? |
Iyacia Cyric'ai
Red Federation RvB - RED Federation
30
|
Posted - 2013.01.22 10:27:00 -
[307] - Quote
Roime wrote:Garviel Tarrant wrote: Because its going to be better? do you realise how much 2.25 more is? Without gimping your fittings?
2.25*crap != good? MAAR: 742.5 hp / 9s * 9 = 6682 hp XLASB: 980 hp / 5s * 9 = 8820 hp Please note that this is indeed on an armor rep-bonused ship. AAR reps come at the end of much longer cycle, which makes it considerably harder to use economically compared to ASB. Maybe this is a way to balance the fact that they also rep less and can be completely neuted out, idk. Both fit without gimping "your fittings", with the difference that you can fit two XLASBs if you are willing to "gimp the ship"- which in this case means you will have more tank and dps than an armor fit. vOv Did you just compare a MEDIUM module to an X-Large module and decide that the medium was **** because it wasn't as good as the X-Large module?
HURRRRRRRRRRR!
And given the the new slot layout of the Myrm, do you know how much tackle you'll have with a dual ASB fit? Have fun trying to apply that damage. |
Taya Farrago
AntCorp
5
|
Posted - 2013.01.22 10:29:00 -
[308] - Quote
M0ISHE wrote:One simple question.
Could you make damage mods (IE for drones and guns) fit mids AND lows so we don't have to give up damage to armor tank?
The drone damage mods are a wonderful thing but they force me to shield tank in Gallente ships...
Thank you
An idea may be to make the drone damage mods high-slot and buff the bonus quite a bit. Maybe add tracking and script them too to switch between tracking and dps.
OR just make drone controls for subcaps, moar drones! while sacrificing guns/neuts, would boost the life of smartbombs too.
This would allow true sub-capital droneboats without getting unfair dis-/advantages dps-wise.
Back onto the armor changes: Think my myrm just got a potential boner. Just have to wait and see how it fits. (would be nice to buff the nos's a bit too) |
Roime
Shiva Furnace
1760
|
Posted - 2013.01.22 10:39:00 -
[309] - Quote
Shaak'Ti wrote: 1.
I never used armor rep ships in PVP without capacitor booster before. so who cares neuts?
Me neither, because it's impossible. But even with a cap booster, your tank can and will still be stopped by neuts. ASB can't be neuted out.
Quote: 2.
XLASB after 45 sec SHORTer and HARDERr tanking say: I'm out 1min brb( or kill your cap if u still have).. u gonna die while MAAR after 81 sec LONGer but still BETTER THAN T2 rep tanking say: oh, I'm a bit lazy now, but still rep you.. I hope u killed enough DPS to it be enough..
that's difference.. that's why 2 type of tankig.. choose what u want.. fit where u want.. and kill moar than talk and cry..
Do people really fly active tanks like that :D pres butan and keep it cycling until it runs out of charges, then zomg?
What you get in reality is X amount reps every X seconds. You don't get somehow magic LONGer tank, it just means that you have to wait longer between rep cycles, which rep less in the first place.
And no, MAAR in lazy mode is not enough to tank even the weakest frigates, it will be good for repping between fights where the booster-charged part was enough.
But then again you could have just fitted and ASB, tanked more, did more damage and have no cap worries, and your shields would heal between fights automatically.
-á- All I really wanted was to build a castle among the stars - |
Roime
Shiva Furnace
1761
|
Posted - 2013.01.22 10:52:00 -
[310] - Quote
Iyacia Cyric'ai wrote:Did you just compare a MEDIUM module to an X-Large module and decide that the medium was **** because it wasn't as good as the X-Large module?
HURRRRRRRRRRR!
And given the the new slot layout of the Myrm, do you know how much tackle you'll have with a dual ASB fit? Have fun trying to apply that damage.
Hurr hurr, I did just that. You know why? You can't fit Large Reppers on BCs and cruisers, but you can fit XLASBs.
New 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?
Anyway, new Myrm, if it and the tank modules are released like this, 800mm plate + MAAR fit looks much more interesting than multirep fits. Maybe they will be old skool now, MAAR looks like a T2 dual rep fit, but leaves room for a DDA... and is not as slow as before.
7.5% hull bonus is still underwhelming :)
-á- All I really wanted was to build a castle among the stars - |
|
Galatea Galilei
Profoundly Inquisitive Exploration
18
|
Posted - 2013.01.22 10:55:00 -
[311] - Quote
Rick Rymes wrote: Very true, just best to put it out there, i mean the armor changes also mean that the speed difference will be slighter, which i believe has been the thorn in the side of armor tankers for a long time, and am i right in assuming that an armor myrm will have more buffer than a shield myrm? No, quite the opposite.
|
Rick Rymes
Caldari Advanced Technology Corporation
38
|
Posted - 2013.01.22 10:56:00 -
[312] - Quote
So in theory
The AAR reps over twice that of a T1 Armor rep, the Incursus should only need one to achieve around the same as dual repping
Add on that this mod runs on cap charges, you don't necessarily need a cap booster, which frees a mid for a web
And because a AAR acts as two reps, you also technically have an extra low as well, which can be used to add more buffer/speed/damage
And because you are using one AAR instead of two reps you should in theory have more fitting for other stuff
But to top it off you no longer have a severe speed penalty on an already fast ship even with armor rigs
Did the toughest T1 frig just up its game??? |
Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.22 11:04:00 -
[313] - Quote
CCP Fozzie wrote:
Ancillary Armor Repairer
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)
Quick Q&A about the AAR: Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further.
OK, I may have misunderstood how this is going to work, but following on from comments above can you please clarify if this is correct?
I load the AAR with cap boost charges. I turn it on and it consumes a charge which increases the rep to 2.25x t1 rep/s but ALSO consumes the regular amount of cap from my ship?
I leave the AAR without charges and it reps 0.75x t1 rep/s and consumes the regular amount of cap from my ship?
This is fundamental to understanding this thing. |
Galatea Galilei
Profoundly Inquisitive Exploration
18
|
Posted - 2013.01.22 11:09:00 -
[314] - Quote
Iyacia Cyric'ai wrote:Shield Myrm sacrifices on either tackle (which gives it more DPS) or on the ability to permatank. Less EFT, more actual PvP please. Eh? (checks OP...)
Galatea Galilei wrote:Coming from a PvE perspective... Less snide comments, more actual reading skills please.
|
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
474
|
Posted - 2013.01.22 11:12:00 -
[315] - Quote
Roime wrote:Iyacia Cyric'ai wrote:Did you just compare a MEDIUM module to an X-Large module and decide that the medium was **** because it wasn't as good as the X-Large module?
HURRRRRRRRRRR!
And given the the new slot layout of the Myrm, do you know how much tackle you'll have with a dual ASB fit? Have fun trying to apply that damage. Hurr hurr, I did just that. You know why? You can't fit Large Reppers on BCs and cruisers, but you can fit XLASBs. New 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? Anyway, new Myrm, if it and the tank modules are released like this, 800mm plate + MAAR fit looks much more interesting than multirep fits. Maybe they will be old skool now, MAAR looks like a T2 dual rep fit, but leaves room for a DDA... and is not as slow as before. 7.5% hull bonus is still underwhelming :)
You're ignoring cycle times. The AAR reps for over a minute while the XLASB reps for about half. |
Roime
Shiva Furnace
1762
|
Posted - 2013.01.22 11:23:00 -
[316] - Quote
Realize that you are actually saying that it takes twice as long for AAR to rep 24% less damage.
-á- All I really wanted was to build a castle among the stars - |
Dzajic
108
|
Posted - 2013.01.22 11:25:00 -
[317] - Quote
There are still many pointless modules completely unaddressed by this change!
50mm and 100mm plates remain a useless joke. Old "regenerative" now layered plating and energized layered plating are still pointless. Why ever use them when omni resist modules give more.
Back to rig changes. Bad bad bad. With new rigs and if you fit all 3 rigs for active tank you will have LAR II take 2650 grid , and MAR II take 200 grid. Dual or triple rep setups become ridiculously tight on gird. So to go around new "helpful" rig change, you have to drop one tanking rig for ACR to get some extra grid. If your setup wasn't already tight enough that it needed a acr.
While at same time effects/bonuses of modules and rigs are unchanged.
As with ASBs, new ancillary module because mandatory base of all setups, and its standard reps that become auxiliary help to keep you alive while new gimmicky module is on reload. |
|
CCP Fozzie
C C P C C P Alliance
3496
|
Posted - 2013.01.22 11:25:00 -
[318] - Quote
Just wanted to check in and say I've read all the posts I missed overnight, and after I get a few other things done at work I'm coming back to draft a more sizable reply to some of the issues and questions brought up so far.
As always thanks to you all for taking the time to give us feedback. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Tsunayoshi Sawada
Kernel of War Goonswarm Federation
7
|
Posted - 2013.01.22 11:28:00 -
[319] - Quote
Core imbalances are still on ignore...
Hello i'm shieldtanked and i got 235255 times more rep burst than you ! (thanks boost amps) Hello i'm shieldtanked and can still do shitload of dps or be superfast ! You are armor tanked ? byebye damagemods ! bye bye speed !
What do armortanking has in return ? scrams and webs ? come on..
So same problems since a few years, everything that active armortanking can do, active shieldtanking does it better.
Come on CCP.. open your eyes. |
Magic Crisp
Amarrian Micro Devices Yulai Federation
58
|
Posted - 2013.01.22 11:36:00 -
[320] - 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.
Uhm, no? Let me remind you that the faildari and amarrian ships have a resist bonus, which also effects remote reps, but you don't consider them overpowered. Also, having the hull's rep bonus applied to incoming remote reps won't protect the vessel from alpha strikes, which the resist bonuses do. I think it's vica-versa, the resist bonus is overpowered compared to the rep amount bonus, no matter whether you apply it to remote reps or not. |
|
Wacktopia
Noir. Black Legion.
447
|
Posted - 2013.01.22 11:50:00 -
[321] - Quote
Question: Why did you decide not to go for the 20% drop on 1600s'?
Do the new rigs work on Capitals? Edit: Aparently not. Prob makes sense given there is no shield equiv. Wait.... there are shield caps?!?! The bottom line is that now I have one of those annoying signatures. |
Fon Revedhort
Monks of War Out of Sight.
943
|
Posted - 2013.01.22 11:52:00 -
[322] - Quote
Another question is rig calibration cost. When tech1 trimarks are of 50 poins and active rigs are of 100, it's already quite a disparity - why would anyone think trimak is any worse than nanobot accelerator? Then consider fitting tech2 versions and it suddenly becomes a real PITA to fully utilize those. And saying that 'you have 400 points, so 150 per rig is not that much' is sheer stupidity, given there are certain rigs that easily take 200-300 calibration points each and certain ships and setups might want to use them. Finally, faction ships have only 350 calibration and thus are really gimped when it comes to rig setup department.
Will this be left intact, too? 14 |
Debir Achen
The Red Circle Inc.
39
|
Posted - 2013.01.22 11:57:00 -
[323] - Quote
Eternal Error wrote:Hint: In addition to being incorrect on tracking (given that sig radius only matters if your sig radius is less than the sig res of the guns), http://wiki.eveonline.com/en/wiki/Turret_damage
Missile damage is capped at a % = sig res / explosion velocity. Do you have a reliable reference stating something similar for guns?
Eternal Error wrote:armor rigs penalize speed, not mass. True. But plates penalise mass. And everything else I stated is still true. Aren't Caldari supposed to have a large signature? |
Akturous
Immortalis Inc. Shadow Cartel
55
|
Posted - 2013.01.22 11:57:00 -
[324] - Quote
Iyacia Cyric'ai wrote:Roime wrote:Garviel Tarrant wrote: Because its going to be better? do you realise how much 2.25 more is? Without gimping your fittings?
2.25*crap != good? MAAR: 742.5 hp / 9s * 9 = 6682 hp XLASB: 980 hp / 5s * 9 = 8820 hp Please note that this is indeed on an armor rep-bonused ship. AAR reps come at the end of much longer cycle, which makes it considerably harder to use economically compared to ASB. Maybe this is a way to balance the fact that they also rep less and can be completely neuted out, idk. Both fit without gimping "your fittings", with the difference that you can fit two XLASBs if you are willing to "gimp the ship"- which in this case means you will have more tank and dps than an armor fit. vOv Did you just compare a MEDIUM module to an X-Large module and decide that the medium was **** because it wasn't as good as the X-Large module? HURRRRRRRRRRR! And given the the new slot layout of the Myrm, do you know how much tackle you'll have with a dual ASB fit? Have fun trying to apply that damage.
Yes he did you mong, because you can fit an xl ancil to a cruiser/bc, you can't in any way shape or form fit a LAR to a cruiser. LTEFT noob.
|
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
475
|
Posted - 2013.01.22 12:04:00 -
[325] - Quote
Roime wrote:Realize that you are actually saying that it takes twice as long for AAR to rep 24% less damage.
So turn it on earlier? thats nothing that can't be negated with proper module management. |
Adam Junior
Protus Correction Facility Inc.
127
|
Posted - 2013.01.22 12:12:00 -
[326] - Quote
Huh.
Nice nerf.
It's not like I needed that PG. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
367
|
Posted - 2013.01.22 12:23:00 -
[327] - 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.
Nice, so by that fail ass logic, resistance bonus must be "Super overpowered" as well right? Or do you guys not actually do any kind of math over there at ccp.
For those that do not know (apparently you fozzie) a 7.5% rep bonus gives you just over a 3% advantage in active tank compared to a ship with a resistance bonus... This same "just over 3%" advantage would be present if the rep bonus effected incoming RR. Now compared to the ehp advantage a resistance bonus gives, this extremely modest increase in 2 out of the 3 areas probably still does not make up for the ehp advantage provided by the resistance bonus...
As for all these bad ideas in the OP... How about you fix stuff that is broken first, instead of trying to add bandaid skill and module fixes to an already overly crowded game... I've got a little secret on how you can do this... It's called fixing the damn base modules as people have been throwing out mathematically driven threadnaughts about this subject for 5+ years.
Actually, just go get tomb, I think you've shown you can't handle the tanking rebalance. |
Roime
Shiva Furnace
1765
|
Posted - 2013.01.22 12:24:00 -
[328] - Quote
Garviel Tarrant wrote:Roime wrote:Realize that you are actually saying that it takes twice as long for AAR to rep 24% less damage.
So turn it on earlier? thats nothing that can't be negated with proper module management.
Ok, I admit that I'm a complete nub at preemptive armor repairing. Should I turn the module on right after I undock? Or only when I land on grid? How many cycles before the battle do you think would be required to catch up with ASB?
/troll
Anyway, I think most of these stupid ASB comparisons and tank creep would have been avoided simply by sanitizing the ASB fitting requirements using armor rep+cap booster as the measure.
This new armor mod combined with the o/h rig is quite powerful compared with ASBs of the same size, and when rigs don't anymore slow you down, you get great value from the hard tackle you can fit with armor tank- or opt for a bit more damage. Very nice.
-á- All I really wanted was to build a castle among the stars - |
Takeshi Yamato
Ministry of War Amarr Empire
578
|
Posted - 2013.01.22 12:28:00 -
[329] - Quote
Oversized modules need to go. They make it impossible to get the balance right.
1600mm plates can be fitted on battleships, battlecruisers and cruisers. We know that their existence causes various problems on the cruiser level but changing the 1600mm plates would also affect battleships and battlecruisers. Same story with oversized shield boosters. We need to get to the root of the problem.
Consider the following idea where existing plates, shield extenders and active tanking modules are replaced by:
"Frigate Armor Plating" "Reinforced Frigate Armor Plating"
"Frigate Shield Extender" "Reinforced Frigate Shield Extender"
"Frigate Armor Repairer" "Frigate Shield Booster"
"Frigate Ancillary Armor Repairer" "Frigate Ancillary Shield Booster"
These can only be mounted on frigates which allows you to balance them against each other and against their shield/armor counterparts without affecting other ship classes.
Add this series for all ship classes (including destroyers and battlecruisers) and suddenly many balance problems disappear. |
Dzajic
109
|
Posted - 2013.01.22 12:32:00 -
[330] - Quote
And trololo oversized shield extenders? All frigs use medium extenders, all cruisers use large extenders. Would you also love to have frigs limited to small shield extenders? Cruisers only to fit MSE? |
|
Apostrof Ahashion
Viziam Amarr Empire
42
|
Posted - 2013.01.22 12:32:00 -
[331] - Quote
The new rigs are going to destroy pve armor fits. I know that part of the game is not important but still....... thats 115PG nerf to every armor rep mission running battleship with armor rigging lvl 5. And some fits use two reps....... |
Spugg Galdon
APOCALYPSE LEGION
268
|
Posted - 2013.01.22 12:35:00 -
[332] - Quote
Takeshi Yamato wrote:Oversized modules need to go. They make it impossible to get the balance right.
I disagree because oversizing in shields is actually necessary for balance due to the value of mid slots.
The only thing needed for nerfing oversizing should be to the drawbacks they provide.
An oversized extender should blow your sig much more than a standard size.
This already happens with mass/speed with oversized plates. |
Spugg Galdon
APOCALYPSE LEGION
269
|
Posted - 2013.01.22 12:37:00 -
[333] - Quote
Apostrof Ahashion wrote: And please use nano paste instead of cap boosters for Ancillary Armor Repairer.
I would have thought that combining cap booster charges with nano paste for "armour repairer fuel blocks" would have been a much better idea
Also gives extra industry to make them.
Same should be done with ASB's but using cap booster charges and something else like a PI product to make "Shield Booster Fuel Blocks" |
Weasel Leblanc
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.01.22 12:42:00 -
[334] - Quote
Apostrof Ahashion wrote:The new rigs are going to destroy pve armor fits. I know that part of the game is not important but still....... thats 115PG nerf to every armor rep mission running battleship with armor rigging lvl 5. And some fits use two reps.......
And please use nano paste instead of cap boosters for Ancillary Armor Repairer. Hey, some of us fly atrocious, execution-worthy fits that involve mixing repper rigs and resist rigs, and as such will not see our fittings invalidated.
...Yes, I'm guilty.
It's a good point about the PG nerf, though, and I doubt that a tiny percentage improvement to speed will make up for being stuck in my laughably bad fit being forced into smaller, weaker guns by the PG losses. |
Sean Parisi
Fugutive Task Force
137
|
Posted - 2013.01.22 12:45:00 -
[335] - Quote
Gentleman, you have my attention.
The mass reduction in smaller plates will make them more viable for speed, combined with the skill bonus for both the larger armor plates and the smaller ones this will be quite interesting.
I like the fact that you aren't homogenizing the Ancillary armor repper with the shield repper. This maintains the distinction between both tanking types and gives them their own flare. Longer reps with more power behind them, like it! Watching that stack with armor rep bonuses on ships like the ferox will most definitely be interesting.
Thanks for the good work! |
Skippermonkey
Dreddit Test Alliance Please Ignore
1761
|
Posted - 2013.01.22 12:46:00 -
[336] - Quote
OK, seeing as this update is all about 'parity' to a degree, the AAR being introduced because the shield tankers got the ASB, when can i expect to see an XL-shield extender to 'counter' the fact that the 1600mm plate exists COME AT ME BRO
I'LL JUST BE DOCKED IN THIS STATION |
Takeshi Yamato
Ministry of War Amarr Empire
578
|
Posted - 2013.01.22 12:47:00 -
[337] - Quote
Spugg Galdon wrote:Takeshi Yamato wrote:Oversized modules need to go. They make it impossible to get the balance right.
I disagree because oversizing in shields is actually necessary for balance due to the value of mid slots.
You don't understand my proposal. The poster before you didn't either.
My proposal isn't about "how much hitpoints should extenders/plates add?" but about "let's make a system where we can add the right amount of hitpoints to cruiser extenders/plates without upsetting battlecruiser/battleship balance". |
Roime
Shiva Furnace
1766
|
Posted - 2013.01.22 12:51:00 -
[338] - Quote
Skippermonkey wrote:OK, seeing as this update is all about 'parity' to a degree, the AAR being introduced because the shield tankers got the ASB, when can i expect to see an XL-shield extender to 'counter' the fact that the 1600mm plate exists
It will come along with the ability to fit dual XLAARs on battlecruisers, just be patient!
-á- All I really wanted was to build a castle among the stars - |
Hastemal Nisk
Dragon Clan Nulli Secunda
0
|
Posted - 2013.01.22 13:00:00 -
[339] - Quote
I still think much of the active armor tanking issue comes from being able to squeeze 2 xlarge boosters/booster and amplifier into a battlecruiser or even some cruiser hulls _and_ do a very good weapons fit, while there's no way that a sub battleship hull can in any way fit a large repper, while multiple medium reps push out needed damage mods. |
Spugg Galdon
APOCALYPSE LEGION
269
|
Posted - 2013.01.22 13:00:00 -
[340] - Quote
Ok.
Adjustments to armour plates. Good.
Adjustments to rigs. I need to look into this further.
Active Tanking: Active armour tanking cycles slower with larger boosts per cycle for better efficiency and lower HP/s Active shield tanking cycles faster with smaller boosts per cycle for lower efficiency and higher HP/s
The main issue I have with active tanking are the numbers when talking about efficiency. Armour repairers are supposed to be more efficient than Shield Boosters. However, if we look into active tanking on the whole it looks like this:
Active armour tanking tends to be "Dual Rep Fit". This is fairly normal and in order for an active shield tank to compete it is allowed (due to fitting) to oversize the shield booster and fit a "Shield Boost Amp" to fill the gap.
T2 Armour Rep modules provide 2 HP/ Cap unit per module. Dual reps provide approx 70 HP/s @ 2 HP/ Cap unit
T2 Shield Boost modules provide 1.5 HP/ Cap unit per module Single oversized Shield boost + amp provide approx 81.5 HP/s @ 2.3 HP/ Cap unit.
I believe Armour reps need to have their efficiency looked into. I think they should be more like 3 HP/ Cap unit.
Also, efficiency of all active tanking modules need to be rebalanced as ASB's and AAR's are very much changing the shape of active tanking. It is clear that ASB's and AAR's are designed for "Burst Tanking" due to requiring to be fueled and having long reload timers. For traditional active tanking modules to compete with these modules they need to be more efficient than they currently are and have them refocused into "Endurance Tanking" modules (shield and armour).
Also, your response to people asking for you to look at repair amount bonus to also effect incoming remote reps really disappointed me. You basically gave your opinion without backing that up with any numbers where everyone else has provided solid numbers which suggest that the bonus would not be "Totally OP". Is the entire community missing something that you know? Please elaborate on your statement to this question.
Thanks. |
|
Dzajic
109
|
Posted - 2013.01.22 13:02:00 -
[341] - Quote
I would take this chance to be boring and repetitive and remind everyone that proposed changed do very little if we don't look only at new gimmick module.
Standard armor reps remain exactly the same, rig bonuses remain exactly the same, one kind of crippling penalty is changed to another crippling penalty (should I be slow as snail or should I downgrade all my guns or swap tank rigs for grid rigs?). Only changes that even touch active armor tank are change of penalties and new overheat rig (That is in current version worse than nanobot accelerator), everything else about active armor tank remains the same subpar old self. |
John Nucleus
Black.Tie
62
|
Posted - 2013.01.22 13:07:00 -
[342] - Quote
Rick Rymes wrote:So in theory The AAR reps over twice that of a T1 Armor rep, the Incursus should only need one to achieve around the same as dual repping Add on that this mod runs on cap charges, you don't necessarily need a cap booster, which frees a mid for a web And because a AAR acts as two reps, you also technically have an extra low as well, which can be used to add more buffer/speed/damage And because you are using one AAR instead of two reps you should in theory have more fitting for other stuff But to top it off you no longer have a severe speed penalty on an already fast ship even with armor rigs Did the toughest T1 frig just up its game???
That's how I see it too. The incursus just became too good. Great tank, gank, speed, and control. It has no weakness. Why would you want to fly any other brawler? |
Johnny Aideron
Order of Rouvenor
24
|
Posted - 2013.01.22 13:13:00 -
[343] - Quote
Fozzie can you explain why you consider a hull bonus for recieved remote reps to be OP? I mean there is already a bonus to remote reps in the game it is called armor/shield resistance bonuses.
Hypothetical example: Imagine a 25 man gang (with 20 dps ships and 5 logi) vs an identical gang. Each dps ship does 500 dps while each logi reps about 300 armor points/s. The only difference between them is that one gang has a 37.5% bonus to recieved remote armor repairs while the other gang has a 25% bonus to armor resists.
Both gangs put out 10,000 DPS (before resists are taken into account) and rep 1500 dps. How does the different hull bonuses affect each gang? Well firstly the gang with resist bonuses reduces incoming damage by 25%, so the other sides DPS is reduced by 2500dps. Whereas the other gang get a boost to it's remote reps so their incoming repairs are increased by 562.5 dps.
So even with a hypothetical bonus to recieved reps the resistance bonused ships win out.
Under the fairly sensible assumption that a fleet brings more dps than logi, then the armour resistance bonus ends up being much more useful in fleets than this hypothetical bonus to recieved reps. Furthermore: *Resistance bonused ships tend to have an extra low or mid for tanking, whereas active tanking ships tend to have a less focused slot layout, forcing one to either sacrifice tank or dps. *Resistance bonused ships get better as the fleet scales up whereas active tankers get progressively worse even with this proposed active rep bonus. *Resistance bonused ships are less vulnerable to volley damage on top of getting more remote reps
Even so, if the bonus turned out to be too strong you could always lessen the bonus to 3-5% for remote reps (and leave 7.5% bonus for active tanking). I just don't see why it's OP. |
Sui'Djin
Black Rise Guerilla Forces
10
|
Posted - 2013.01.22 13:15:00 -
[344] - Quote
Since this is a thread about armor tanking:
Fozzie, are you also considering the imbalance that is caused by slave-set-implants? |
Roime
Shiva Furnace
1767
|
Posted - 2013.01.22 13:17:00 -
[345] - Quote
John Nucleus wrote:
That's how I see it too. The incursus just became too good. Great tank, gank, speed, and control. It has no weakness. Why would you want to fly any other brawler?
It tanks less with new bonus+SAAR than with old bonus Dual SAR II, but only for 7 cycles while still using half as much cap.
-á- All I really wanted was to build a castle among the stars - |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
55
|
Posted - 2013.01.22 13:36:00 -
[346] - Quote
Sean Parisi wrote:I like the fact that you aren't homogenizing the Ancillary armor repper with the shield repper. In fact he does homogenize them. Armor tanking is not a burst tanking, and it shouldnt be! Reactive armor hardener - that is the right approach. I'd rather just revamped that module without inventing anything new. But no, CCP will skrew everything that was done before, they've found IWIN button. Could we have ancillary MWD? Ancillary lasers? Ancillary scram? Ancillary capacitor booster, ftw! Sure, new people, new ideas - THEIR ideas - and who cares about the experiense, the lore, the metagame... |
Griffin Omanid
Knights of the Zodiac
21
|
Posted - 2013.01.22 13:38:00 -
[347] - Quote
I assume these improvements is the first attempt to rebalanc active armor tanking. And also the AAB will surely be first of all only a prototype modul like the ASB, won-¦t it?
Nice changes, and let-¦s see waht they bring. Also I now wish that ASB also get limited to once per ship, but that OT. Proposal T2 BS Class Juggernaut |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
367
|
Posted - 2013.01.22 13:39:00 -
[348] - Quote
Sinzor Aumer wrote:Sean Parisi wrote:I like the fact that you aren't homogenizing the Ancillary armor repper with the shield repper. In fact he does homogenize them. Armor tanking is not a burst tanking, and it shouldnt be! Reactive armor hardener - that is the right approach. I'd rather just revamped that module without inventing anything new. But no, CCP will skrew everything that was done before, they've found IWIN button. Could we have ancillary MWD? Ancillary lasers? Ancillary scram? Ancillary capacitor booster, ftw! Sure, new people, new ideas - THEIR ideas - and who cares about the experiense, the lore, the metagame...
Don't forget, all these modules should only be available in tech 1. That way no one has to make any choices when fitting them.
I think fozzie needs to be ousted as balance dev tbh |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
55
|
Posted - 2013.01.22 13:42:00 -
[349] - Quote
Sui'Djin wrote:Fozzie, are you also considering the imbalance that is caused by slave-set-implants? I'm not Fozzie, but slave set is balanced by crystal set. Capital shield boosters is an issue, but it's definitely offtopic. |
Gripen
1325
|
Posted - 2013.01.22 13:44:00 -
[350] - Quote
CCP Fozzie wrote:Roime wrote:Quote:This effect is stacking penalized and gives no bonus when the reps are not overheated. Same calibration and build costs as a Aux Nano or Nanobot Acc rig. Stacked with what, only with itself or the other two rigs as well? Stacked with itself since nothing else affects armor rep heat bonus atm. What about red giant wormhole effect on overload bonuses? I think it's worth mention here because last time CCP guys didn't test how their changes work with wormhole effects made negative falloff exploit possible.
|
|
Unkind Omen
Stone circle W-Space
9
|
Posted - 2013.01.22 13:46:00 -
[351] - Quote
CCP, please consider decreasing volume taken by Cap Boosters of all sizes by at least two times. The most ridiculous stuff about your Ancillary shield boosters and reps is that they require cargo hold on combat ships to fit active tank. On the other hand you may just want to increase cargo space of active tanking ships or introduce a very special "Battery cargo hold" to them. Having only 4-5 loads of Cap Booster 800 is not enough for long range roamings. Permatanking is not an issue here since you have already managed to limit useful amount of ASB and AAR on ships to one per ship. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
57
|
Posted - 2013.01.22 13:49:00 -
[352] - Quote
Jerick Ludhowe wrote:Sinzor Aumer wrote:Sean Parisi wrote:I like the fact that you aren't homogenizing the Ancillary armor repper with the shield repper. In fact he does homogenize them. Armor tanking is not a burst tanking, and it shouldnt be! Reactive armor hardener - that is the right approach. I'd rather just revamped that module without inventing anything new. But no, CCP will skrew everything that was done before, they've found IWIN button. Could we have ancillary MWD? Ancillary lasers? Ancillary scram? Ancillary capacitor booster, ftw! Sure, new people, new ideas - THEIR ideas - and who cares about the experiense, the lore, the metagame... Don't forget, all these modules should only be available in tech 1. That way no one has to make any choices when fitting them. I think fozzie needs to be ousted as balance dev tbh I also vaguely remember attempts to make TC/TE/TD for missles. Jeez, where is your imagination, guys? Who was the one to introduce capacitor with its amazing recharge curve? Find him, bring him back, pay him well. Or just sometime use brainstorms with us, players. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
57
|
Posted - 2013.01.22 13:53:00 -
[353] - Quote
Unkind Omen wrote:CCP, please consider decreasing volume taken by Cap Boosters of all sizes by at least two times. No. Just remember once and for all - now you're cargohold-tanking. Not that realman-ish like hull tanking, but sure even more dumb. |
Unkind Omen
Stone circle W-Space
9
|
Posted - 2013.01.22 13:56:00 -
[354] - Quote
Sinzor Aumer wrote:Unkind Omen wrote:CCP, please consider decreasing volume taken by Cap Boosters of all sizes by at least two times. No. Just remember once and for all - now you're cargohold-tanking. Not that realman-ish like hull tanking, but sure even more dumb. That's not fair, I want some cargo space for loot! Why should I get no loot if target is unable to protect itself? |
Edward Olmops
Sirius Fleet
35
|
Posted - 2013.01.22 13:59:00 -
[355] - Quote
Concerning math....
If I combine 3 Rigs that each give 100% bonus to the overheat bonus, what is going to happen?
Stacking: 1. 100% 2. 88% 3. 57% (roughly)
which means the combined bonus is: 2 x 1,88 x 1,57 = 5,9
multiply the 10% rep amount by 5,9 => 59% bonus to rep amount. Nice.
multiply the 15% ROF bonus by 5,9 => 88,5% bonus to ROF. OmgwtfBBQop....wh000t?
Does that mean 8,7times as many cycles or am I somehow completely wrong?
Would mean: AAR loaded, overheated, 3 Rigs: like 2.25 x 1.59 x 8.7 = 31times the rep amount of a T1 repper (8.7times the cap usage plus the cap boosters). or in other news: push that button to instantly trade aall your cap, a molten repper and half a cargohold full of cap boosters a for a fully restored armor... |
Unkind Omen
Stone circle W-Space
9
|
Posted - 2013.01.22 14:01:00 -
[356] - Quote
Edward Olmops wrote:Concerning math....
If I combine 3 Rigs that each give 100% bonus to the overheat bonus, what is going to happen?
Stacking: 1. 100% 2. 88% 3. 57% (roughly)
which means the combined bonus is: 2 x 1,88 x 1,57 = 5,9
I guess it is 100%+100%+88%+57% = 345% here.
|
Rick Rymes
Caldari Advanced Technology Corporation
39
|
Posted - 2013.01.22 14:03:00 -
[357] - Quote
Roime wrote:John Nucleus wrote:
That's how I see it too. The incursus just became too good. Great tank, gank, speed, and control. It has no weakness. Why would you want to fly any other brawler?
It tanks less with new bonus+SAAR than with old bonus Dual SAR II, but only for 7 cycles while still using half as much cap.
It adds more depth at least to a very one fit ship, A cap booster/AAR/t2 rep will still be awesome like the current dual rep Incursus but now a attacker has to worry if he is fit with a web or not.
The whole pg trade off seems a bit **** when all shield users gain is a bigger sig.
And why are trimarks/resist rigs still have a speed penalty, my underpowered buffer Punisher isnt aloud to go above 900m/s but the overpowered Incursus can go as fast as it likes |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
369
|
Posted - 2013.01.22 14:09:00 -
[358] - Quote
Rick Rymes wrote:And why are trimarks/resist rigs still have a speed penalty, my underpowered buffer Punisher isnt aloud to go above 900m/s but the overpowered Incursus can go as fast as it likes
Agreed. Trimarks should be mass penatly as additional weight does not decrease speed outside of terribad physics models (aka eve). Resistance rigs should do something else entirely when it comes to drawbacks, your ship slowing down because your armor is "harder" just does not make much sense.
|
Pinky Denmark
The Cursed Navy
314
|
Posted - 2013.01.22 14:11:00 -
[359] - Quote
I can't believe I'm hearing whines about "large shield extenders fit much easier than 1600mm plates" and "shield boosters have much better burst tank than armor reps". Come on guys - shield and armor have always been different and you are forgetting plenty armor advantages like better standard resists, much lower cap consumption on armor reps and bigger plates available than shield extenders. can we have this discussion about the armor tank issues and why these changes are good and bad?
Having cooled down I looked at this again with fresh eyes :
Skillbook reducing plate mass with 25% : I think this will help a little on the skirmish area where shield tankers prevail due to being able to outrun and outmaneuver armor ships. But with velocity drawback still on half the armor rigs armor ships will only have a chance while active tanking and then they will likely be alpha'ed before getting tackle on a shield skirmisher... Interceptors will definately still be better off with a shield extender even if traditionally an armor ship!!
Skillbook enabling active reps to go nuts while overheating : Okay, I guess it's convenient. It has potential to compensate for the slow cycle times on reppers and most active rep ships I've used can spare a rig slot for this. Rigs increasing powergrid? Go go autocannons on all active rep ships without a good racial gun bonus.
Base mass adjustment on plates with exceptions. Just make sure you have a logical pattern on those plates mass. Don't make 1600 and 400 stick out. People only use them because thats the biggest they can fit and not because of their mass penalty.
AAR gives armor tankers a few advantages:
More burst rep because active tanking today doesn't keep up with half the dps people bring. But why not boost active tanking in general because normal shield boosters doesn't work for pvp either unless you go officer mods and crystals with blue pills... Why not focus on the problem instead of making an alternative? It's fine to have mods with an alternate better burst tank, but the normal ones need a boost too, seriously.
Cap injected so basically save a cap booster, but armor tanking already use way less cap pr. hitpoint than shield boosting? There is a reson while armor tankers could run 2 armor reps easier than shield tankers could run a single shield booster and the shield booster needed an amp on top to get decent results when talking about effeciency. And honestly it seems like a cap booster is needed anyway for 2nd repper and most guns - It's not like most armor tankers have issues with enough medslots anyway... which means armor reppers will likely be able to keep their reps going even at 3/4 for normal cap while an ASB tanker just stops to exist because the latest nerf made single ASB useless in order to balance dual ASBs...
Don't think this is all it takes to fix armor tanking - It'll be like the hybrid buff that wasn't finished but just dropped in silence when you started focus on ships rather than looking into why people didn't use railguns and why people rarely used anything but antimatter with a few minor exceptions.
Pinky
PS. sorry for bittervet attitude, I mean it well.. |
Spugg Galdon
APOCALYPSE LEGION
269
|
Posted - 2013.01.22 14:21:00 -
[360] - Quote
Pinky..... Good points but you need to look at the numbers for armour vs shield boosting efficiency again.
A dual MAR II fit pushes 70HP/s at 2HP/ Cap unit A Large SB II plus a SBA II pushes 81.6 HP/s at 2.267 HP/ Cap unit.
The Shield booster is actually more efficient than the armour. The difference in HP/s is actually equalised from the armours better resistance profile.
Standard armour repairers really need their efficiency increased to 3 HP/ cap unit.
But I agree with your other statements about "fixing what we've already got". |
|
Edward Olmops
Sirius Fleet
36
|
Posted - 2013.01.22 14:22:00 -
[361] - Quote
Unkind Omen wrote: I guess it is 100%+100%+88%+57% = 345% here.
Why? That would be the only place in EVE where a combined bonus would be calculated in this way... |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
478
|
Posted - 2013.01.22 14:25:00 -
[362] - Quote
Johnny Aideron wrote:Fozzie can you explain why you consider a hull bonus for recieved remote reps to be OP? I mean there is already a bonus to remote reps in the game it is called armor/shield resistance bonuses.
Hypothetical example: Imagine a 25 man gang (with 20 dps ships and 5 logi) vs an identical gang. Each dps ship does 500 dps while each logi reps about 300 armor points/s. The only difference between them is that one gang has a 37.5% bonus to recieved remote armor repairs while the other gang has a 25% bonus to armor resists.
Both gangs put out 10,000 DPS (before resists are taken into account) and rep 1500 dps. How does the different hull bonuses affect each gang? Well firstly the gang with resist bonuses reduces incoming damage by 25%, so the other sides DPS is reduced by 2500dps. Whereas the other gang get a boost to it's remote reps so their incoming repairs are increased by 562.5 dps.
So even with a hypothetical bonus to recieved reps the resistance bonused ships win out.
Under the fairly sensible assumption that a fleet brings more dps than logi, then the armour resistance bonus ends up being much more useful in fleets than this bonus to recieved reps. Furthermore: *Resistance bonused ships tend to have an extra low or mid for tanking, whereas active tanking ships tend to have a less focused slot layout, forcing one to either sacrifice tank or dps. *Resistance bonused ships get better as the fleet scales up whereas active tankers get progressively worse even with this proposed active rep bonus. *Resistance bonused ships are less vulnerable to volley damage on top of getting more remote reps
Even so, if the bonus turned out to be too strong you could always lessen the bonus to 3-5% for remote reps (and leave 7.5% bonus for active tanking). I just don't see why it's OP.
Because making a T1 ship that doesn't work without logistics would be bad? |
Takeshi Yamato
Ministry of War Amarr Empire
578
|
Posted - 2013.01.22 14:29:00 -
[363] - Quote
Edward Olmops wrote:Concerning math....
If I combine 3 Rigs that each give 100% bonus to the overheat bonus, what is going to happen?
Stacking: 1. 100% 2. 88% 3. 57% (roughly)
which means the combined bonus is: 2 x 1,88 x 1,57 = 5,9
multiply the 10% rep amount by 5,9 => 59% bonus to rep amount. Nice.
multiply the 15% ROF bonus by 5,9 => 88,5% bonus to ROF. OmgwtfBBQop....wh000t?
Does that mean 8,7times as many cycles or am I somehow completely wrong?
Would mean: AAR loaded, overheated, 3 Rigs: like 2.25 x 1.59 x 8.7 = 31times the rep amount of a T1 repper (8.7times the cap usage plus the cap boosters). or in other news: push that button to instantly trade aall your cap, a molten repper and half a cargohold full of cap boosters a for a fully restored armor...
The correct way to calculate the effect of 3x overcharger rigs and overloading is likely
1x + 1x + 0.87x + 0.57x = 3.44x
Substitute x for 10% to get the repair bonus, substitute x for 15% to get the cycle time reduction.
34.4% repair bonus -51.6% cycle time
Overloaded repair/sec: 1.344 / (1-0.516) = 2.77x
Substitute x for the repair/sec of the repair module. A medium armor rep I repairs 36.66 per second. Overloaded with 3x overcharge rigs it would be 101.81 |
DJ P0N-3
Table Flippendeavors
154
|
Posted - 2013.01.22 14:33:00 -
[364] - Quote
These changes are kind of uninteresting. I'll withhold judgement until there's another pass at them, if there is one. |
Shpenat
Pafos Technologies
31
|
Posted - 2013.01.22 14:34:00 -
[365] - Quote
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
[/list]
Quick Q&A about the AAR: Why limited to one per ship?The longer time between reloads is a big part of the playstyle we wanted to give the AAR, but that with multiple copies would completely negate the burst tanking ideal. In addition, there is more of a tradition of lowslot tanking modules restricted to one per ship so I made the call that in this case the restriction would be worthwhile. The ASB debate is a separate issue unconnected. Please note that nothing is preventing current dual or triple rep fits from swapping one of their reps into an AAR. Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further. Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
I am not sure I understand this correctly. I will demonstrate how I understand this. Please correct me if I am wrong.
I will use medium size T1 module (with no skill modification). The module when active without cap booster loaded uses 160GJ of capacitor and delivers 240*0.75 = 180 HP at the end of 12 seconds cycle. When the module is loaded with 50, 75 or 100 size cap boster charges (9 of them) it will use 160GJ of capacitor and deliver 540 HP at the end of 12 seconds cycle. After all cap booster charges are used it will either turn off and go to 1 minute reload cycle or it will run with lower efficiency.
In short to operate medium AAR the cruiser or battlecruiser needs to have also medium capacitor booster. It also implies that you need to carry two size of boosters in your cargohold to (i.e 50 an 800).
I personally like the changes to the plates and rigs. I will adapt to the higher PG requirement (even though standard dual AR fit is tight on PG and generally requires lower gun tier). But having to carry two size of capacitor booster charges is kind of odd.
|
Krell Kroenen
Miners In Possession
115
|
Posted - 2013.01.22 14:34:00 -
[366] - Quote
So instead of working within the bounds of the existing system the answer is to throw more skills and modules at armor tanking. I guess that is one way of adding "new" content to the game. The skill to reduce plate mass will help but I can't say training for it will be all that thrilling. It just seems like a bandaid to correct one of the short comings of armor tanking, but now it's a feature since I get to spend training time to lessen a bad design element. And now I am reminded why skill books are one of the largest isk sinks in the game.
Also the AAR seems like a gimic that pretty much plucks out varity since it will be the must have module on your active tanking ship. And here I was hoping for active armor tanking to be more viable in general when I saw the title of Armor Tanking 2.0. As for the rig changes, they appear to help some while hurting others so their view of an improvement would be in the eye of the user as with most things.
Over all I guess there will be a rash of AAR fited ships running a muck after this goes lives and CCP will claim armor tanking as being fixed. But I can't help but feel that these changes are a copout to getting their hands dirty and doing a proper reworking of armor tanking. A ill fitted bandaid to a wound that really needs surgery if
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Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
246
|
Posted - 2013.01.22 14:34:00 -
[367] - Quote
Sinzor Aumer wrote:Ancillary capacitor booster, ftw! +1 Ancillary Cap Booster MODULAR DRONES
MORE ORE SHIPS |
Keko Khaan
Center for Advanced Studies Gallente Federation
112
|
Posted - 2013.01.22 14:36:00 -
[368] - Quote
So while i like these armor buffs.. Fact is after drake and tengu hml nerf ahacs and armor tank are OP. So while your making allready OP armor tanking even more OP. When we can exept some balancing in means of buffing shield tanking? Can we also have skill that reduces shield tanks sig radius penalty? Ancillary boosters we allready have on shield side... |
Griffin Omanid
Knights of the Zodiac
21
|
Posted - 2013.01.22 14:37:00 -
[369] - Quote
Unkind Omen wrote:Sinzor Aumer wrote:Unkind Omen wrote:CCP, please consider decreasing volume taken by Cap Boosters of all sizes by at least two times. No. Just remember once and for all - now you're cargohold-tanking. Not that realman-ish like hull tanking, but sure even more dumb. That's not fair, I want some cargo space for loot! Why should I get no loot if target is unable to protect itself?
Hey, Armour tanker have enough lowslots for some Cargohold Extenders.
But an extra cargo container for charges and ammunition would be nice, also then most ship would have less cargo then the Amarr ships now have... And this means that again some other guys would complain... Proposal T2 BS Class Juggernaut |
Griffin Omanid
Knights of the Zodiac
21
|
Posted - 2013.01.22 14:39:00 -
[370] - Quote
Keko Khaan wrote:So while i like these armor buffs.. Fact is after drake and tengu hml nerf ahacs and armor tank are OP. So while your making allready OP armor tanking even more OP. When we can exept some balancing in means of buffing shield tanking? Can we also have skill that reduces shield tanks sig radius penalty? Ancillary boosters we allready have on shield side...
A sig reduction would be fair, but the rest... Are you serious? Proposal T2 BS Class Juggernaut |
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
478
|
Posted - 2013.01.22 14:44:00 -
[371] - Quote
Keko Khaan wrote:So while i like these armor buffs.. Fact is after drake and tengu hml nerf ahacs and armor tank are OP. So while your making allready OP armor tanking even more OP. When we can exept some balancing in means of buffing shield tanking? Can we also have skill that reduces shield tanks sig radius penalty? Ancillary boosters we allready have on shield side...
Armor tanking is being buffed because shield tanking was so much better..
Also Tengu/drake got a massive HAM buff with the HML nerf.. as well as making javs usable..
Really thinking armor is overpowered and that shield rigs/modules need to have their penalty decreased... Really that just means that you don't really understand the mechanics involved... |
Johnny Aideron
Order of Rouvenor
26
|
Posted - 2013.01.22 14:47:00 -
[372] - Quote
Garviel Tarrant wrote: Because making a T1 ship that doesn't work without logistics would be bad?
They would still have a bonus to their own armor repairers. The skill could be changed to "7.5% bonus to armor repair and recieved armor repair amount per level". |
Paul Clancy
Korpu no Byakko Tower of Dark Alliance
28
|
Posted - 2013.01.22 14:48:00 -
[373] - Quote
Fozzie, please concider adding the following bonus to Nanobot Overcharger: simultaneous reduction of heat damage by the same 30%.
Thanks! |
Keko Khaan
Center for Advanced Studies Gallente Federation
112
|
Posted - 2013.01.22 14:49:00 -
[374] - Quote
Garviel Tarrant wrote:Keko Khaan wrote:So while i like these armor buffs.. Fact is after drake and tengu hml nerf ahacs and armor tank are OP. So while your making allready OP armor tanking even more OP. When we can exept some balancing in means of buffing shield tanking? Can we also have skill that reduces shield tanks sig radius penalty? Ancillary boosters we allready have on shield side... Armor tanking is being buffed because shield tanking was so much better.. Also Tengu/drake got a massive HAM buff with the HML nerf.. as well as making javs usable.. Really thinking armor is overpowered and that shield rigs/modules need to have their penalty decreased... Really that just means that you don't really understand the mechanics involved...
I know what happened to hml and hams so you dont need to tell me that. Youre the one who dont understand game mechanics. Armor tanking is getting huge buff which makes it OP towards shield tanking. Im talking about the skill that reduces armor tanking penalty. Thats why we need skill that reduces shield tanking sig radius penalty to make shield tanking balanced towards armor tanking.
You can try pull you BS anbout me not knowing game mechanics but fact is your just want to pwn shield tank ships with OP buffed armor tank...
Soo L2P 1st and come back on forums then... |
Griffin Omanid
Knights of the Zodiac
21
|
Posted - 2013.01.22 14:52:00 -
[375] - Quote
Shpenat wrote: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
[/list]
Quick Q&A about the AAR: Why limited to one per ship?The longer time between reloads is a big part of the playstyle we wanted to give the AAR, but that with multiple copies would completely negate the burst tanking ideal. In addition, there is more of a tradition of lowslot tanking modules restricted to one per ship so I made the call that in this case the restriction would be worthwhile. The ASB debate is a separate issue unconnected. Please note that nothing is preventing current dual or triple rep fits from swapping one of their reps into an AAR. Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further. Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered.
I am not sure I understand this correctly. I will demonstrate how I understand this. Please correct me if I am wrong. I will use medium size T1 module (with no skill modification). The module when active without cap booster loaded uses 160GJ of capacitor and delivers 240*0.75 = 180 HP at the end of 12 seconds cycle. When the module is loaded with 50, 75 or 100 size cap boster charges (9 of them) it will use 160GJ of capacitor and deliver 540 HP at the end of 12 seconds cycle. After all cap booster charges are used it will either turn off and go to 1 minute reload cycle or it will run with lower efficiency. In short to operate medium AAR the cruiser or battlecruiser needs to have also medium capacitor booster. It also implies that you need to carry two size of boosters in your cargohold to (i.e 50 an 800).
With most armour tanks you don-¦t repair the whole time, are you? Because most of them buffer can buffer enough damage to so that you normally try to keep your armour hp above 50 % and turn off the reppers once you reach 95 %. So you burst rep 4860 HP with 9 charges and then must reload and hope you won-¦t get killed in this 60 sec. Proposal T2 BS Class Juggernaut |
Rick Rymes
Caldari Advanced Technology Corporation
40
|
Posted - 2013.01.22 14:57:00 -
[376] - Quote
Keko Khaan wrote:Garviel Tarrant wrote:Keko Khaan wrote:So while i like these armor buffs.. Fact is after drake and tengu hml nerf ahacs and armor tank are OP. So while your making allready OP armor tanking even more OP. When we can exept some balancing in means of buffing shield tanking? Can we also have skill that reduces shield tanks sig radius penalty? Ancillary boosters we allready have on shield side... Armor tanking is being buffed because shield tanking was so much better.. Also Tengu/drake got a massive HAM buff with the HML nerf.. as well as making javs usable.. Really thinking armor is overpowered and that shield rigs/modules need to have their penalty decreased... Really that just means that you don't really understand the mechanics involved... I know what happened to hml and hams so you dont need to tell me that. Youre the one who dont understand game mechanics. Ammor tanking is getting huge buff which makes it OP towards shield tanking. Im talking about the skill that reduces armor tanking penalty. Thats why we need skill that reduces shield tanking sig radius penalty to make shield tanking balanced towards armor tanking. You can try pull you BS anbout me not knowing game mechanics but fact is your just want to pwn shield tank ships with OP buffed armor tank... Soo L2P 1st and come back on forums then...
I would love to live in your world for a minute, ignorance is bliss.
But i will humor you. I will fly a Breacher and you fly a Punisher.
By your logic the Punisher will win because would you know it, armor tanking is OP.
I will go on a limb and say you fly shield not armor, and as a result have never had the issue of a faster, harder hitting enemy fly endlessly around you hitting you with greater range.
The very idea that a armor boat could possibly keep pace with a shield boat and rep as much is just to OP
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Sofia Wolf
Ministry of War Amarr Empire
147
|
Posted - 2013.01.22 15:00:00 -
[377] - Quote
Hey Fozz could you give us 1200 mm armor plates? Please, pretty please, with sugar on top. |
Keko Khaan
Center for Advanced Studies Gallente Federation
112
|
Posted - 2013.01.22 15:01:00 -
[378] - Quote
Rick Rymes wrote:Keko Khaan wrote:Garviel Tarrant wrote:Keko Khaan wrote:So while i like these armor buffs.. Fact is after drake and tengu hml nerf ahacs and armor tank are OP. So while your making allready OP armor tanking even more OP. When we can exept some balancing in means of buffing shield tanking? Can we also have skill that reduces shield tanks sig radius penalty? Ancillary boosters we allready have on shield side... Armor tanking is being buffed because shield tanking was so much better.. Also Tengu/drake got a massive HAM buff with the HML nerf.. as well as making javs usable.. Really thinking armor is overpowered and that shield rigs/modules need to have their penalty decreased... Really that just means that you don't really understand the mechanics involved... I know what happened to hml and hams so you dont need to tell me that. Youre the one who dont understand game mechanics. Ammor tanking is getting huge buff which makes it OP towards shield tanking. Im talking about the skill that reduces armor tanking penalty. Thats why we need skill that reduces shield tanking sig radius penalty to make shield tanking balanced towards armor tanking. You can try pull you BS anbout me not knowing game mechanics but fact is your just want to pwn shield tank ships with OP buffed armor tank... Soo L2P 1st and come back on forums then... I would love to live in your world for a minute, ignorance is bliss. But i will humor you. I will fly a Breacher and you fly a Punisher. By your logic the Punisher will win because would you know it, armor tanking is OP. I will go on a limb and say you fly shield not armor, and as a result have never had the issue of a faster, harder hitting enemy fly endlessly around you hitting you with greater range. The very idea that a armor boat could possibly keep pace with a shield boat and rep as much is just to OP
Armor tanking downside is mass penalty on plates and rigs while shield tanks have sig radius penalty on shield extenders and rigs. Now if ccp gives skill that reduces armor tanking downside but doesnt make skill that would reduce shield tanks downside. Yes it makes armor tanking OP towards shield tanking.
|
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CCP Fozzie
C C P C C P Alliance
3517
|
Posted - 2013.01.22 15:04:00 -
[379] - Quote
Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Dzajic
109
|
Posted - 2013.01.22 15:11:00 -
[380] - Quote
CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced.
Can you please also reconsider Incursus nerf till further notice? It would be terrible shame if AARs got delayed or changed to something more reasonable and the little frig got its bonus nerfed for no reason. Please! :( |
|
Shpenat
Pafos Technologies
31
|
Posted - 2013.01.22 15:11:00 -
[381] - Quote
Griffin Omanid wrote:Shpenat wrote:CCP Fozzie wrote:
Ancillary Armor Repairer statistics
I am not sure I understand this correctly. I will demonstrate how I understand this. Please correct me if I am wrong. I will use medium size T1 module (with no skill modification). The module when active without cap booster loaded uses 160GJ of capacitor and delivers 240*0.75 = 180 HP at the end of 12 seconds cycle. When the module is loaded with 50, 75 or 100 size cap boster charges (9 of them) it will use 160GJ of capacitor and deliver 540 HP at the end of 12 seconds cycle. After all cap booster charges are used it will either turn off and go to 1 minute reload cycle or it will run with lower efficiency. In short to operate medium AAR the cruiser or battlecruiser needs to have also medium capacitor booster. It also implies that you need to carry two size of boosters in your cargohold to (i.e 50 an 800). With most armour tanks you don-¦t repair the whole time, are you? Because most of them can buffer enough damage to so that you normally try to keep your armour hp above 50 % and turn off the reppers once you reach 95 %. So you burst rep 4860 HP with 9 charges and then must reload and hope you won-¦t get killed in this 60 sec.
You are describing burst tanking. That is fine. The problem I see is you need two size of cap booster charges and cap booster to do it.
The question is why cap booster charges?
Races specialized in armour tanking (Amarr, Gallente) mostly use cap dependent weapon systems (lasers, hybrids). On the other hand shield tanking races (Minmatar, Caldari) has a lot of ships designed for capless guns (projectiles, missiles). ASB hence makes a lot of sense as it drops the requirement for capacitor booster and frees one slot.
With AAR the things you need to have in your cargohold: ammo, largest possible cap booster charges for cap booster. smallest possible cap charges for AAR, nanite repair paste to repair overheated modules. Quite a lot of stuff... |
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CCP Fozzie
C C P C C P Alliance
3523
|
Posted - 2013.01.22 15:14:00 -
[382] - Quote
Dzajic wrote:CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced. Can you please also reconsider Incursus nerf till further notice? It would be terrible shame if AARs got delayed or changed to something more reasonable and the little frig got its bonus nerfed for no reason. Please! :(
We're not going to apply the Incursus change if significant parts of this proposal get delayed, don't worry. They go hand in hand. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Hannott Thanos
Notorious Legion
306
|
Posted - 2013.01.22 15:14:00 -
[383] - Quote
Shpenat wrote: With AAR the things you need to have in your cargohold: ammo, largest possible cap booster charges for cap booster. smallest possible cap charges for AAR, nanite repair paste to repair overheated modules. Quite a lot of stuff...
I was under the impression that one cycle only pulls the required amount of cap from the loaded booster? |
Rick Rymes
Caldari Advanced Technology Corporation
40
|
Posted - 2013.01.22 15:15:00 -
[384] - Quote
Keko Khaan wrote: Ignorance seems indeed to bless for people like urself but let me explain it to you.
Armor tanking downside is mass penalty on plates and rigs while shield tanks have sig radius penalty on shield extenders and rigs. Now if ccp gives skill that reduces armor tanking downside but doesnt make skill that would reduce shield tanks downside. Yes it makes armor tanking OP towards shield tanking.
What you say is honorable but factor this in.
We don't want a skill that reduces mass penalty
The fact that an armor tanker has to train a skill to reduce a disadvantage that a alternate system does not have is plain unfair.
And that's not taking into account that the sig penalty is very slight when compared to the mass/speed penalty
What would make it fair is if there was no mass/speed penalty to begin with OR shield mods/rigs had the same speed/mass penalty, which not only makes sense since it means speed tanking becomes a more independent way of fitting a ship.
If CCP do decide to continue with this path then yes maybe a pointless skill to reduce shield sig penalty can be bezzie mate with the equally pointless mass penalty reduction skill |
Shpenat
Pafos Technologies
31
|
Posted - 2013.01.22 15:15:00 -
[385] - Quote
CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced.
Sad panda face
That rig was actually looking quite promising. |
Pinky Denmark
The Cursed Navy
314
|
Posted - 2013.01.22 15:16:00 -
[386] - Quote
Buffer tanks just work better than active reps because more people are involved in the fights these days with a bigger server population as well as the dps from each ship has increased a lot the last few years easily overcoming active tanks...
Shield buffers work better than armor buffer for other reasons than a direct comparison: Buffer and RR proofed to be win - but armor rr is dealyed making it a problem with bigger numbers. Shield buffer work better because you don't need to rep up between fights if you have time to wait. Armor buffer can't keep up and dictate range against shield buffer fleets - and speed is important (hence we had a nano nerf) Shield has become in favour because it allows damage mods going full gank. full gank with numbers are better than heavily tanked armor buffers with little dps. This is a result of more people fighting.
So don't go flat out thinking shield buffer is better than armor buffer on a 1 to 1 comparison. It's the added benefits when you have large numbers that gives the image of shield fleets we have today...
Pinky |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
371
|
Posted - 2013.01.22 15:19:00 -
[387] - Quote
CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced.
How about you pull the entire proposal and go ahead and fix existing core issues rather than applying band aid lazy developer fixes.
simply not impressed.
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Shpenat
Pafos Technologies
31
|
Posted - 2013.01.22 15:20:00 -
[388] - Quote
Hannott Thanos wrote: I was under the impression that one cycle only pulls the required amount of cap from the loaded booster?
No. The idea is to use cap from your capacitor AND consume another capacitor booster charge (probably small one) to give the augmented rep amount.
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Jame Jarl Retief
Murientor Tribe Defiant Legacy
975
|
Posted - 2013.01.22 15:22:00 -
[389] - Quote
Krell Kroenen wrote:Over all I guess there will be a rash of AAR fited ships running a muck after this goes lives and CCP will claim armor tanking as being fixed. But I can't help but feel that these changes are a copout to getting their hands dirty and doing a proper reworking of armor tanking. An ill fitted bandage to a wound that really needs surgery if you will.
A lot of folks seem to share this same sentiment. I was talking to someone about this last night, and he said that CCP modus operandi lately has been to put the cart before the horse, then do unspeakable things to the horse, then the cart, and then chalk it up as working as intended and not speak of it again for 5 years out of sheer embarrassment.
And I agree about the new skill. It's nice and all, but is this something that EVE needs? More skills? Especially since you just added four sensor compensation skills a month ago? Is this really what you want a new player to see? More skills? And with the Destroyer/BC split coming in next expansion, and older players getting basically "free" 6 million or so SP that a newbie joining too late to train these will have to train for later at the cost of several months of training time? Is this really making the game better in any way, shape or form? How? |
Keko Khaan
Center for Advanced Studies Gallente Federation
112
|
Posted - 2013.01.22 15:23:00 -
[390] - Quote
Rick Rymes wrote:Keko Khaan wrote: Ignorance seems indeed to bless for people like urself but let me explain it to you.
Armor tanking downside is mass penalty on plates and rigs while shield tanks have sig radius penalty on shield extenders and rigs. Now if ccp gives skill that reduces armor tanking downside but doesnt make skill that would reduce shield tanks downside. Yes it makes armor tanking OP towards shield tanking.
What you say is honorable but factor this in. We don't want a skill that reduces mass penalty The fact that an armor tanker has to train a skill to reduce a disadvantage that a alternate system does not have is plain unfair. And that's not taking into account that the sig penalty is very slight when compared to the mass/speed penalty What would make it fair is if there was no mass/speed penalty to begin with OR shield mods/rigs had the same speed/mass penalty, which not only makes sense since it means speed tanking becomes a more independent way of fitting a ship. If CCP do decide to continue with this path then yes maybe a pointless skill to reduce shield sig penalty can be bezzie mate with the equally pointless mass penalty reduction skill
Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other..
But then again if we compare lets say zealot fleet with logi support vs vaga fleet with logi support. Which is stronger? Yea hard to say depends on situation i guess...
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Little Dragon Khamez
Guardians of the Underworld
34
|
Posted - 2013.01.22 15:24:00 -
[391] - Quote
Dear CCP Fozzie,
Instead of introducing a new skill for armour tankers and widening the power gap between old and new (starting) players why not adapt the hull upgrades skill that most players will have already trained to a significant level:
"Hull Upgrades
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level."
SImply change to:
Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds, armour plates and inertial stabilizers. Grants a 5% bonus to armor hit points and a 5% reduction in mass for fitted plates per skill level.
Job Done. |
Jame Jarl Retief
Murientor Tribe Defiant Legacy
975
|
Posted - 2013.01.22 15:27:00 -
[392] - Quote
Keko Khaan wrote:Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other..
Problem is, you can't compare shields and armor in a straight-up manner. For one, shields regen, armor doesn't. That alone invalidates a lot of direct shield vs armor comparisons.
Now, if CCP added passive armor repair via some new nanite technology, then shield vs armor comparisons would work better, but the cost would be shield and armor tanking being completely homogenized. Then again, with AAR being added on top of ASB, arguably the two ARE getting homogenized regardless.
|
Dzajic
109
|
Posted - 2013.01.22 15:28:00 -
[393] - Quote
Just to note, with OH rigs currently off the table, only change conventional active armor tank receives is trading a lot of grid for some speed. |
Rick Rymes
Caldari Advanced Technology Corporation
40
|
Posted - 2013.01.22 15:28:00 -
[394] - Quote
I have to say that this proposal is underwhelming.
Which to say is uncharacteristic of you Fozzie.
You and your co workers managed to bring Faction warfare to the forefront of PvP
You then made useless and redundant ships become not just useful but also unique, creating endless possibility's and a fresh atmosphere for the average PvPer
some people (including myself) would that it was your teams work that was the best part of Retribution.
But this just does not look healthy , i would prefer you took a better look at Armor tanking in both its active and buffer forms and do a real re vamp of the way armor plays. |
Omnathious Deninard
Extrinsic Operations
449
|
Posted - 2013.01.22 15:30:00 -
[395] - Quote
Jame Jarl Retief wrote:Keko Khaan wrote:Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other.. Problem is, you can't compare shields and armor in a straight-up manner. For one, shields regen, armor doesn't. That alone invalidates a lot of direct shield vs armor comparisons. Now, if CCP added passive armor repair via some new nanite technology, then shield vs armor comparisons would work better, but the cost would be shield and armor tanking being completely homogenized. Then again, with AAR being added on top of ASB, arguably the two ARE getting homogenized regardless. But the AAR and the ASB are functionally different, which was a great idea to do, I like the AAR in both what it does and that it is different from the ASB. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Edward Olmops
Sirius Fleet
36
|
Posted - 2013.01.22 15:35:00 -
[396] - Quote
CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced.
Too bad. I just calculated that with 3 of these T2 rigs, an overheated Repper would actually have had a NEGATIVE cycle time. And I believe THAT would have caused a severe disruption in time-space that might have been used to create wormholes to Jove space... :-(
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Eternal Error
Immortalis Inc. Shadow Cartel
303
|
Posted - 2013.01.22 15:39:00 -
[397] - Quote
Debir Achen wrote:Eternal Error wrote:Hint: In addition to being incorrect on tracking (given that sig radius only matters if your sig radius is less than the sig res of the guns), http://wiki.eveonline.com/en/wiki/Turret_damageMissile damage is capped at a % = sig res / explosion velocity. Do you have a reliable reference stating something similar for guns? Eternal Error wrote:armor rigs penalize speed, not mass. True. But plates penalise mass. And everything else I stated is still true. I don't want to de-rail the thread, but there's a similar topic up in ships and modules right now titled "target painter vs. web vs. tracking computer". You are technically correct that it is not capped. Realistically though, it's not that big a deal.
CCP Fozzie wrote:Larger reply is still coming but I just want to quickly note that we're pulling the Overheating rig from this proposal until further notice.
As always thanks for all your comments on it. I started off with an early mistake with this rig and we're not going to re-add it unless it's properly balanced. Thank you. Please consider scrapping all new module/rig/skill/etc. ideas until you work on balancing existing ones. I think you're trying to come up with big ideas and make big changes when it's simply not necessary. Additionally, a small tweak here and there is all you need to let people know that you understand the issue and are working on it. These balance issues have been around for years, we're not going to freak if you don't fix it all at once.
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Spugg Galdon
APOCALYPSE LEGION
271
|
Posted - 2013.01.22 15:39:00 -
[398] - Quote
To be honest. All rigs should have their penalty removed and the bonus you get from them linked to the level of the skill you train for it.
I mean why not? The drawbacks on rigs on the whole tend to be stupid. Also there is so much imbalance between the rigs. Some rigs are far too good while others are just underwhelming |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
121
|
Posted - 2013.01.22 15:40:00 -
[399] - Quote
Why do we even still have 50mm plates? If you're plating a frigate it should be a 200mm or 400mm or it's a wasted slot.
still waiting on tristan rep bonus btw |
Omnathious Deninard
Extrinsic Operations
449
|
Posted - 2013.01.22 15:42:00 -
[400] - Quote
Spugg Galdon wrote:To be honest. All rigs should have their penalty removed and the bonus you get from them linked to the level of the skill you train for it.
I mean why not? The drawbacks on rigs on the whole tend to be stupid. Also there is so much imbalance between the rigs. Some rigs are far too good while others are just underwhelming In one of the other balancing threads someone mentioned the idea of a 20% reduction per rigging level instead of 10% per level, both improving the effectiveness of rigs and making there a reason to train them to level 5 Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
|
Omnathious Deninard
Extrinsic Operations
449
|
Posted - 2013.01.22 15:43:00 -
[401] - Quote
TrouserDeagle wrote:Why do we even still have 50mm plates? If you're plating a frigate it should be a 200mm or 400mm or it's a wasted slot.
still waiting on tristan rep bonus btw POWNAGE rookie ships Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Shpenat
Pafos Technologies
31
|
Posted - 2013.01.22 15:44:00 -
[402] - Quote
Omnathious Deninard wrote:Jame Jarl Retief wrote:Keko Khaan wrote:Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other.. Problem is, you can't compare shields and armor in a straight-up manner. For one, shields regen, armor doesn't. That alone invalidates a lot of direct shield vs armor comparisons. Now, if CCP added passive armor repair via some new nanite technology, then shield vs armor comparisons would work better, but the cost would be shield and armor tanking being completely homogenized. Then again, with AAR being added on top of ASB, arguably the two ARE getting homogenized regardless. But the AAR and the ASB are functionally different, which was a great idea to do, I like the AAR in both what it does and that it is different from the ASB.
I agree. I like the mechanics behind AAR. But unlike ASB it does not solve the issue with armor tanking.
ASB solved 2 issues: It gives nice burst tanking capability. It decoupled active tanking from capacitor use. It granted shield tanked ships neuting immunity (together with capless guns), It has slighly lower fiting requirements than T1 variant.
AAR tend to solve just single issue: Give armour repairs burst tanking capability.
No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships. |
Edward Olmops
Sirius Fleet
36
|
Posted - 2013.01.22 15:46:00 -
[403] - Quote
Another comment on speeding up reppers:
1) as long as there is a fixed maximum conversion rate between cap and armor points, there will be a limit to how powerful these things become (measured in cap). In general that is an interesting mechanism. Making active Armor Tanking viable for PVP. Maybe Energy Transfer will play a greater role. Neuts aswell as they effectively kill armor.
2) I am a bit worried about the addition of more and more Skills that do not come cheap. While it's a good thing to have more things to train for veterans and it emphasizes specialization, I feel like recently added skills are a bit too narrow and expensive. Compare things like Armor Upgrades, Target Spectrum Breaker Amplification and Radar Sensor Compensation to Skills like Engineering and Navigation regarding usefulness. Ok, the Sensor Compensation skills could be healed by turning Sensor Strength into general E-War resists. Anyway. Off topic.
3) Heat. I believe the effect of heat in overheating a tremendously accelerated repper decreases. Cycles become so short that cap will always run out or become the critical issue long before heat even starts building up.
|
Rick Rymes
Caldari Advanced Technology Corporation
42
|
Posted - 2013.01.22 15:47:00 -
[404] - Quote
Keko Khaan wrote:[ Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other..
Yes it would be more fair to give a skill that reduces sig penalty, a Yin to a Yang.
But no one would train it because it is not needed.
The helpless cry's of poor unfortunate shield tankers who got killed because their sig was slightly bigger are a little drowned out by the massive hoard of pissed off armor tankers who got decimated by yet another faster, better ranged, harder hitting shield ship.
But why so many oppose this idea is not because we as armor tankers think this is a unfair idea.
Its more to do with the fact that shield users already have it all and then have the cheek to say that they want more "cause the armor tankers have something" despite the context in which it is given.
Point being armor needs that skill, but shield does not need one.
Even if its a **** way of fixing a problem. |
Edward Olmops
Sirius Fleet
36
|
Posted - 2013.01.22 15:48:00 -
[405] - Quote
Shpenat wrote: No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships.
Not entirely correct. If some effect like the proposed rigs allow to GREATLY accelerate reppers, you might find a single repper sufficient. This also affects slots and PG usage. The only remaining issue is cap. But there is always a catch, isn't it? |
Jane Schereau
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.01.22 15:50:00 -
[406] - Quote
CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.
The Incursus is already not sane when dual reped.
That said, it would seem you simply reduced it to the standard 7.5% bonus instead of actually doing the math of what you would need to reduce it by to keep it as powerful.
This is a huge nerf to the one of the few ships new players could use for pvp and still have a chance of winning a fight. |
Omnathious Deninard
Extrinsic Operations
450
|
Posted - 2013.01.22 15:51:00 -
[407] - Quote
Edward Olmops wrote:Shpenat wrote: No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships.
Not entirely correct. If some effect like the proposed rigs allow to GREATLY accelerate reppers, you might find a single repper sufficient. This also affects slots and PG usage. The only remaining issue is cap. But there is always a catch, isn't it? Well a skill to reduce cap usage would be nice. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Shpenat
Pafos Technologies
31
|
Posted - 2013.01.22 15:56:00 -
[408] - Quote
Edward Olmops wrote:Shpenat wrote: No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships.
Not entirely correct. If some effect like the proposed rigs allow to GREATLY accelerate reppers, you might find a single repper sufficient. This also affects slots and PG usage. The only remaining issue is cap. But there is always a catch, isn't it? Unfortunately the overheating rig is being removed for now. So no single repper fit viable (except for small size). |
Rick Rymes
Caldari Advanced Technology Corporation
42
|
Posted - 2013.01.22 15:57:00 -
[409] - Quote
Its funny how i go for a **** then go get another beer and in that time we are onto a new page
I was planning on playing eve today, now im way more enthralled by this fourm. |
Keko Khaan
Center for Advanced Studies Gallente Federation
112
|
Posted - 2013.01.22 16:08:00 -
[410] - Quote
Rick Rymes wrote:Keko Khaan wrote:[ Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other..
Yes it would be more fair to give a skill that reduces sig penalty, a Yin to a Yang. But no one would train it because it is not needed. The helpless cry's of poor unfortunate shield tankers who got killed because their sig was slightly bigger are a little drowned out by the massive hoard of pissed off armor tankers who got decimated by yet another faster, better ranged, harder hitting shield ship. But why so many oppose this idea is not because we as armor tankers think this is a unfair idea. Its more to do with the fact that shield users already have it all and then have the cheek to say that they want more "cause the armor tankers have something" despite the context in which it is given. Point being armor needs that skill, but shield does not need one. Even if its a **** way of fixing a problem.
However on other note did you know tengus price has dropped in jita because all the alliances are selling their tengus and replacing that doctrine with different armor doctrines. Do you know that loki hull costs alot more than tengu hull? What does it tells? It tells next fotm will be armor tanked ships and ahacs specially i believe.
And whatever if this skill giving advantage to armor tanking goes trough you can be sure next thing il be proposing will be skill that reduces shield tanks sig penalty to balance shield tank vs armor tank untill we get one..
|
|
Herren Varno
Perkone Caldari State
4
|
Posted - 2013.01.22 16:12:00 -
[411] - Quote
I'm not taken by the AAR proposal, or the direction in general that this patch is proposing. Armour and Shield tanking should be built around different mechanisms to enrich the game. Making armour tanking work more like shield tanking is far too homogenising for my liking (and I feel there's something of a trend developing towards this with the recent rebalancing).
Rather than making armour tanking into a slightly different flavour of shield tanking, why not focus on a different set of strengths and weaknesses to keep it distinct.
Active shield tanks have great burst ability, particularly with ASBs, but the trade-off is that it's relatively short-lived. Active armour tanks should be durable, resilient and efficient, offering more hp the longer a fight progresses. I believe the balance could be redressed in a more enriching way by further embracing the Reactive Armour Hardener:
-RAH should be balanced to provide, on average, more ehp/s per GJ than a second repper (if that's possible).
-New named T1 variants with lower fitting and/or cap requirements than the meta 0 mod, but the same resistance pool. Easier for smaller ships to fit and use.
-New T2 RAH with a larger resistance pool; it could have a longer spool-up time, and/or greater cap/cpu requirements. This would be targetted at cruiser-sized ships and larger (less efficient than a second small repper but more than a medium/large perhaps?)
-Change the resistance shifting from linear growth to logarithmic - giving a quick initial shift, then tailing off the longer it is active. This would give some countering ability to changing incoming damage patterns (by resetting the RAH and getting a quick initial resistance shift).
Possible effects would be more viable single repper, or repper + smaller plate setups (more mobile, and less cap-hungry options than we currently have). Knowing when to reset the RAH would be a vital skill in active armour tanking, and a range of new tactics would need to be devised to overcome this kind of tanking. This should open the door to a lot of fights going initially against the armour tanker before slowly being clawed back into their favour (or not ofc.)
TL;DR Leave burst tanking to shield tanks, focus on the durability aspect of armour tanking to keep it distinct. Use the RAH to achieve this rather than adding another new mod. |
Zarnak Wulf
In Exile.
971
|
Posted - 2013.01.22 16:13:00 -
[412] - Quote
If you take the Brutix and throw one tech one MAR on it you get 363 reps per cycle overheated. Add three armor nano pumps and that goes to 478 overheated. So 478 * 2.25 * 9 cycles = 9680 repaired? Still sounds nice to me.
Putting one on a non bonused ship nets 7047 hp. |
Rick Rymes
Caldari Advanced Technology Corporation
42
|
Posted - 2013.01.22 16:15:00 -
[413] - Quote
Keko Khaan wrote: However on other note did you know tengus price has dropped in jita because all the alliances are selling their tengus and replacing that doctrine with different armor doctrines. Do you know that loki hull costs alot more than tengu hull? What does it tells? It tells next fotm will be armor tanked ships and ahacs specially i believe.
And whatever if this skill giving advantage to armor tanking goes trough you can be sure next thing il be proposing will be skill that reduces shield tanks sig penalty to balance shield tank vs armor tank untill we get one..
All of which has absolutely nothing to do with shield ships having so much sig radus.
I am sure that the reason that power blocs are changing there doctrines not because the Tengu is shield tanked instead of armor tanked it is more to do with the nerf to HML's. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
481
|
Posted - 2013.01.22 16:18:00 -
[414] - Quote
Dzajic wrote:Just to note, with OH rigs currently off the table, only change conventional active armor tank receives is trading a lot of grid for some speed.
Its an absolutely TINY amount of grid.
|
Takeshi Yamato
Ministry of War Amarr Empire
578
|
Posted - 2013.01.22 16:24:00 -
[415] - Quote
Reposting in a way that is hopefully better understood.
@Fozzie: a system where the same armor plates, shield extenders and shield boosters are used across multiple ship classes is just a bad system that makes it hard to balance things. You have almost no flexibility to adjust things.
Consider a system where each ship class gets real choice between two armor plates, two shield extenders, and cannot oversize its shield boosters. Then balancing becomes easy.
It could look like this:
"Reinforced Frigate Armor Plating" "Frigate Armor Plating"
"Reinforced Frigate Shield Extender" "Frigate Shield Extender"
"Frigate Armor Repairer" "Frigate Shield Booster"
"Frigate Ancillary Armor Repairer" "Frigate Ancillary Shield Booster"
Repeat this series for all ship classes (including destroyers and battlecruisers) and suddenly many balance problems would be easy to address.
|
Omnathious Deninard
Extrinsic Operations
451
|
Posted - 2013.01.22 16:29:00 -
[416] - Quote
The RAH needs to be more fluid to be used, as such is should shift resistances based upon the incoming damage % and not solely the damage type. Also it would need to be constantly check the incoming damage and adjust again Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Dzajic
110
|
Posted - 2013.01.22 16:30:00 -
[417] - Quote
Garviel Tarrant wrote:Dzajic wrote:Just to note, with OH rigs currently off the table, only change conventional active armor tank receives is trading a lot of grid for some speed. Its an absolutely TINY amount of grid.
Please tell me how is 350 more grid per LAR II (if you fit 3 tank rigs) "tiny"? And that is with rigging 5. |
Rick Rymes
Caldari Advanced Technology Corporation
43
|
Posted - 2013.01.22 16:34:00 -
[418] - Quote
Takeshi Yamato wrote:Reposting in a way that is hopefully better understood.
@Fozzie: a system where the same armor plates, shield extenders and shield boosters are used across multiple ship classes is just a bad system that makes it hard to balance things. You have almost no flexibility to adjust things.
Consider a system where each ship class gets real choice between two armor plates, two shield extenders, and cannot oversize its shield boosters. Then balancing becomes easy.
It could look like this:
"Reinforced Frigate Armor Plating" "Frigate Armor Plating"
"Reinforced Frigate Shield Extender" "Frigate Shield Extender"
"Frigate Armor Repairer" "Frigate Shield Booster"
"Frigate Ancillary Armor Repairer" "Frigate Ancillary Shield Booster"
Repeat this series for all ship classes (including destroyers and battlecruisers) and suddenly many balance problems would be easy to address.
Perhaps a better system is to remove the "mm" from plates and just organize them by small, medium, large and extra large like shield extenders.
But CCP is not developing a armor balance because of the way things are categorised.
As for forcing ships into specific mods is against what makes a sandbox, i can force a 10mn ab onto a dessie. it may not be great idea but it is possible. it just so happens that fitting larger plates/reps actual works. |
Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.22 16:39:00 -
[419] - Quote
Dzajic wrote:Garviel Tarrant wrote:Dzajic wrote:Just to note, with OH rigs currently off the table, only change conventional active armor tank receives is trading a lot of grid for some speed. Its an absolutely TINY amount of grid. Please tell me how is 350 more grid per LAR II (if you fit 3 tank rigs) "tiny"? And that is with rigging 5.
350 pg? I see the penalty as 10% of rep pg per rig, so with 3 rigs the pg for a t2 LAR goes
2300 > +1 rig = 2530 > + 2nd rig = 2783 > + 3rd rig = 3061.3
That's an increase of 761.3 pg
For a centus x-type;
2800 > 3080 > 3388 > 3726.8
That's an increase of 926.8 pg
This is how all the rigs work currently, the bonuses and penalties are multiplicative, not additive
It's one thing to quote figures for an incursus with a single small rep but this penalty scales horrifically.
|
Takeshi Yamato
Ministry of War Amarr Empire
578
|
Posted - 2013.01.22 16:42:00 -
[420] - Quote
Rick Rymes wrote:
As for forcing ships into specific mods is against what makes a sandbox, i can force a 10mn ab onto a dessie. it may not be great idea but it is possible. it just so happens that fitting larger plates/reps actual works.
On the contrary, this would open up new possibilities. The game currently fails to provide meaningful choices because oversized modules are almost always the best choice. In concrete terms, a cruiser fit with a 1600mm plate is almost always better than one with a 800mm plate. Yet we cannot adjust these playes to give cruisers a real choice because the 1600mm plate is also used on other ships. Then the whole thing also has to be balance against shield extenders. The next lowest module is almost never a real alternative. Similarly, active armor tanking is simply inferior to active shield tanking. |
|
Liang Nuren
Heretic Army Heretic Nation
2795
|
Posted - 2013.01.22 16:43:00 -
[421] - Quote
Shpenat wrote:Omnathious Deninard wrote:Jame Jarl Retief wrote:Keko Khaan wrote:Well yea i can agree with this.. And yea maybe mass penalty is bit rough compared to sig penalty. But to give another skill that reduces its penalty while not giving anything to other.. Problem is, you can't compare shields and armor in a straight-up manner. For one, shields regen, armor doesn't. That alone invalidates a lot of direct shield vs armor comparisons. Now, if CCP added passive armor repair via some new nanite technology, then shield vs armor comparisons would work better, but the cost would be shield and armor tanking being completely homogenized. Then again, with AAR being added on top of ASB, arguably the two ARE getting homogenized regardless. But the AAR and the ASB are functionally different, which was a great idea to do, I like the AAR in both what it does and that it is different from the ASB. I agree. I like the mechanics behind AAR. But unlike ASB it does not solve the issue with armor tanking. ASB solved 2 issues: It gives nice burst tanking capability. It decoupled active tanking from capacitor use. It granted shield tanked ships neuting immunity (together with capless guns), It has slighly lower fiting requirements than T1 variant. AAR tend to solve just single issue: Give armour repairs burst tanking capability. No other issues people have are being addressed. The high PG requirements of medium and large repair fits (as you need dual rep at lest to be able to fight). Quite large capacitor usage on medium and large armour repair modules. And relatively weak amount repaired per second eve on bonused ships.
Decoupling active tanking from capacitor use was a huge giant massive clusterfuck of a mistake, not a "fix".
-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
|
Liang Nuren
Heretic Army Heretic Nation
2796
|
Posted - 2013.01.22 16:45:00 -
[422] - Quote
Zarnak Wulf wrote:If you take the Brutix and throw one tech one MAR on it you get 363 reps per cycle overheated. Add three armor nano pumps and that goes to 478 overheated. So 478 * 2.25 * 9 cycles = 9680 repaired? Still sounds nice to me.
Putting one on a non bonused ship nets 7047 hp.
These are all dependent upon capacitor. If you don't have capacitor, you don't get the reps. I think it would be a huge mistake to think of the AAR as anything like a plate, as people do to ASBs. Then again, I would happily go about my day humming and singing if they deleted ASBs.
-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
|
Apostrof Ahashion
Viziam Amarr Empire
45
|
Posted - 2013.01.22 16:46:00 -
[423] - Quote
Im liking this less and less. Actually, i hate it now.
Ancillary shield booster makes sense. It frees your mid slots from shield boosters and capacitor batteries and lets you fit ewar, tackle and all the other essential pvp stuff. It was needed to make active shield tanking in pvp more viable.
Where it stops making sense is when you realize that one X-Large Ancillary Shield Booster on a Maelstorm takes 200 cpu and 500 pg and tanks 390ehp/s, and one X-Large Shield Booster II with Heavy Capacitor Booster II and Shield Boost Amplifier II takes 325cpu and 2476pg, and tanks 328ehp/s. And also takes 3 mid slot not just one, and uses batteries much less efficiently. Ancillary Shield Boosters made older active tanking modules completely obsolete, even in pve since you can fit two of them, witch makes no sense considering they are made to free your mid slots.
Ancillary armor repairer on the other hand make no sense at all from the start. It does nothing new, does not free your slots etc. Since it uses cap you will still need capacitor booster in the mid slot, and they will both use the batteries from the same cargohold, so you can say it does the opposite, it gimps your other slots not free them. If you think armor repairers need boost why not just boost them and increase pg to compensate and prevent triple rep fits, instead of adding a module that does the same thing only better? Also the problem with armor tanking was never the rep amount.
So please drop the entire Ancillary armor repairer idea, focus on real problems with armor tanking. And Ancillary Shield Booster should not be better in every way than Shield Booster+Capacitor Booster+Shield Boost Amplifier, it already does enough by freeing those slots, it should not restore more ehp/s as well while taking 5 times less pg.
Also pg increase for armor rep rigs is gonna kill armor tanking in pve completely.
|
Dzajic
110
|
Posted - 2013.01.22 16:56:00 -
[424] - Quote
I think its 10% penalty base and 5% with armor rigging at 5. Could have screwed up the math ofc. |
Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.22 17:00:00 -
[425] - Quote
Dzajic wrote:I think its 10% penalty base and 5% with armor rigging at 5. Could have screwed up the math ofc.
It is, but a lot of mission runners (who benefit most from these rigs) are unlikely to be at level 5, and not many newer players will have those skills high on their list for maxing out, so my good old dual rep mission domi will not work for them, it simply won't fit. I just wanted to point out the baseline numbers so the true scale of a 'tiny' penalty can be seen without being glossed by high skills. |
Dzajic
110
|
Posted - 2013.01.22 17:08:00 -
[426] - Quote
PVE circumstances have to be 2nd tier priority. In PVP rigging skills at 5 are still a luxury, but level 4 is near mandatory. But its still a god damn tough hit on grid. |
Commander Ted
Sudden Buggery Swift Angels Alliance
443
|
Posted - 2013.01.22 17:10:00 -
[427] - Quote
so the AAR is supposed to give armor burst tank like the asb but is also supposed to be the sustainable version of the asb?
Perhaps the new repairer should use nanite paste instead of cap boosters? I mean im supposed to carry not only cap boosters for my capacitor that I chew through quickly but now I need them for my tank? Also some details about the reload rate and charge sizes are seriously needed. 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
443
|
Posted - 2013.01.22 17:13:00 -
[428] - Quote
Armor ships will still be kited by shield ships and do less dps. Armor ships need a new ewar module in order to counter speed, which is still the supreme stat in eve atm. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.22 17:15:00 -
[429] - Quote
Dzajic wrote:PVE circumstances have to be 2nd tier priority. In PVP rigging skills at 5 are still a luxury, but level 4 is near mandatory. But its still a god damn tough hit on grid.
CCP Fozzie wrote:Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking
The change to rig penalty is still very much part of the pve plan for armour reps with CCP, not 2nd tier at all. The AAR is the pvp bone, and it's turning out to be rotten from the outset. Any change that prevents the standard and absolutely necessary dual lar fit for missioning is going to create a massive outcry of rage not heard since the Jita riots.
|
Commander Ted
Sudden Buggery Swift Angels Alliance
443
|
Posted - 2013.01.22 17:17:00 -
[430] - Quote
Nikuno wrote: Any change that prevents the standard and absolutely necessary dual lar fit for missioning is going to create a massive outcry of rage not heard since the Jita riots.
No its not.
Get a 3% pg implant they are very cheap. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
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Sergeant Acht Scultz
School of Applied Knowledge Caldari State
485
|
Posted - 2013.01.22 17:18:00 -
[431] - 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++ |
Dersen Lowery
Laurentson INC StructureDamage
395
|
Posted - 2013.01.22 17:20:00 -
[432] - Quote
I wonder if this is being overthought.
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.
If you want to do something new with armor, here are couple of ideas:
1) Ablative Armor Repairer: Essentially a protection against alpha, an activated AAR soaks up armor damage up to its rated capability, then disperses the damage in an amount per cycle that is, say, 80% of a comparable repper, while chewing at least as much capacitor. This AAR does not take cap boosters as fuel. Any damage beyond its capability is applied immediately. Likewise, If it is turned off before it has dispersed, any pending damage is applied immediately. The AAR does not function as a normal repper; it only disperses damage from its buffer. (This may be a long shot, because it would require some tricky UI support, but I like the idea.)
2) Instead of having reppers heal at the end of the cycle, have them heal linearly, with 1/n of the total repaired amount repaired every second for n = the cycle time of the repper. Do likewise for remote armor reppers.
Malcanis for CSM 8 |
Rubi Jackson
Republic Military School Minmatar Republic
0
|
Posted - 2013.01.22 17:23:00 -
[433] - Quote
Very disappointed with the proposed changes. Please try harder.
Especially a new skill to train when you could just as easily change the stats without the skill. Still, Greed is Good, etc.
|
zerquse
Outsiders. Fusion.
1
|
Posted - 2013.01.22 17:27:00 -
[434] - Quote
could you possibly make rep bonus dependant on the charge size you use. so it will scale with size and you dont have to mix cap boosters. example domi with cap injector so it requires 800's. but your gonna want to put 400's in that AAR. Then they must choose a longer running bust tank or a short super tank. |
Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.22 17:28:00 -
[435] - Quote
Commander Ted wrote:Nikuno wrote: Any change that prevents the standard and absolutely necessary dual lar fit for missioning is going to create a massive outcry of rage not heard since the Jita riots.
No its not. Get a 3% pg implant they are very cheap.
Dominix pg with lv5 engineering = 11,250
PG Cost of rig changes to dual LAR fit with lv5 rigging skill = 722
3% implant gives extra PG = 337.5
Even a 6% implant wouldn't offset these changes with MAXIMUM rigging skills. That's an isk cost of 500,000,000 to end up in a worse position than you are currently. Can't see that being popular with newer pve'ers, and those are the ones CCP is trying to encourage to stay.
I love the removal of the speed penalty, that is so needed, but the replacement penalty makes the situation far worse for a far greater number of players, and that just can't go live to tQ.
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
11
|
Posted - 2013.01.22 17:29:00 -
[436] - Quote
CCP, you realy think that main problem with armor tanking vs shield tanking - active repair\shield boost? No. Problem is shield tank get all low slots free. And u can: fit damage mods, fit tracking enh, fit nano, fit PDS (its boots shield tank too, lol!) And only 1 "-" with shield tank. That you "need" 1 slot for prop module (in most situation). And what i can fit in med slots, if i want armor tanking? Armor ships have 3-5 med slots (3-4 most of them). Prop module, 1-2 points (that i cant use coz of distance>coz of speed>coz of armor tank>coz of mass) EWarfare... No damage mods, no module that "boost" my armor tank (like PDS).
Yeah, new AAR is cool and new rig is realy cool (with my "fast math" i calculated like ~3,5k armor repair with AAR on Hyper with 3 different rig for armor repair in overload mod) . But it still not the solution for armor tank gangs\CTA fleets (with CTA armor fleets still useful but not like "nagassssssss" or rokhs, megathrone? what is it? PVP Hyper in fleet? Srsly? Dominix? Is he alive in fleet pvp?).
So, why not give armor tank ships module is med slots, that will boost armor tank? Like PDS. Or special "damage mod" or smth else? |
Rick Rymes
Caldari Advanced Technology Corporation
43
|
Posted - 2013.01.22 17:30:00 -
[437] - Quote
Long story short.
Losing PG is not worth it.
Only weapon rigs effect fitting and it should stay that way. |
Omnathious Deninard
Extrinsic Operations
451
|
Posted - 2013.01.22 17:39:00 -
[438] - Quote
I have had this bad idea about making passive modules low slots and active modules mid slots ( this would exclude and module that fits in a high slot) Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Freighdee Katt
Center for Advanced Studies Gallente Federation
96
|
Posted - 2013.01.22 17:55:00 -
[439] - Quote
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. |
Dzajic
110
|
Posted - 2013.01.22 17:57:00 -
[440] - Quote
But then you literally make them into armor ASB. And we don't want armor and shield tank to be same... for whatever reason, but everyone keeps saying we don't want that. |
|
Dersen Lowery
Laurentson INC StructureDamage
396
|
Posted - 2013.01.22 18:08:00 -
[441] - Quote
Dzajic wrote:But then you literally make them into armor ASB. And we don't want armor and shield tank to be same... for whatever reason, but everyone keeps saying we don't want that.
Hmm. I was hoping for a contrast, in that the armor module that most closely resembled the burst tank of an ASB did not take cap boosters, while the module that most closely resembled the steady recharge of a shield booster did. Does that not come through? Malcanis for CSM 8 |
Little Dragon Khamez
Guardians of the Underworld
37
|
Posted - 2013.01.22 18:09:00 -
[442] - Quote
Jane Schereau wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. The Incursus is already not sane when dual reped. That said, it would seem you simply reduced it to the standard 7.5% bonus instead of actually doing the math of what you would need to reduce it by to keep it as powerful. This is a huge nerf to the one of the few ships new players could use for pvp and still have a chance of winning a fight.
+1 to that, it's also a bad nerf because it assumes that every incursus will be fitted with a AAR, what happened to the strapline about an exciting variety of fits and more room for player specialisation. Please reconsider this Fozzie. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
486
|
Posted - 2013.01.22 18:29:00 -
[443] - 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++ |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
490
|
Posted - 2013.01.22 18:31:00 -
[444] - Quote
The other armour tanker .. the venerable Punisher with its 'OMGOPtrollolol' resist bonus would be made completely redundant with AAR, rigs and Incursus 10% bonus ..
7.5% rep/lvl is roughly equal to 5% resist/lvl for the purposes of active tanking, which is the topic du jour, so with the reduced bonus they ought to be equal, right? WRONG!
Incursus has that godly third midslot (3 on armour frig is huge) that can make it all but immune to cap warfare whereas the Punisher gets a utility high for the, by comparison, grossly ineffective nos. No amount of range advantage (which is non-existent on frig level without range bonuses) can compete with an unbreakable tank.
So here is the thing: Incursus gets to keep its 10%/lvl but has a mid-slot moved to high rack, AAR and rigs are implemented as suggested and Punisher moves the high-slot to the midrack .. blasters don't really need the web after they had the tracking bumped.
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 |
Apostrof Ahashion
Viziam Amarr Empire
51
|
Posted - 2013.01.22 18:36:00 -
[445] - Quote
Seriously the only major problem with armor is speed. Just make rigs give you %mass and not %speed reduction, so the penalty to propulsion speed will be slightly reduced for buffer tanks and considerably lower for active tanks that dont fit heavy plates. If you really think armor reps should get boost dont make a new module, especially not one so poorly designed, just boost reppers across the board and raise pg. |
Little Dragon Khamez
Guardians of the Underworld
38
|
Posted - 2013.01.22 18:37:00 -
[446] - Quote
why do we need a new skill to reduce the mass of armour? Why don't ccp make all armour 25% less massive.
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Nikuno
Atomic Heroes The G0dfathers
80
|
Posted - 2013.01.22 18:43:00 -
[447] - Quote
Apostrof Ahashion wrote:Seriously the only major problem with armor is speed. Just make rigs give you %mass and not %speed reduction, so the penalty to propulsion speed will be slightly reduced for buffer tanks and considerably lower for active tanks that dont fit heavy plates. If you really think armor reps should get boost dont make a new module, especially not one so poorly designed, just boost reppers across the board and raise pg.
Not sure how well that would work, but it sounds like the sort of simpler fix we need. Some quick numbers
brutix + 10mn t2 mwd = 18,250,000kg add 3 active rigs at max rigging skill > 21,266,560kg
brutix + 10mn t2 mwd + 1600mm t2 plate = 22,000,000kg add 3 trimark rigs at max rigging skills > 25,467,750kg
I don't know how much difference that'd make to speed/agility - can anyone fill in the blanks? |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
121
|
Posted - 2013.01.22 18:54:00 -
[448] - Quote
Veshta Yoshida wrote:blasters don't really need the web after they had the tracking bumped
you're funny |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
486
|
Posted - 2013.01.22 18:58:00 -
[449] - 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++ |
Kyang Tia
Matari Exodus
10
|
Posted - 2013.01.22 19:13:00 -
[450] - Quote
Warning: Wall of text incoming.
First things first: Thank you Fozzie for actually reading all this stuff and taking criticism serious. I must say, I really like your new way of doing things in close contact to the playerbase.
Now, since I believe one should not try and fix stuff before even knowing what's wrong with it, I would like to take some time to think about the problems of active tanking, and active armor tanking in particular. From my persepctive as a solo and small scale PvP'er, there are two kinds of armor tanked ships that are viable to use:
1) Those that have damage mitigation and maneuverability. Examples for this are an Enyo or a dual rep SFI. You don't take huge amounts of damage because of your small signature and an active tank doesn't slow you down as much as plates would. Main problems with this are the speed penalty of armor rigs but mainly vulnerability to neuts, jamming, and snipers. Such ships also tend to have low dps because the grid, CPU, and slot requirements of an armor tank are high. And low dps is obviously bad since you want to kill something before that enemy Falcon arrives that surely is already on its way.
2) Those that tank absolutely ridiculous amounts of damage, so you can just stand at a gate and deaggo when too many hostiles are coming your way. This is most notably done in Maelstroms, but also Myrmidons, Vindicators and other ships. This playstyle works fine for those who have all the tools at their hands, such as combat boosters, warfare links, and expensive implants. Mostly crystals come to mind, but slaves or a Numon Family Heirloom are also really useful. For a rather new player, however, this is almost impossible to do.
Of course, there are also other types of armor tanking ships that work, but i think almost all of them are somewhere between these two extremes.
Now, since everyone seems to agree that something should be done to help active armor tanking be more popular, what could be done to achieve this?
To help with style (1), I suggest reducing cap consumption, fitting requirements, heat generation, and tick rate of armor reps. (Reduce rep amount so hp/second stays the same.) This would have a lot of positive effects. There would still be a notable difference between shield and armor tanking: Shield tanks would offer higher tank numbers but require more cap while armor tanks would have less raw hp/second but be more sustainable in the long run and less vulnerable to neuting. Your intended rig changes also wouldn't hurt fittings that work well now since reps would use less grid in the first place.
To help with style (2), you should make the tanking power of a ships less dependent on additional bonuses. The only way I can think of to achieve this is by making the modules themselves more powerful but at the same time, nerf warfare links, booster drugs, and pirate implant sets. For example, you could increase the hp/second of all reps and shield boosters by 60% but reduce the tank multiplier of a fully skilled Legion/Tengu to 1.5x and also reduce the bonus of Blue Pills, Exiles, and crystal implants by maybe 25%. Then, in the end, you would have almost the same tanking numbers that are possible today but newer players without all the resources would actually also be able to actually get a decent tank out of their ships.
Concerning the AAR: I think it's a bad idea. The introduction of the ASB showed that it is near impossible to balance modules that are so similar to already existing ones. First the ASB was so powerful that no one would use normal shield boosters anymore. You went on to nerf it, now it's damn near useless. I'm afraid the same thing is going to happen here. The way you describe the AAR, it would be better than a normal armor rep in almost any pvp situation, so the only reason to still use a normal armor rep is because you can't fit multiple AARs. This doesn't sound like good balancing to me.
Kyang. |
|
Recoil IV
Air The Unthinkables
84
|
Posted - 2013.01.22 19:23:00 -
[451] - Quote
Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
why????fitting a active armour ship these days is hard enough.why the increasing pg usage?
+ the mass/agility/whatever wasnt the real issue with armour tank. ccp fails once again |
Gizznitt Malikite
Agony Unleashed Agony Empire
1723
|
Posted - 2013.01.22 19:27:00 -
[452] - Quote
Little Dragon Khamez wrote:Jane Schereau wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. The Incursus is already not sane when dual reped. That said, it would seem you simply reduced it to the standard 7.5% bonus instead of actually doing the math of what you would need to reduce it by to keep it as powerful. This is a huge nerf to the one of the few ships new players could use for pvp and still have a chance of winning a fight. +1 to that, it's also a bad nerf because it assumes that every incursus will be fitted with a AAR, what happened to the strapline about an exciting variety of fits and more room for player specialisation. Please reconsider this Fozzie.
CCP Frozzie... please consider the value of resist bonuses (Punisher) in comparison to Rep bonus.
A 5% Resist bonus is equivalent to a 7.5% Rep bonus... and the resist bonus is better at LvL 5 skills. A Resist bonus is also extremely relevant to buffer tanking and remote repairs, where a Rep bonus provides no benefit under these alternative tanking scenarios...
Please, maintain the "active tanking" niche the incursus has by keeping it's bonus above 7.5%... If a ship is going to be pigeonholed by bonuses into a certain type of tanking, let it be superior at that role!!!
|
Recoil IV
Air The Unthinkables
84
|
Posted - 2013.01.22 19:35:00 -
[453] - Quote
Gizznitt Malikite wrote:Little Dragon Khamez wrote:Jane Schereau wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. The Incursus is already not sane when dual reped. That said, it would seem you simply reduced it to the standard 7.5% bonus instead of actually doing the math of what you would need to reduce it by to keep it as powerful. This is a huge nerf to the one of the few ships new players could use for pvp and still have a chance of winning a fight. +1 to that, it's also a bad nerf because it assumes that every incursus will be fitted with a AAR, what happened to the strapline about an exciting variety of fits and more room for player specialisation. Please reconsider this Fozzie. CCP Frozzie... please consider the value of resist bonuses (Punisher) in comparison to Rep bonus. A 5% Resist bonus is equivalent to a 7.5% Rep bonus... and the resist bonus is better at LvL 5 skills. A Resist bonus is also extremely relevant to buffer tanking and remote repairs, where a Rep bonus provides no benefit under these alternative tanking scenarios... Please, maintain the "active tanking" niche the incursus has by keeping it's bonus above 7.5%... If a ship is going to be pigeonholed by bonuses into a certain type of tanking, let it be superior at that role!!!
in my opinion.all armour active ships at least 10% to armor bonus boost /level.
|
Weasel Leblanc
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.01.22 19:42:00 -
[454] - Quote
So I just looked at the Reactive Armor Hardener again, and I think I see why it's not a Massive Game Changer For Armor Tanks.
It's... well... ****. The Reactive Armor Hardener is a trash module.
Compared to an Adaptive Invulnerability Field (just the Tech I version, I'm not even getting into the T2 Invuln and lack of a T2 RAH), the RAH costs even more per second, is notably less useful before it's done editing itself (like, for instance, when you're eating alpha in a fleet situation), and - here's the great part - can be fooled into editing itself very, VERY poorly if the incoming damage types are varied and/or lopsided. For example, if confronted by an arty/AC pilot loading Fusion, it will send fully half of its resist bonus to Kinetic instead of Explosive, even though Explosive is 83% of the incoming damage. Move up to a situation where you have three incoming damage types - from, say, a Vexor/Algos/laser-Dragoon/insert-other-drone-boat-here launching Warriors, or having more than one reasonably intelligent player shooting at you - and not only are the resists split entirely wrong, but they're also lower on all fronts than what an Invuln would provide to a shield tanker. If you have all four damage types incoming thanks to being in a fleet situation, congratulations, you're paying 4.2 gJ per second for a tech I EANM that will stop working when you cap out.
Meanwhile, unless you're in the RAH's specific "I'm useful now!" niche situations of single-typed incoming damage or exactly two evenly split incoming types, your shield-tanked buddy is laughing at you because his invuln is giving him more resists for less cap, and has been doing so for the whole gorram fight. In fact, if he has a T2 invuln, he'll also be laughing at you in the situation with two evenly split incoming types, because he'll be getting the same end-result resists for slightly less cap.
Oh, and that cap drain I mentioned? It gets WORSE when you train Armor Resistance Phasing. -10% cycle time per level and -5% cap use per level add up to higher cap use per second - an extra 5.6% at level 1, 12.5% at level 2, 21.4% at level 3, 33% more at level 4, and a whopping 50% more at level 5. The skill is a trap option for PvE players, and still pretty damn questionable for PvPers given the aforementioned failure at adapting to lopsided incoming damage.
So, Fozzie, how about buffing the RAH? There are probably a million ways to do this - even my feeble imagination can think of: -Raising the RAH's base resist bonuses while capping the maximum in any one resist at the current maximum value, so that it becomes useful in more situations without becoming outright broken in the niche situations it currently needs to be any good, -Making the RAH edit resists more intelligently, -Doing something about the cap use issues (including the Armor Resistance Phasing problem I mentioned above), and/or -Making a Tech 2 version already. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
373
|
Posted - 2013.01.22 19:43:00 -
[455] - Quote
Commander Ted wrote:Nikuno wrote: Any change that prevents the standard and absolutely necessary dual lar fit for missioning is going to create a massive outcry of rage not heard since the Jita riots.
No its not. Get a 3% pg implant they are very cheap.
Which takes place of a rep implant, you fail.
|
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
490
|
Posted - 2013.01.22 19:43:00 -
[456] - Quote
How much SiSi work/testing are you willing to do Fozzie?
Don't think the AAR will work due to hull rep bonuses, exact same thing as we see with regards to shields/ASB so no reason to believe it will play out differently .. neuting will only get you so far when all the rep bonus ships have spare mids for injectors.
But I like the idea of the heating rig. Dangerously close to the "busting by way of heat" brainfart I have been wafting around the past couple of years, albeit my suggestion was to tweak the heat performance of the reppers themselves.
Could/Would you throw the overheating rig in original form and an enhanced form onto SiSi (ie. just the rigs, toss the AAR) .. I have a suspicion they will take us almost all the way home with possible tweaks to cycle times needed on MAR/LAR only for a homerun. |
Liang Nuren
Heretic Army Heretic Nation
2801
|
Posted - 2013.01.22 19:48:00 -
[457] - Quote
Fozzie,
May I suggest nerfing the **** out of armored warfare links and building some of that bonus into all armor reps? I'm not asking to make linked active tanking better (though that'd certainly be welcome) - just move a lot of the viability out of the links and into the base modules themselves.
-Liang
Ed: I want to be clear: the problem is not on grid vs off grid links. The problem is requiring them to be remotely viable in the first place. This was also a major failing of the ASB changes, because some players could have a cheap 5k DPS tank and others were stuck at 500-600 DPS tank.
I'm also not suggesting nerfing linked active tanks. Just moved. :) 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
|
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
374
|
Posted - 2013.01.22 19:50:00 -
[458] - Quote
Liang Nuren wrote:Fozzie,
May I suggest nerfing the **** out of armored warfare links and building some of that bonus into all armor reps? I'm not asking to make linked active tanking better (though that'd certainly be welcome) - just move a lot of the viability out of the links and into the base modules themselves.
I strongly support this change however I think it needs to apply to ALL tanking links, obviously including shield and skirmish sig reduction.
|
Jezza McWaffle
EVOL Command
2
|
Posted - 2013.01.22 19:57:00 -
[459] - Quote
Regardless of the new skill to reduce the affect plates have on your speed armor is still going to be slower than shield right? And now because of the way the rigs are changed so that instead of reducing top speed they increase power grid of reps your just making armor repping harder!
In my opinion amour tanking should be like a Nokia, its a brick and it wants to stay a brick. Shields are like smartphones, if you drop it then goodbye. Aka shields should be quicker but harder to fit and armor slower but easier to fit. Armor fits are already hard enough to fit with cpu and pg issues.
Also I doubt taking the incursus down from 10% - 7.5% is going to make any difference. I use a Punisher to go after them and its hard enough without the nerf to pg!
/rant over
PS. I love the AAR |
Gizznitt Malikite
Agony Unleashed Agony Empire
1724
|
Posted - 2013.01.22 19:59:00 -
[460] - Quote
I think there is a lot of inappropriate hate in this thread....
1.) I like the changes to the armor rigs... increasing the PG need of Armor Reppers is a much more PvP friendly drawback than the loss of speed!!!!!!! I also think that leaving the speed penalty to trimarks is a good thing given the significance of their bonuses. -- However, what about Remote Repair Augmentors... Any thoughts on changing their penalties?
2.) The Plate Mass reduction and skill to reduce plate mass are both nice....
3.) The AAR is interesting... --- I foresee this common use in active armor tanked tackler, that burst tank for the 30 seconds it takes to kill drones, and then can survive on a reduced tank by mitigating turret and missile damage from M/L weapons... --- I'm not sure I foresee their use in terms of hyperions or myrms soloing small groups of people, as those fights last long enough that 30 seconds of "super-repping" isn't worth the minute of no reps or the greatly diminished reps thereafter...
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Gabriel Karade
Noir. Black Legion.
22
|
Posted - 2013.01.22 19:59:00 -
[461] - Quote
Sinzor Aumer wrote: It also breaks metagame. Armor reps are never supposed to be burst-tanking. Also, you substitute armor tanking with cargohold tanking, which makes me sick. Not that I'm really a role-player, but that is a kind of tanking I'll never use, for ideological reasons.
Says whom? You?
Putting on an 'RP'-type hat for now, 'armour tanking' in Eve, from a logical perspective, is simply ******** - why the hell would I allow incoming warheads/projectiles/beams to get anywhere near my ships hull and armour when I have a perfectly good 'magical' shield system that I can reinforce? And don't get me started on 'nanobots' for repairing massively thick sections of armour plate...
TL(CBA to read all thread):
More nerd rage posts over balance changes that are not even on Sisi yet - seen it all before, will see it all again I'm sure - carry on with the good work Fozzie
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |
ghost st
The Scope Gallente Federation
10
|
Posted - 2013.01.22 20:02:00 -
[462] - Quote
As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
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Liang Nuren
Heretic Army Heretic Nation
2803
|
Posted - 2013.01.22 20:06:00 -
[463] - Quote
ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT.
-Liang
Ed: Also, sig is already in the tracking calculation. :) 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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Zyella Stormborn
Green Seekers
613
|
Posted - 2013.01.22 20:15:00 -
[464] - Quote
Always found the speed argument... odd. Ships are in space. Armor ships should have the same speeds as shield.
I can see them being less agile, and taking more time to get to full speed or stop however.
Just a random thought. ;) There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Celly Smunt
Viziam Amarr Empire
65
|
Posted - 2013.01.22 20:15:00 -
[465] - Quote
Atomic Option wrote: Do you feel that armor tanking in PVE is currently balanced vs shield tanking, or are you hoping to do some follow up to balance armor tanking more generally at some point?
haven't read to the end of the thread yet, but...
I would be curious about that too..
Golem: Shield tank w/one deadspace XL-SB = 1394.3 rep in 4 secs (33.xxx base hp in station) vs Paladin: Armor tank w/two deadspace L-AR = 2288 rep in 11.3 secs (46.xxx base hp in station)
While these modules are both clearly not the most uber ones in existence, the disparity between cycle times (even with fleet boosts) clearly give the shields a decided advantage even when factoring in the added base hp of the armor ship
1394.3 x 3 = 4182.9 every 12 secs
12.0 divided by 11.3 = 1.061946902654867 x 2288.0 = 2429.734513274336 rep every 12 secs
with fleet boosts configured for each type of ship the cycle times drop to 3.2 secs and 7.XX(i forget the exact figure at the moment) secs respectively.
I also read 2 other posts, one mentioning (also) the fact that shield tankers have a decided advantage and a very good post regarding how resists are of more benefit to armor ships in buffer and remote repair situations.
o/ Celly
Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or be singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator. |
Little Dragon Khamez
Guardians of the Underworld
43
|
Posted - 2013.01.22 20:26:00 -
[466] - Quote
Zyella Stormborn wrote:Always found the speed argument... odd. Ships are in space. Armor ships should have the same speeds as shield.
I can see them being less agile, and taking more time to get to full speed or stop however.
Just a random thought. ;)
The idea is that ships engines only produce a certain amount of thrust, adding armour plates to your ship adds mass which mean that ships cant go as fast. That's the rationale. I appreciate the eve ship movement is not realistic as we don't have newtonian physics at play in space so to speak. If we did sublight speed would be effectively infinite (read fractions of light speed provided acceleration could be provided for enough time). For the time frames of most pvp encounters though the additional mass of armour plates should only affect acceleration and agility, not top speed.
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ghost st
The Scope Gallente Federation
10
|
Posted - 2013.01.22 20:26:00 -
[467] - Quote
Liang Nuren wrote:ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT. -Liang Ed: Also, sig is already in the tracking calculation. :)
Sig only has an effect on gun size/ ship sig, it has not effect on tracking whatsoever, its kind of stapled on there like an afterthought. |
Gizznitt Malikite
Agony Unleashed Agony Empire
1724
|
Posted - 2013.01.22 20:26:00 -
[468] - Quote
I don't know if this is possible... but I think the Ancillary Armor repper would be much, much, much better if you could "chose" when to activate the "ancillary" portion...
Essentially, if you could use the rep at 3/4 t1 amount until you activate the ancillary reps to give you a boost to repping when you most want it, rather than just at the beginning of the cycle, it would be a much better module! |
Eternal Error
Immortalis Inc. Shadow Cartel
304
|
Posted - 2013.01.22 20:31:00 -
[469] - Quote
ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
The issue is speed. |
Omnathious Deninard
Extrinsic Operations
453
|
Posted - 2013.01.22 20:32:00 -
[470] - Quote
ghost st wrote:Liang Nuren wrote:ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT. -Liang Ed: Also, sig is already in the tracking calculation. :) Sig only has an effect on gun size/ ship sig, it has not effect on tracking whatsoever, its kind of stapled on there like an afterthought.
ChanceToHit = 0.5 ^ ((((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2) + ((max(0, Range To Target - Turret Optimal Range))/Turret Falloff)^2)
Pretty sure that the ships signature radius has an effect on tracking. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
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Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
374
|
Posted - 2013.01.22 20:33:00 -
[471] - Quote
Gizznitt Malikite wrote:
Essentially, if you could use the rep at 3/4 t1 amount until you activate the ancillary reps to give you a boost to repping when you most want it, rather than just at the beginning of the cycle, it would be a much better module!
In before "our terrible ui prevents simplistic mechanics like this"
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Gizznitt Malikite
Agony Unleashed Agony Empire
1724
|
Posted - 2013.01.22 20:33:00 -
[472] - Quote
ghost st wrote:Liang Nuren wrote:ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT. -Liang Ed: Also, sig is already in the tracking calculation. :) Sig only has an effect on gun size/ ship sig, it has not effect on tracking whatsoever, its kind of stapled on there like an afterthought.
huh??
The turret "chance to hit" is based on ship orbit speed vs gun tracking AND target sig size vs gun sig size... Believe it or not, when the sig of the target is great than the sig of the gun, increases in sig size inhibit a target's ability to avoid damage by out-racing your gun's tracking. |
Liang Nuren
Heretic Army Heretic Nation
2808
|
Posted - 2013.01.22 20:55:00 -
[473] - Quote
ghost st wrote:Liang Nuren wrote:ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT. -Liang Ed: Also, sig is already in the tracking calculation. :) Sig only has an effect on gun size/ ship sig, it has not effect on tracking whatsoever, its kind of stapled on there like an afterthought.
They're all intrinsically tied because the effect of gun and ship size is multiplied by tracking. Sig is a super powerful form of tanking. Shhhhh, don't tell anyone.
Aww who am I kidding? Too many EFT warriors for that to ever catch on. :)
-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
2808
|
Posted - 2013.01.22 20:56:00 -
[474] - Quote
Gizznitt Malikite wrote: I don't know if this is possible... but I think the Ancillary Armor repper would be much, much, much better if you could "chose" when to activate the "ancillary" portion...
Essentially, if you could use the rep at 3/4 t1 amount until you activate the ancillary reps to give you a boost to repping when you most want it, rather than just at the beginning of the cycle, it would be a much better module!
It's almost like the ancillary part should activate on overheat. And almost like you'd want to use nanite repair paste to get your module working again....
Not that I'm going to complain about buying/selling overpriced cap boosters.
-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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Shpenat
Pafos Technologies
34
|
Posted - 2013.01.22 21:09:00 -
[475] - Quote
Liang Nuren wrote:
It's almost like the ancillary part should activate on overheat. And almost like you'd want to use nanite repair paste to get your module working again....
Not that I'm going to complain about buying/selling overpriced cap boosters.
-Liang
Yeah. That sound quite reasonable. Also moving some part of links to the modules itself. But I doubt it is viable. |
Nagarythe Tinurandir
Tormented of Destiny Zombie Ninja Space Bears
92
|
Posted - 2013.01.22 21:42:00 -
[476] - Quote
maybe i have a way to simplistic point of view,
but why not simply reduce the PG needed for medium and large armor reppers and keep the proposed changes for the active armor rigs? this way ships fitting for active armor have more PG to fit larger weapons, as they miss the slots to fit dmg-mods. newPG need of reppers plus rigs should settle around the PG needed atm the moment, i guess.
then ditch the the AAR and apply it's mechanic (with tweaked numbers and boost upfront the cycle) to the ASBs. Limit to one per ship. it should get a noticable longer cycle time so normal shield boosters would have the incentive of a "quick" fix while the newASB is more like a panic button with a huge but more scarcely boost. so newASB providing a different flavour instead of beeing the same but with less requirements.
change the penalty of passive armor rigs directly to agility (and maybe tweak the numbers). this way (buffer)armor ships still would be as graceful as an elephant and still be very cumbersome to fly, but the speed would only be reduced by the plates (which is quite extensively already). this way manual piloting would be a bigger factor in fights between armor and shield tanked ships. a charging bull comes into mind ^^ |
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CCP Fozzie
C C P C C P Alliance
3554
|
Posted - 2013.01.22 21:59:00 -
[477] - Quote
Ok I'm going to respond to some themes from the thread so far.
Firstly I want to assure everyone that whatever we end up releasing in 1.1 will not be the end of the line. We'll be continuing to iterate on tanking in many different ways from patch to patch.
Also yesterday I was overly curt and snarky with some of my replies, I apologize for that as it made our communication more difficult instead of easier.
Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
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. I am of the opinion that as much as possible the armor and shield tanking need to stay distinct, but this does not mean there are not areas where changes must happen. The gap between low and midslot tanking is affected by the balance between low and midslot modules such as for instance the TE and TCs. The rep at the start of the cycle is a major advantage for shield tanks that needs to be countered by corresponding advantages for armor tanks and armor tanking ships. 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. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later.
Addition of new skills and modules Many people have expressed objections to the addition of new skills and modules to the game rather than rolling all the changes into existing modules. I understand the feeling many people have that skills create a gap between older and new players, but that logic can be applied to any existing skills as well. Skill systems in games like Eve do provide a certain advantage gained over time, but the diminishing returns over levels helps to balance the playing field. I disagree that Armor Upgrades is any more a "must train skill" than any other support skill, and many players will find quickly training it to level 2-3 will get them most of the way to the bonus enjoyed by an older player at a far lower time commitment. Also note that half the plates are receiving mass reductions completely unconnected to the skill. As for the new module and rig, I agree that in general having fewer modules/ships/features that all work is better than having many that don't. However we feel that these additions open up useful design space by allowing the tanking mechanics to be influenced in different ways. As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way. Modules built towards burst tanking will be definition overshadow other tanking types in many pvp scenarios, but I don't think that is necessarily a bad thing as long as sustained tanking systems have their own effective uses in the game. The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB. Heat is a mechanic that I think has been underutilized over the years by CCP, but I don't want to rely on it as the only method of burst tanking.
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.
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.
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.
The overheat... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Mag's
the united Negative Ten.
13749
|
Posted - 2013.01.22 22:02:00 -
[478] - Quote
I really don't like these changes ag all now. At first view they looked fine, but pg, cap use and that resists will still be better overall makes me sad.
Can we have nanite paste as fuel, instead of boosters? It would at least add flavour.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
375
|
Posted - 2013.01.22 22:12:00 -
[479] - Quote
"As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way."
Sorry fozzie, but the only service it provided was to completely turn the current balance of the game upside down... ASBs have honestly done nothing positive for the game other than making omg bbq setups that even further break the disparity between pilots with links and not. Also, no one really uses normal shield boosters for pvp anymore....
ASB was a mistake from day one, if you and the rest of your team have trouble understanding this it's because you're simply sticking your head in the sand and ignoring any kind of reason.
There is no reason to add "a new flavor to armor tanking" when the current flavor is broken at it's core. Go and fix broken stuff before you do something silly like adding new overpowered t1 only bandaid crap.
"The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments."
The solution is to either un gimp other tanking bonuses, or simply nerf the extremely overpowered resistance bonus... There is a reason resistance bonus ships have been the mainstay in fleets in the past and will be for the foreseeable future... |
Mizhir
Red Federation RvB - RED Federation
3041
|
Posted - 2013.01.22 22:13:00 -
[480] - Quote
CCP Fozzie wrote: Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
What about chaning resist bonus into buffer bonus and then changing the repair bonus down to 5% per lvl while adjusting nonbonused reps?
CCP Fozzie wrote: 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.
Useless penalties is one thing. But what about penalties that effect shield and armor tanked ships differently? The armor loss on speedrigs is nothing for shield ships but painful for armor ships. Alice Saki for CSM! |
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Takeshi Yamato
Ministry of War Amarr Empire
580
|
Posted - 2013.01.22 22:17:00 -
[481] - 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.
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). |
Eternal Error
Immortalis Inc. Shadow Cartel
306
|
Posted - 2013.01.22 22:21:00 -
[482] - Quote
CCP Fozzie wrote: Addition of new skills and modules Many people have expressed objections to the addition of new skills and modules to the game rather than rolling all the changes into existing modules. I understand the feeling many people have that skills create a gap between older and new players, but that logic can be applied to any existing skills as well. Skill systems in games like Eve do provide a certain advantage gained over time, but the diminishing returns over levels helps to balance the playing field. I disagree that Armor Upgrades is any more a "must train skill" than any other support skill, and many players will find quickly training it to level 2-3 will get them most of the way to the bonus enjoyed by an older player at a far lower time commitment. Also note that half the plates are receiving mass reductions completely unconnected to the skill. As for the new module and rig, I agree that in general having fewer modules/ships/features that all work is better than having many that don't. However we feel that these additions open up useful design space by allowing the tanking mechanics to be influenced in different ways. As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way. Modules built towards burst tanking will be definition overshadow other tanking types in many pvp scenarios, but I don't think that is necessarily a bad thing as long as sustained tanking systems have their own effective uses in the game. The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB. Heat is a mechanic that I think has been underutilized over the years by CCP, but I don't want to rely on it as the only method of burst tanking.
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.
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.
The overheating rig Modules and rigs that interact more explicitly with the heat mechanic are something I think Eve can really use, and I am a big fan of the concept of making synergy with heat part of armor tanking's advantages. The rig as initially proposed would not have served the goal adequately but we're working on retooling it in a more balanced way and I'll bring it back if possible.
1. You COMPLETELY missed the point on adding new modules/skills. Also, the ASB is garbage that should have never been added to the game. If CCP continues this awful trend of ignoring old modules and just spamming new **** everywhere, I'm gone.
2. I hope you're joking with that PG reply. Seriously.
3. I'm not particularly stoked about anything involving overheating being used as a method of balancing, making something more viable, etc.
I realize I'm coming across a bit rude, but what is the point of these threads if you don't post them until you've obviously made up your mind? And at what point did you say "nah screw it, we'll ignore the core issues, THIS NEW STUFF is how we're going to fix it"? |
Roime
Shiva Furnace
1787
|
Posted - 2013.01.22 22:29:00 -
[483] - Quote
CCP Fozzie [u wrote:Resist Bonus vs Rep Bonus[/u] The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere.
Yes, this would be ideal, but then it would really mean that the module base stats tweaked, no?
Quote:Differences between Shield and Armor tanking as a whole
The only thing bothering me about sig is MWD bloom, it completely equalizes sig difference between tank types, but leaves the speed drawback. Ok now the speed thing sees some fixes which I think are fine, and armor buffer should stay slow, but maybe interaction with MWD bloom and shield tank could be an area to explore.
Quote:Addition of new skills and modules Modules built towards burst tanking will be definition overshadow other tanking types in many pvp scenarios, but I don't think that is necessarily a bad thing as long as sustained tanking systems have their own effective uses in the game. The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB. Heat is a mechanic that I think has been underutilized over the years by CCP, but I don't want to rely on it as the only method of burst tanking.
Burst tanking and heat are both awesome mechanics (every mechanic that means more tactical butan pressing is good for pvp) and people have adopted them well, AAR is very interesting module. However I don't think current basic medium and large armor reppers are effective in their use in any meaning of the word.
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.
The PG penalty is the most logical one, but what are the fitting stats for AARs? Medium and large reppers are extremely expensive to fit, also because you always need a cap booster with them, and one repper is never enough. Furthermore the ability to fit larger guns is important, as armor tank means you won't have free slots for dmg mods.
-á- All I really wanted was to build a castle among the stars - |
Freighdee Katt
Center for Advanced Studies Gallente Federation
98
|
Posted - 2013.01.22 22:34:00 -
[484] - Quote
Gizznitt Malikite wrote: I don't know if this is possible... but I think the Ancillary Armor repper would be much, much, much better if you could "chose" when to activate the "ancillary" portion...
Essentially, if you could use the rep at 3/4 t1 amount until you activate the ancillary reps to give you a boost to repping when you most want it, rather than just at the beginning of the cycle, it would be a much better module!
This is a good, and probably unconsidered point about the design. The ASB by design is only used when it is charged and then shut down until it is reloaded, so you don't use it at all until you need the burst. This thing though, with its weird "same cap use by gimped rep" normal mode, is something you probably will want to run as a normal rep a lot of the time. The obvious use for this thing is turning the typical dual rep setup into a burst triple-rep, with a somewhat gimped dual rep "normal" mode. And you can't do that with it empty, because it takes 60 seconds to load. So it has to sit there loaded and shut down almost all the time, waiting for when you need the burst rep. It would make some sense if there were a way to run it as a normal rep while it's loaded, and only trigger the burst rep on demand, so you don't have to wait until it is reloading to use it as a gimp normal repper. |
Roime
Shiva Furnace
1789
|
Posted - 2013.01.22 22:37:00 -
[485] - 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.
I'd just like to note that there is no fitting freedom with armor reppers, you simply can't oversize the mods on current ships, and undersized reppers are only fitted because armor does not automatically regenerate between fights.
Unlike ASBs. People hate them because every ASB fit uses oversized mods, most of them two. If they would have had realistic fitting costs from the start, no nerf would have been necessary.
-á- All I really wanted was to build a castle among the stars - |
Nagarythe Tinurandir
Tormented of Destiny Zombie Ninja Space Bears
95
|
Posted - 2013.01.22 22:44:00 -
[486] - Quote
Roime wrote:CCP Fozzie wrote: 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.
The PG penalty is the most logical one, but what are the fitting stats for AARs? Medium and large reppers are extremely expensive to fit, also because you always need a cap booster with them, and one repper is never enough. Furthermore the ability to fit larger guns is important, as armor tank means you won't have free slots for dmg mods.
medium and especially large armor reppers seriously need there PG use toned down. if this is done reasonably, then its ok for active armor rigs to amp up the PG use of armor reppers, as it then demands the choice between extra tank and maybe a weapon downgrade or less effective tank and better dmg more grid for other stuff.
how about shield rigs increase the CPU needed for extenders and boosters, instead of messing with the signature? i always had the feeling, the increase in signature was no real issue, atleast above cruiser size. to keep things "consistent" with armor rigs, active shield rigs increase CPU use of shield boosters (and maybe hardeners) while passive shield rigs reduce the speed-bonus gained from MWD or AB due to energy diverted from the cap to the shields or stuff.
|
RoCkEt X
Hostile. PURPLE HELMETED WARRIORS
7
|
Posted - 2013.01.22 22:47:00 -
[487] - Quote
My main concern with this is the PG penalties.
Good luck fitting ANY dual rep (not AAR) fit (hyperion, myrm etc) with 3x grid penalties from your rig slots... it makes things impossible for ships that are already tight on grid. Not to mention my Kronos is now impossible to fit... and i refuse to use electron blasters full stop.
-Rock. |
Weasel Leblanc
Center for Advanced Studies Gallente Federation
9
|
Posted - 2013.01.22 22:48:00 -
[488] - Quote
CCP Fozzie wrote: Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
You're still missing the problem here. Resist bonuses will stack with every single buff you give to local active tanking that isn't "here, have a bigger ship bonus to repper effectiveness". Because of this, they will continue to be outright better than active tanking bonuses unless you nerf them in some way. For example, if you change the bonus from "stronger base resists" to "better returns from modules that increase resists", you'll suddenly find that those ships' pilots are making a much more significant choice when they decide to go with fewer reppers to fit more resist mods-
-Ahh, who the hell am I kidding? Resist ships can already fit enough resist mods to get to the point where diminishing returns would render more pointless anyways, so they won't HAVE to choose between more resist mods and more reppers. They'll still be able to have their cake and eat it too, especially since they generally have more slots in their tanking slot-type than active tank ships.
Replace resist bonuses with nice, chunky raw HP bonuses. It'll let those ships keep their buffer tank options while not letting them be better at active tanking than the actual active tanking ships. Plus, it'll be a minor stealth nerf to logi shenanigans, since base HP doesn't stack multiplicatively with extra HP from logis like resists do. |
WNT TK
Fremen Sietch DarkSide.
1
|
Posted - 2013.01.22 22:48:00 -
[489] - Quote
Well its good to see that significanse of resist bonuses compare to active repping ones is understood. What i dont understand is why would anyone want to go extra mile to balance strong bous against weak one, instead of just swapping it where needed? Also look for instance on Gallente battlecruisers - they would still have 4 hulls with active tanking bonuses? even if one presumes that active tanking ships are as common (and as usefull) as passive tanking ones (which is nowhere near truth imo) - still that does not explain why poor bastards got 4 of them. Why not give half of them 5% bonus on remote repping or on armour amount? That would make them half as usefull as amarrian counterparts, but in my book half as good is much better than "nowhere near" - which describes current situation. Yes, maybe that is the question best asked in bc thread, but i think that before making armor better it may be wise to make all armor balanced, becouse if basement is not leveled - making straight walls would be next to impossible. And while i do like tower in piza as a concept - in balance i'd rather have something like dubai tower. |
Mike Voidstar
Voidstar Free Flight Foundation
62
|
Posted - 2013.01.22 22:51:00 -
[490] - Quote
They should make it a true Ancillary system. Rather than a repper, make give a boost to a normal repper when not active, and a much larger boost that consumes the charges when active. This way you are not stuck with a dead slot 99% of the time, and you still can have a signifcant burst tank when needed. |
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
124
|
Posted - 2013.01.22 22:51:00 -
[491] - Quote
CCP Fozzie wrote:for instance the TE and TCs
when is this getting fixed
all you have to do is drop TEs to 7.5% falloff or something |
Spc One
The Chodak Void Alliance
186
|
Posted - 2013.01.22 22:54:00 -
[492] - Quote
CCP Fozzie wrote:
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.
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 ?
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
66
|
Posted - 2013.01.22 23:01:00 -
[493] - Quote
CCP Fozzie wrote:Thank you all for your valuable feedback! You're wrong. I am right. See you on SISI, my pet beta testers! Corrected that for you. So what was the point of this thread, really? |
Dzajic
111
|
Posted - 2013.01.22 23:16:00 -
[494] - Quote
1. Resist bonuses.
Stronger resist bonuses than existing would be just a boon for logistics and large fleets. Irrelevant to armor tanking vs buffer tanking debate.
Fact is that people have shown the math over and over that current resist bonuse hulls get active tank some 3% less than active tank bonused ships. Shield is alleviated from this by having ASBs in their entire broken glory.
Let me repeat that, resist bonused hulls get active armor tank a tiny percentage worse tank than active bonused hulls. While at same time being desirable for fleets, something that active bonsued ships aren't desired for. Changing active tank bonus to resist bonus would make those hulls equally capable of active tank and being fleet ships.
But yes that is bad and homogenizes stuff. So buffing active bonuses above 7.5% could actually make them better at active tank than resist bonused hulls by more than 2.5%
2. Powergrid.
Giving armor tank grid penalty is simply unfair. Only rigs in game that have grid penalty are weapon rigs, and its uniform for all. All shield tank goes as it is. Armor buffer and resist tank remains as it is.
But active armor tank is now penalized and drains more grid. Thank you very much but I'd like to keep my speed penalties. With proposed changes I can either downgrade guns, downgrade tank itself, sacrifice a damage mod or tank module to fit a RCU or PDS or switch one tank grid for anciliary.
Considering that normal armor tank modules are not getting even a tiniest boost (and Incurus is getting nerfed!) this leads to getting either less tank or less gank than before the "armor tank fix".
3. AAR and all about it
Without this one module you are not doing anything about active armor tank, no wait, you are actually nerfing those fits powergrid. Outside of this one module active armor tank isn't getting anything positive.
4. Overheating rigs and modules.
Only positive news here. Will be looking forward to it, but can't say anything without exact talk about numbers and mechanics.
5. Nerfing links and boosting actual local stats
Please for the love of god prioritize this. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
486
|
Posted - 2013.01.22 23:17:00 -
[495] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:for instance the TE and TCs when is this getting fixed all you have to do is drop TEs to 7.5% falloff or something
Pretty please? |
Eternal Error
Immortalis Inc. Shadow Cartel
308
|
Posted - 2013.01.22 23:21:00 -
[496] - Quote
TrouserDeagle wrote:CCP Fozzie wrote:for instance the TE and TCs when is this getting fixed all you have to do is drop TEs to 7.5% falloff or something Be careful, you might get an Ancillary Tracking Computer that uses cap boosters. |
Apostrof Ahashion
Viziam Amarr Empire
56
|
Posted - 2013.01.22 23:23:00 -
[497] - Quote
Ancillary Shield Boosters Are incredibly overpowered. One Ancillary Shield Boosters repairs more, takes only one slot, and takes much less pg and cpu than combination of 3 other modules that it replaces as all in one package. As i said before i understand the need for it in pvp since it frees mid slots for other essential modules but there should be some trade off. It should repair less that Shield Booster+Boost Amplifier and take at least as much cpu/pg as Shield Booster+Capacitor Battery, not much less.
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.
Buff Shield Boosters and nerf Ancillary Shield Booster so that there is some compromise between the two, make it worthwhile to spend those mid slots to actually gain a better active tank, not worse. Or make them use bigger charges and need to reload more often. Anything really, they are just too good now.
Ancillary Armor Boosters I just dont get why? First of all they are simply upgraded version of standard armor repairer, they dont free up slots or have any other interesting function. Also the mechanics you want to implement will not work well, since we probably wont be able to actually choose when to repair at 3/4 efficiency and when to use capacitor batteries, and even if we do somehow get that choice it will probably require too much micromanagement. It will share batteries from cargo with Capacitor Boosters. And its just plain silly design, Ancillary Shield Boosters at least make sense in the way they operate, Ancillary Armor Boosters dont make any sense at all. Much better way would be to simply buff armor repairers or repair skill itself. Or at least make them use nano paste instead of batteries for the sake of our cargoholds and making sense.
Armor Rigs Slow ships down too much. Its not just a problem for active tankers. Make all armor rigs add mass or %mass to the ship instead of straight %velocity reduction and balance ship mass for desired effect. Dont reduce mass on plates, maybe even add mass to balance this. I was to lazy to do the math, and it will probably require revisiting frigates / cruisers but i think its the best way to balance speed for armor tank. Its a solid amount of work but when done it would work perfectly.
Enough with Ancillary modules and capacitor batteries, whats next? Ancillary Propulsion Module, requires no skills, works like afterburner until you feed it Navy Cap Booster 200 and then it becomes mwd with no sig penalty? |
Dzajic
111
|
Posted - 2013.01.22 23:23:00 -
[498] - Quote
Garviel Tarrant wrote:TrouserDeagle wrote:CCP Fozzie wrote:for instance the TE and TCs when is this getting fixed all you have to do is drop TEs to 7.5% falloff or something Pretty please?
And blasters get nerfed hard again. Thank you very much. NO! Leave TEs, if you have to do something change minmatar ammo and ship bonuses. |
Fronkfurter McSheebleton
The Graduates RAZOR Alliance
183
|
Posted - 2013.01.22 23:28:00 -
[499] - Quote
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. thhief ghabmoef |
Maximus Andendare
Future Corps Sleeper Social Club
77
|
Posted - 2013.01.22 23:32:00 -
[500] - Quote
CCP Fozzie wrote:Addition of new skills and modules Many people have expressed objections to the addition of new skills and modules to the game rather than rolling all the changes into existing modules. I understand the feeling many people have that skills create a gap between older and new players, but that logic can be applied to any existing skills as well. Skill systems in games like Eve do provide a certain advantage gained over time, but the diminishing returns over levels helps to balance the playing field. I disagree that Armor Upgrades is any more a "must train skill" than any other support skill, and many players will find quickly training it to level 2-3 will get them most of the way to the bonus enjoyed by an older player at a far lower time commitment. Also note that half the plates are receiving mass reductions completely unconnected to the skill. I'm sorry but I have to disagree with you here, sir. Adding new skills to the game that would enrich it in some way would not be opposed, by many players, I'm sure.
But considering the skills that have been introduced (RAH skill) or proposed (Armor Upgrades), combined with the fact that it takes longer for T2 tanks for armor tankers is just bad form. Want to use a RAH effectively? Train a skill. Want to use a ASB more effectively? Equip it. Where is the skill that says "allows you to fit 5% more cap boosters into ASB/level"?? Why are new skills oriented toward armor tanks only? And why, sir, when it takes longer to achieve the same combat effectiveness anyway?? Shield tankers don't have to train TSM or SU to V first, like armor tankers have to train HU to V...in addition to the Armor Resist skills....
I'm all about tanking styles being separate. And I'm not calling for nerfs to shield tanks or new skills for that tanking style. Just stop ADDING new skills for armor tankers to have to learn to be competitive.
And your comment about "this is true of every other skill...", I call foul on. That statement would be true if EVE were a PVE game. But in the PVP game, you *have* to train those skills to keep up to be competitive. One *has* to train the sensor str skills to keep up parity with vets against ECM drones. And similarly, armor tankers, even new players, would have to train the AU skill to be as agile and quick as the vets.
Coming from a newer player standpoint, I don't have the luxury of stopping other skills to train up a new skill added as a whim. I'm not stopping Advanced Weapon Upgrades V or Capital Turret V...I'm having to stop XX Cruiser V or Medium Turret V. It's too much. Fill up the "top" of the game with new skill books. Implement a Capital Repair Efficiency Skill at 8x. Let the vets have fun with new, complex skills that affect their Caps. But ffs, leave the newbs alone....at least for a while. |
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chatgris
Quantum Cats Syndicate Samurai Pizza Cats
329
|
Posted - 2013.01.22 23:38:00 -
[501] - Quote
CCP Fozzie wrote:The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB.
This is a dangerous sentiment to express as it can be taken to extremes, but in general I think you'll see more negative than positive feedback in these threads, and a lot of positive feedback is never given. But to balance it a bit
I think the AAR is a fantastic mechanic. A single AAR should be as effective as two reppers for about 2 minutes, and then it will drop off but still be effective. While it doubly effective
- It only takes the capacitor of a single repper - Less slots, PG, cpu etc - It won't take any more cargospace because you load the AAR in station (it's unlikely in a pvp situation you are going to wait 60 seconds and live to reload anyways, given only one can be fit at any given time)
The drawback for rigs is great, PG is a better drawback than speed, without it being free.
I'll echo that other things such as resist vs active repping bonus's should be looked at, as resist is pretty much the better way. But that's a completely different discussion. |
Jane Schereau
Federal Navy Academy Gallente Federation
4
|
Posted - 2013.01.22 23:42:00 -
[502] - Quote
Fozzie,
I applaud CCP's efforts at trying to improve armor tanking. More importantly, I praise the willingness to admit it is broken. Yet as others have said, fixing a broken system by adding a form of an alternative version of it is not solving the original problem, its getting around it.
This addition to armor tanking you propose does nothing for the PvE aspect of armor tanking, that uses no plates and needs sustained repair modules.
The skill for reducing the mass of the plates may have its uses, and so long as it is a low-ranked skill, may work out well. I would ask why reducing the mass of the plates you acknowledge no one uses was even considered...
As for the changes to rig penalties, they are the biggest mistake of these changes. You are absolutely right that a velocity drawback makes no sense in rigs that boost armor repairers. But PG drawbacks, although somewhat logical from a 'scientific' point of view, will be a huge nerf to solo PvPers using Gallente ships. As others have stated, and you acknowledged, armor tankers already have to choose between gank and tank. You know how much PG blasters use. This will cause armor tankers to make even more drastic choices, unable to have both a good tank and neutron blasters (or other equivalent) unless we have very advanced skills. The additional skill aside, this also creates an even bigger gap between new players an old ones. As I mentioned in my previous reply, the Incursus was the only ship a new player could stand a chance if solo. So while all other ships have a much better chance with the new repairer, the new Incursus is receiving less of a boost with the new module, if it is a boost at all. And seeing how none of the armor tanking changes affect armor tanking for PvE, the Incursus is now hugely nerfed for this activity.
I would like to offer a suggestion to CCP, which I hope you will consider. You just rebalanced a lot of ships, and have more to rebalance. When you are done with fixing armor tanking, they will all need to be rebalanced again. The suggestion is as follows: Stop the work on rebalancing ships and put all focus on fixing armor tanking. Once that is done, it works, and is stable, go back to rebalancing ships. Not only will the player base be extremely content at a system being fixed for real quicker, but CCP will save man power by only having to look at rebalancing the remaining ships only once.
Personally, my priority would be a complete fix to active armor tanking, for both PvP and PvE, with ship rebalances coming later. I think a lot of other players feel the same way. |
Fon Revedhort
Monks of War Out of Sight.
947
|
Posted - 2013.01.22 23:43:00 -
[503] - Quote
I still don't get the idea of diving into compex stuff when there are some simple things right at the surface and a lot can be achieved by tweaking just them alone. I'm talking about rig calibration costs, rig stacking penalties etc. 14 |
B'reanna
Sniggerdly Pandemic Legion
18
|
Posted - 2013.01.22 23:49:00 -
[504] - Quote
@fozzie
your last post did clarify a lot of things that people had questions about. it still think that most of the changes are in the right direction and am sad to see the heat rig go.
BUT you didn't address at all the fact that the asb takes one slot while to get similar performance from an aar your going to need several slots probably rig slots. atm i think that in a nutshell is the biggest problem with the purposed aar as it stands now.
other than that ill restate that i much prefer the purposed aar cap + booster to the asbs booster only and strongly recommend looking into changing the asb to also be cap + booster. this will at lest go some ways to balancing slot usage as now asb users will have to think about a cap booster as well. |
Alticus C Bear
University of Caille Gallente Federation
130
|
Posted - 2013.01.22 23:49:00 -
[505] - Quote
I think the key point here is do you feel the Incursus is overpowered with normal SARGÇÖs now (it is strong but vulnerable to neuting and easily escaped from)? It sounded in the OP as though you believed that the AAR would be too powerful with a 10% rep bonus but very little other than this mod is changing with active armour. Surely the answer would be to tone this module down (say 0.5 reps unloaded and 2 loaded) and allow the 10% reps to work with conventional reppers. The fact that this mod needs to be this powerful to work with non-bonused ships surely suggests a problem elsewhere with normal reps, again it does nothing in regards for normal reppers on non-bonused ships.
Given the fitting drawback for active rigs even the dual rep Incurses may need to lose an armour rig which could be enough of a nerf. Without a strong bonus ships like the Myrm may still be better with Dual XLASB.
I quite liked the sound of the overheating rig, have you considered a rig to reduce heat damage, if heating is to be promoted then this could be crucial to Armour where multi repper fits burn out very quickly. It would also fit with a more sustained Burst tanking, you could also have its affect apply to hardeners.
Armour tanking even with the changes is slot heavy fittings heavy with reppers and cap boosters.
Have you considered changing cap boosters fittings and capacity? They seem even more linked to armour tanking (ASB fits do not need them) the volume of charges they hold seems low compared to the ASBGÇÖs, this could help solve some of the cargo issues.
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Vess Starfire
Red Federation RvB - RED Federation
0
|
Posted - 2013.01.22 23:50:00 -
[506] - Quote
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? |
Fon Revedhort
Monks of War Out of Sight.
947
|
Posted - 2013.01.22 23:56:00 -
[507] - Quote
Weasel Leblanc wrote: Replace resist bonuses with nice, chunky raw HP bonuses. It'll let those ships keep their buffer tank options while not letting them be better at active tanking than the actual active tanking ships. Plus, it'll be a minor stealth nerf to logi shenanigans, since base HP doesn't stack multiplicatively with extra HP from logis like resists do.
This would be even more ******** than saying that PvP is all about burst tanking and PvE about sustained one. 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.
Also, there's already a raw HP bonusing method - check out faction/pirate ships. They all have increased hit points even when players don't really want them and would rather pick something else instead. Needless to say that it's pathetic. 14 |
fukier
RISE of LEGION
756
|
Posted - 2013.01.23 00:07:00 -
[508] - Quote
Quote:Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
i can respect this as long as you do something about the bonus for resist... something like 5% bonus to passive resist mods would work for me... as IMO the problem is 1. active mods 2. the fact the ship gets the bonus without any mods fit.
I myself have always been an advocate of nerfing RR... IMO RR should stack and have diminishing returns after x amount of reps are put on a ship...
Also i would love to see logi ships nerfed and add a bs sized logi ship as this would balance it out...
thank you though for responding :)
fuk At the end of the game both the pawn and the Queen go in the same box. |
Rynnik
Red Federation RvB - RED Federation
57
|
Posted - 2013.01.23 00:11:00 -
[509] - Quote
CCP Fozzie wrote: 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.
Second underline emphasis mine.
Have you done a first principles re-evaluation of rig design with this balance pass? If not could I encourage you to take the time to go back to the drawing board long enough to verify that current design is meeting the aims you want it to?
Personally I don't think rig penalties are creating any sort of interesting game-play decisions - despite negative drawbacks being a great way to stimulate what I think you are getting at, it all sort of seems to fall on its face. I don't think I have ever agonized over the speed loss (arguably the worst rig penalty in the game) of fitting trimarks because it is such an ingrained part of the game that going for max armour buffer means you get the shaft for speed; I am pretty sure the community agrees NO ONE cares about the shield rig penalty. I currently agonize over the decision to spend that much CALIBRATION on the damage rigs and potentially leave an open third rig slot on a T1 ship - not the CPU or PG penalty that probably isn't an issue with my perfect fitting skills or access to implants anyways and is mostly just a new player problem (still not sure if the limited implants were a good idea ). And this ignores all the rigs where the penalty is 100% meaningless by design or accident - or in the case of the Electronic and Energy Grid rigs non-existent... So... What would be the impact of flat out removing all rig penalties?
For the time being the rigging skill would be only a fitting gateway (for the ability to put your own T2 rigs on at level 4 and no purpose to level 5) until you could revisit them and perhaps have them directly affect the results of rigs, mess with calibration or SOMETHING other than a penalty reductions. (How about trimarks even taking 100 calibration to fit and armour rigging 5 taking off 5 calibration per level so triple trimark fits are only possible with level 4? /related brainstorming) I believe the result might be something like fits that were always putting on trimarks and CDFEs would continue to do so and you would have a much easier way ahead in making sure that rig amounts, calibration, and the entire design actually delivered interesting fitting game-play. I don't think you are accomplishing that now or could accomplish it without an entire revamp of the penalty system. (And maybe someday, somehow we would even end up with a useful, attractive option for drone rigs! lol)
To get back to the thread topic, after simply stripping the penalties off all rigs, add in your mass reducing skill and do another balance pass on the RAH (there has to be SOME circumstances where it is better than a ENAM for them to start being used - maybe a special synergy with active reps?!?) and re-evaluate armour tanking at that point with an eye to improving active armour tanking to an attractive alternative in appropriate circumstances.
At least consider it, on the off chance you haven't already thought about the idea and discarded the option. |
Vladimir Norkoff
Income Redistribution Service
76
|
Posted - 2013.01.23 00:29:00 -
[510] - Quote
Freighdee Katt wrote:So [the AAR] has to sit there loaded and shut down almost all the time, waiting for when you need the burst rep. It would make some sense if there were a way to run it as a normal rep while it's loaded, and only trigger the burst rep on demand, so you don't have to wait until it is reloading to use it as a gimp normal repper. Maybe have it only consume cap charges and do the burst tank when it is overheated? And make it so that it doesn't generate any heat while loaded with cap boosters? Would work into Fozzie's idea of overheating and tanking being tied together. Just an idea. |
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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
|
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
|
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
|
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 |
|
Mag's
the united Negative Ten.
13751
|
Posted - 2013.01.23 09:42:00 -
[541] - Quote
Ask yourself these questions.
Will you still use plates the same as now, after this change? Personally, yes.
Will you still fit buffer mostly in PvP? Personally, yes.
Will you train the skill to 5? Personally, yes.
Will you use the AAR? Minmatar maybe, depends on the ship and it's cap usage. Blaster ships eat cap, so doubtful on them.
So does this change, help active tanking? Personally, no.
Maybe I'm the only one, who knows?
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Fon Revedhort
Monks of War Out of Sight.
950
|
Posted - 2013.01.23 09:47:00 -
[542] - Quote
Weasel Leblanc wrote: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. You must have missed all the complaints about that Gallente active tanking bonus. And still HP thing is extremely dumb, among other things cause of increasing the ship stats itself rather than boosting mods efficiency. The same is true for velocity and capacitor bonuses. 14 |
Nova Satar
Rekall Incorporated Sinewave Alliance
11
|
Posted - 2013.01.23 09:54:00 -
[543] - Quote
Having read through all of this and played with the stats i'm really not convinced. I appreciate the acknowledgement that the current system is broken, but it just feels like you are leaving the whole broken system in place, and just adding a slightly bodged workaround.
I'm sure others will agree when i say it feels just a bit too messy for my liking. We're getting left with part-made systems that arent really cutting it. ASBs brought shield tanking back to eve in a big way, but have since been nerfed to hell and really aren't viable anymore except on a couple of ships perhaps.
My opinion is that you are viewing the WHOLE active tanking purpose wrong. When i active tank a ship it isn't becuase i want a short burst of insane tank, it's becuase i need a way to prolong my life over more drawn out fights. The two classics current systems are to buffer up and try to "kill before being killed" or to fit a tank, and use strategy and tactics to outlast your opponents. The AAR seems to completely go against this, as it gives you a very short lifespan and making that count can be tricky, i'm not sure why i wouldn't just go for a buffer? You need to realise, for the majority of players it's not a case of, "ok this has a rep bonus, so i need to play to that", it's actually a case of "i'll just use a different BC"
The one module theory is a great idea! The current system for Hypes and Myrms in particular is that unless you are in a big gang (where you should be buffer anyway) you really need 3 reps, and by then you arent left with much flexibility in your fit. I think it's wrong that currently there really is only one way to fit an armour hyperion, the the very last mod, we all know what it has fit. 1 repping module really opens this up, which i love, but not if it means my 300mil BS has about 30 seconds to win the fight, or else it's ******!
TL;DR. Active tanking is meant to give you staying power! You go in at a disadvantage, but if you can reduce their dps you can tip the fight back in your favour. These AAR mods are completely agaisnt staying power, they are just another mod to give you a few seconds to gank something which we already have.... plates!
|
Gauro Charante
Vile Duck Pond
0
|
Posted - 2013.01.23 10:13:00 -
[544] - Quote
Being new to the game I really don't all the aspects of it, but the way repping armoring now goes just eats way to much of my cap. Bad skills and so forth. And what I've read here on forums aint really better for others what comes to armor.
So I was wondering why not add an resist, say 10%, to normal armor reppers when they are on. Hey they do use nano bots to rep and reinforce armor right? Ofcourse that 10% would be with stacking penalty, considering people who plug 3 allready now on a Myrm, at least they would get abit more resist. Plus the Gallente ship skills, 7,5% effectivness to repps, would put those reppers at 13% (or 10% incursus model would give 15%). Can't say it would be overpowered, but as I said don't know all the aspects of the game.
Other version would to give the reppers an armor % bonus wich again Gallente ship skills would enhance, thus give Gallente a massive armor pool. This would also be useful in fleets. Again don't se it as to much 'couse you still would have to use an armor rep and have it active using a low slot, BUT you could use a smaller size repper AKA downsize compared to shields version of uppsize.
Then again might be barking up the wrong tree here ... :) |
Miguel Duran
Rising Thunder
3
|
Posted - 2013.01.23 10:21:00 -
[545] - Quote
Spugg Galdon wrote: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 How did you get that 17%?
When comparing to 7.5% rep bonus, the 5% resist bonus is only 3% behind the rep bonus. At level 5 with the rep bonus, you would get 37.5% increase in rep, or each point repped is worth 1.375 times more. At level 5 with a 5% per level resist bonus, you take 25% less damage. Each point is worth 1.333 times as much. 1/.75 = 1.333.. The resist bonus also gives you more buffer. |
ITTigerClawIK
Galactic Rangers R O G U E
173
|
Posted - 2013.01.23 10:30:00 -
[546] - Quote
i do have to say that i see no logic for cap boosters being the "fuel" needed for the AAR seeing as it doesnt provide the cap for the module or make sense with armor being nanobot based, nanite repair paste seems alot more logical than cap boosters that take up a rediculus amount of space and seem to provide what you would expect the to provide. |
Roime
Shiva Furnace
1799
|
Posted - 2013.01.23 10:37:00 -
[547] - Quote
Iyacia Cyric'ai wrote: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.
I'm simply comparing the biggest modules that I can fit on the ship. But sure, if it makes you feel better, LASB is also better than MAR on a MAR ship.
I don't think having twice as much tank and 34% more dps is the new definition of "gimped".
Quote: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.
True, web(s) are nice. But they won't help you against an ASB BC- your MARs can't tank them, and you don't have the dps to break them, and they wouldn't go anywhere because BCs use MWDs. Smaller ships you can't catch in the first place, resulting in a trade-off that most Myrm pilots consider acceptable- it's the MAR tank that gimps your ship.
About this 5% resist bonus vs 7.5% rep bonus confusion:
1. Resist bonus on Gallente BCs won't make them suddenly useful in fleets. Consider the ships as a whole, blasters and drones aren't fleet weapons.
2. 5% resist bonus on Gallente BCs would make their MAR tanks even weaker. Not by much, but surely it is the wrong direction and frankly idk what people hope this will "fix".
3. Increasing their EHP would mean adjusting their other stats. Why fly Amarr ships, if Gal BCs tank like them, while being faster, more agile and have more dps. So we'd have to tone them down, and as a result we'd kill variety.
Not all ships are for large fleets, and they don't have to be. The ships that work in large fleets won't necessarily work for solo and small gang. I think this variety is precious to keep.
Is it really so that buffing MARs and LARs would make them OP in some scenario? You are always trading damage for tank with active armor. I don't think it's unreasonable to except that you gain a better tank then than shield tank, and not the other way around.
-á- All I really wanted was to build a castle among the stars - |
Jackie Fisher
Syrkos Technologies Joint Venture Conglomerate
165
|
Posted - 2013.01.23 10:44:00 -
[548] - Quote
Change plate penalty from mass to speed and then change shield rigs/extender penalty to agility. Fear God and Thread Nought |
deepos
Blue Republic RvB - BLUE Republic
4
|
Posted - 2013.01.23 10:55:00 -
[549] - Quote
Apostrof Ahashion wrote:Ancillary Shield Boosters
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. about a million times this. Why can't you see the issue here ?
Fozzie, you've made an amazing rebalance for the ships, so that's probably why everyone is whining. You can solve this! OR maybe that's because eve players like to moan :)
Not sure what is the best way to fix this... But it definitely has to be fixed...
Regarding AAR... Not really sure what to think about this.. Even if it should be a burst repair, I don't feel like overheating repairers to make it work will be a viable solution for pvp, unless you dock between fights...
|
TehCloud
Carnivore Company Stealth Syndicate
27
|
Posted - 2013.01.23 11:11:00 -
[550] - Quote
Commander Ted wrote: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.
This, a thousand times this.
My Condor costs less than that module! |
|
Takeshi Yamato
Ministry of War Amarr Empire
590
|
Posted - 2013.01.23 11:27:00 -
[551] - Quote
To sum it up:
ASBs should require capacitor. Neut-immune tank that is usually found on ships with neut immune weapons is just too much and doesn't make any sense.
Allowing oversizing is a terrible idea that makes balance impossible. Restrict each ship class to a choice between a light and heavy plate/extender and the intended active tanking module and then you CAN balance everything.
NOTE 1: oversizing propulsion mods is OK in my opinion and can stay. NOTE 2: oversized mods actually decrease choice and variety because oversizing is almost always the way to go.
Ancillary Armor Repairer doesn't make sense. It doesn't save you a slot and uses the same cap charges that armor tanking ships typically need to keep their weapons running.
Active armor tanking besides the AAR is still bad (possibly worse since the associated rigs may make certain fits impossible). |
Shpenat
Pafos Technologies
34
|
Posted - 2013.01.23 11:46:00 -
[552] - Quote
Takeshi Yamato wrote:To sum it up:
ASBs should require capacitor. Neut-immune tank that is usually found on ships with neut immune weapons is just too much and doesn't make any sense.
Allowing oversizing is a terrible idea that makes balance impossible. Restrict each ship class to a choice between a light and heavy plate/extender and the intended active tanking module and then you CAN balance everything.
NOTE 1: oversizing propulsion mods is OK in my opinion and can stay. NOTE 2: oversized mods actually decrease choice and variety because oversizing is almost always the way to go.
Ancillary Armor Repairer doesn't make sense. It doesn't save you a slot and uses the same cap charges that armor tanking ships typically need to keep their weapons running.
Active armor tanking besides the AAR is still bad (possibly worse since the associated rigs may make certain fits impossible). I personally dont agree with the statement that neut - immune tank is bad. My issue with ASB is rather low fitting requirements (ASB = SB + Cap booster + amplifier in effect but only SB fitting requirements) and high repair amount (which is offset by long reload time so much less issue here)
But I guess ASB is off topic.
In case of armour active tanking I personally would love to have speed rig penalties gone and reduced PG use for medium and large armour reps. Also mild boost to the rep amount would do for me. |
Takeshi Yamato
Ministry of War Amarr Empire
591
|
Posted - 2013.01.23 11:53:00 -
[553] - Quote
Shpenat wrote: I personally dont agree with the statement that neut - immune tank is bad. My issue with ASB is rather low fitting requirements (ASB = SB + Cap booster + amplifier in effect but only SB fitting requirements) and high repair amount (which is offset by long reload time so much less issue here)
Neuts exist to counter active tanks that cannot easily be broken via dps. Are neuts too good for this purpose? Possibly.
Making ASB tanks immune to neuts isn't the answer though. ASB tanks should consume a low amount of cap. That makes them more resilient to neuts but not immune. |
Capqu
Love Squad
73
|
Posted - 2013.01.23 11:56:00 -
[554] - Quote
Fozzie could you please address the concern that active armor tanking ships already have cargo hold problems just holding their cap booster 800/400/200s, and now adding another type of cap booster 400/150/50 they're going to have to carry is just going to compound that problem?
http://pizza.eve-kill.net |
Dzajic
113
|
Posted - 2013.01.23 12:00:00 -
[555] - Quote
Takeshi Yamato wrote:javascript:__doPostBack('forum$ctl00$Preview','')
What? What? Whaaaat!? |
Moonaura
The Dead Rabbit Society
258
|
Posted - 2013.01.23 12:06:00 -
[556] - Quote
TehCloud wrote:Commander Ted wrote: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. This, a thousand times this.
You cannot have three AAR fitted... only one. As mentioned, Cargo Holds are increasing in size. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
Moonaura
The Dead Rabbit Society
258
|
Posted - 2013.01.23 12:15:00 -
[557] - Quote
CCP Fozzie, don't worry about being curt on the forums. You are allowed to be human. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
Shpenat
Pafos Technologies
34
|
Posted - 2013.01.23 12:15:00 -
[558] - Quote
Takeshi Yamato wrote:Shpenat wrote: I personally dont agree with the statement that neut - immune tank is bad. My issue with ASB is rather low fitting requirements (ASB = SB + Cap booster + amplifier in effect but only SB fitting requirements) and high repair amount (which is offset by long reload time so much less issue here)
Neuts exist to counter active tanks that cannot easily be broken via dps. Are neuts too good for this purpose? Possibly. Making ASB tanks immune to neuts isn't the answer though. ASB tanks should consume a low amount of cap while they have charges loaded. That makes them more resilient to neuts but not immune.
Discussion about ASB is kind of off topic. Lets keep it in separate thread.
this thread please |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
491
|
Posted - 2013.01.23 12:19:00 -
[559] - Quote
Commander Ted wrote: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. Wow ... caters to both common sense and the RP/Lore aspect, plus it solves all cargo issues PLUS it will act as a boost to entry level PI (nanite paste takes a lot of low end crap if I recall).
What's not to like? |
Dzajic
113
|
Posted - 2013.01.23 12:20:00 -
[560] - Quote
On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that? |
|
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
490
|
Posted - 2013.01.23 12:27:00 -
[561] - Quote
Jackie Fisher wrote:Change plate penalty from mass to speed and then change shield rigs/extender penalty to agility.
The tears on this forum would be EPIC. |
Darth Felin
Monkey Attack Squad Goonswarm Federation
6
|
Posted - 2013.01.23 12:27:00 -
[562] - Quote
Dzajic wrote:On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that?
It won't be a problem as most ships won't use AAR in current fit anyway. It is still inferior to shield/buffer tanking. I bet that AAR will found its use in plex running as reserve module to help tanking new NPC respawn while you are reducing incoming dps to manageable level.
|
Gunship
FATAL Warfare Hopeless Addiction
118
|
Posted - 2013.01.23 12:29:00 -
[563] - Quote
I like the changes proposed.
Perhaps I can finally start flying some Navy Omen's again rather than SFI's for FW... Now if I could also fit a MWD without the cap penalty I might even be able to use Lasers... Come join us for Amarr FW pvp-áaction. More info here:
https://forums.eveonline.com/default.aspx?g=posts&m=2145548&#post2145548
|
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
491
|
Posted - 2013.01.23 12:32:00 -
[564] - Quote
Dzajic wrote:On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that? No one is saying that it should consume cans full of the stuff, SAAR could perhaps load 100 and use up 25 per cycle, MAAR loads +50% and LAAR another +50%, at 20k per unit that is 2M per reload for frigs, 3M for cruisers/BCs and 4.5M for BS which is well within reason considering that it is used on a PvP god-tank.
There are loads of numbers to tweak, if it goes south (which is will, because this is Eve ), then CCP can manipulate market value by changing the relevant PI numbers
|
Mag's
the united Negative Ten.
13754
|
Posted - 2013.01.23 12:35:00 -
[565] - Quote
Veshta Yoshida wrote:Dzajic wrote:On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that? No one is saying that it should consume cans full of the stuff, SAAR could perhaps load 100 and use up 25 per cycle, MAAR loads +50% and LAAR another +50%, at 20k per unit that is 2M per reload for frigs, 3M for cruisers/BCs and 4.5M for BS which is well within reason considering that it is used on a PvP god-tank. There are loads of numbers to tweak, if it goes south (which is will, because this is Eve ), then CCP can manipulate market value by changing the relevant PI numbers Not only that, but all ships could have a nanite paste hold. This would limit amounts you're able to carry.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
490
|
Posted - 2013.01.23 12:37:00 -
[566] - Quote
Darth Felin wrote:Dzajic wrote:On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that? It won't be a problem as most ships won't use AAR in current fit anyway. It is still inferior to shield/buffer tanking. I bet that AAR will found its use in plex running as reserve module to help tanking new NPC respawn while you are reducing incoming dps to manageable level.
Because being able to tank 500 dps in a sacrilige without sacrificing any mobility isn't good for soloing at all..
The AAR as it is currently proposed (while i dont' really like the whole adding a new module thing) isn't bad. With it you will be able to fit a significant tank on an armor ship and still move fast enough to catch shield kiters. Brutix will be pretty epic. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
491
|
Posted - 2013.01.23 12:41:00 -
[567] - Quote
Mag's wrote:Veshta Yoshida wrote:Dzajic wrote:On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that? No one is saying that it should consume cans full of the stuff, SAAR could perhaps load 100 and use up 25 per cycle, MAAR loads +50% and LAAR another +50%, at 20k per unit that is 2M per reload for frigs, 3M for cruisers/BCs and 4.5M for BS which is well within reason considering that it is used on a PvP god-tank. There are loads of numbers to tweak, if it goes south (which is will, because this is Eve ), then CCP can manipulate market value by changing the relevant PI numbers Not only that, but all ships could have a nanite paste hold. This would limit amounts you're able to carry. I like inherent evil-ness of that plan .. have the AAR fuel cut into generic after-math module repair .. more choices/sacrifices \o/
|
Moonaura
The Dead Rabbit Society
258
|
Posted - 2013.01.23 12:45:00 -
[568] - Quote
So, time to rattle the cage.
The common theme in this thread is that some how 'Armor tanking' sucks. Given the agility, speed and signature bonuses incoming, that is one problem often stated, but this is being reduced dramatically in these changes and armor still has a much reduced signature and the mid slots to be able to do something about being slower.
There is this perception that active Armor tanking is inferior to shield tanking in terms of raw numbers, and that simply isn't true. There 'is' an issue of scalability, where I think shield tanking wins the more ISK you spend on it, but most players will never get that far or risk that much, certainly not solo.
And still - shield tanking takes a big big hit in the midslots, reducing functionality that benefits solo armor players, that shield fits simply can't manage.
One of the best ships in the game for Shield Tanking, is the Rokh. Many consider it to be a demon.
But lets compare it to the Hyperion.
A well fit tripple rep Hyperion - without a +3 pwg implant to fit, reaches 1332 peak hp a second tank. Its capacitor (And this fit has two boosters loaded, can for 41 minutes cap stable. Now naturally this doesn't happen because of the cargo hold limitations - but the Hyperion has a larger cargo hold than the Rokh.
The Hyperion has the ability to fit propulsion mods, including the new Micro Jump, a Web, and a Point.
The Rokh cannot do that. There is only room for one point - no propulsion or web.
Here are the Rokh's numbers:
Peak HP tank is 965.
Its capacitor lasts a whole 2 minute 16 seconds.
Heck, if anything I could argue that if anything, shield boosters should have a capacitor usage reduction. The Rokh has a smaller cargo hold to boot.
Now, you can't argue with the numbers here, the Hyperion can tank 400 more dps before any sort of drug boosters.
Now, the Rokh pilot can start getting fancy. Lets say we decide to spend half a billion isk on the low-grade crystal implants.
You'd think this would help, and it does, and it something the Hyperion pilot can't do.
This take the numbers to 1272 on the Rokh tank. Still not as good. We just spent 500m and its still no where near as good.
The Rokh can overload better, and for longer, but this takes the tank up to 1800 hp a second for around one to two minutes depending how lucky you are.
The Hyperion can overload as well, and reach 1656 hp a second. Not bad, but for a little less time.
But consider it has more capacitor potential, it will certainly have better odds on the field. The DPS is less on the Hyperion, and that is also a factor. The Rokh can reach further, but can't hit anything like as well without the web module fighting against smaller ships.
Overall, I would say, there is a balance here. And while this is a specific example, you can look at many fits from the Incursus, Thorax and Myrmiddon, and draw a similar set of results.
With the agility, mass and rig changes, Armor pilots can not really complain now. There are far more fitting options and choices compared to Shield pilots, with several different module choices, without the real pain of losing midslots, that makes for some hard choices when using Caldari and Minmitar ships.
If you want further proof that being Armor isn't all that bad, Armor doesn't have a Dread Guristas faction invul that costs 440m ISK to buy. Armor has seven faction module suppliers, reducing prices on faction modules by massive margins. Shield tanking faction suppliers - only has three - and one of those is typically worse than T2 and just there for fitting. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
Freighdee Katt
Center for Advanced Studies Gallente Federation
100
|
Posted - 2013.01.23 12:55:00 -
[569] - Quote
You know, the current UI has a full however many degrees unused for "tabs" on each module. It would make sense to add a blue tab, 180 degrees opposite from the current green heat tab, that means "burn charges." This blue tab would not apply to things like guns that only work when charged, but it would function on modules like the ASB and AAR. So you can run the module in "normal" or "empty" mode as long as the blue tab is not lit, and it will only burn the loaded charges (for the burst effect), if you have the blue tab lit. People would probably never run an ASB with the blue tab not lit, but they might want to keep the AAR loaded and ready, but run it with the blue tab off much of the time. This avoids the problem that, as it stands now, the AAR can only really be used as a normal repper while it is reloading, which kind of defeats the way you have designed it. |
NetheranE
The Cariest Of Bears
25
|
Posted - 2013.01.23 12:57:00 -
[570] - Quote
Moonaura wrote:So, time to rattle the cage.
*snip*
Allow me to simply and plainly ask you this question:
Do you, yourself, on ANY of your toons, consistently or with any frequency actually fly any active armor tanked ships?
If answer is no, you have just show in that alone that you are one of the reasons that armor tanking needs a buff.
Next, please link the fits that you gave us these numbers with, as spewing numbers is something anyone can do. Either way, that argument will be moot.
The point is, I fly active armor with a large number of ships, with and without implants or boosts. I fly them with great frequency as well. I do it so often I invested 4billion isk into a single hull for active armor tanking! I can tell you, these buffs are in a ******* dire ass need, and much more is needed to bring active armor tanking on par with shields.
Try comparing a Hyperion to a Maelstrom. Honestly, go ahead. A rack of Electrons on a Hyper is probably the most crippling thing you can do to a battleship. It's like cutting the legs off a kitten.
You sir, are delusioned. Fly the ships, in EvE, in real time, against real opponents. Then come back here, I'll have a tissue box for just you when you get back. |
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Shpenat
Pafos Technologies
34
|
Posted - 2013.01.23 13:04:00 -
[571] - Quote
Freighdee Katt wrote: *snip*
As many will probably point out the issue is not that much in hp/s but rather in fitting requirements . Having to fit electron blasters on gallente is what kills active armor tank. |
Takeshi Yamato
Ministry of War Amarr Empire
596
|
Posted - 2013.01.23 13:05:00 -
[572] - Quote
Moonaura wrote:So, time to rattle the cage. *snip*
If you honestly think that armor tanking is on par with shield tanking then you have not assessed the situation correctly. |
Moonaura
The Dead Rabbit Society
259
|
Posted - 2013.01.23 13:08:00 -
[573] - Quote
NetheranE wrote:Moonaura wrote:So, time to rattle the cage.
*snip* Allow me to simply and plainly ask you this question: Do you, yourself, on ANY of your toons, consistently or with any frequency actually fly any active armor tanked ships?
http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15162689 - You will need to copy and paste this to make it work.
I can fly Armor and Shield. At the moment we are focusing on Shields in my corporation and plan to use some fun stuff based around the Rokh. One of the key challenges we've had is getting a gang to work because of the lack of midslots on the Rokh.
I flew armor for a long time with Moonaura and an alt when I was in Rooks and Kings, typically in the guardian on an alt, sometimes the Legion or Typhoon with Moonaura.
And take a peak at how well the Hyperion tanks and fights here. The numbers I have given are from this excellent fit by are34, who is a top pilot with skills on show here:
https://www.youtube.com/watch?v=d8IBiM-0br0 We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
chris elliot
EG CORP Talocan United
111
|
Posted - 2013.01.23 13:13:00 -
[574] - Quote
Hey Fozzie, call me a prick man, but it seems like you are putting an awful lot of work and thought into something that really isn't going to do all the much to the landscape of pvp once its out there, except maybe give old bittervets something new to train.
Resists and buffer tanking with remote reps are still going to be the name of the game when it comes to armor. None of these mods, bonus's or skills show any sign of being any sort of improvement over the status quo, which is, fit oversized ASB, receive killmails. Or just fit shield buffer and nano out the lows all day long.
I know you are catching a lot of flack on here for trying to make things better for the poor armor tankers but it really does seem from all your updates that these modules are not going to be worth much of anything because they offer no visible improvement over what already exists.
Giving out lots of resist bonus's to every race but gallente, and then socking the gallente with an admittedly measly rep bonus is kinda sad to see as well to be honest. Add in that its possible to fit over sized shield mods and not be able to do that with armor mods and you really have begun to make a recipe for a pretty profound nerf of the gallente race again.
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Paikis
Vapour Holdings
571
|
Posted - 2013.01.23 13:14:00 -
[575] - Quote
Since when does training for Armour tanking require more SP than Shield tanking? Last time I checked, Shield tanking was a full rank 1 skill, plus Tactical Shield Manipulation IV (rank 4, 181,020 SP) more than armour tanking... and that's if you pretend like you never need a Damage Control II to shield tank (Hint: you do) which adds another rank 2 skill to IV (90,510 SP).
Realistically though, you should be able to do both.
These changes seem like they'll be very nice for armour tanks. Don't make them too over the top, or we'll be back to how things were when I started back in 2009... armour tank or GTFO. And for the record, I mostly fly armour, so any buffs they get will make me stronger. |
Moonaura
The Dead Rabbit Society
259
|
Posted - 2013.01.23 13:14:00 -
[576] - Quote
Takeshi Yamato wrote:Moonaura wrote:So, time to rattle the cage. *snip*
If you honestly think that armor tanking is on par with shield tanking then you have not assessed the situation correctly.
Cage rattled then. Good.
I think Armor needed to be faster, more agile. It's got that and more to boot with these changes. I have already said thats good news. What shield tanking gets, it loses in mid slots. Functionality cannot be ignored, and having more mid slots opens up a lot of options for armor tankers. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
Takeshi Yamato
Ministry of War Amarr Empire
598
|
Posted - 2013.01.23 13:18:00 -
[577] - Quote
Moonaura wrote:Takeshi Yamato wrote:Moonaura wrote:So, time to rattle the cage. *snip*
If you honestly think that armor tanking is on par with shield tanking then you have not assessed the situation correctly. Cage rattled then. Good. I think Armor needed to be faster, more agile. It's got that and more to boot with these changes. I have already said thats good news. What shield tanking gets, it loses in mid slots. Functionality cannot be ignored, and having more mid slots opens up a lot of options for armor tankers.
Please, entertain us with the fits that you referenced earlier on. I want to see your triple rep Hyperion and Rokh fit.
I might also note that you're sidestepping the real issue by citing battleships: oversized shield tanking mods. |
TehCloud
Carnivore Company Stealth Syndicate
27
|
Posted - 2013.01.23 13:22:00 -
[578] - Quote
Moonaura wrote:TehCloud wrote:Commander Ted wrote: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. This, a thousand times this. You cannot have three AAR fitted... only one. As mentioned, Cargo Holds are increasing in size.
You have 1 or 2 Normal Reps + AAR fitted.
You need Cap Boosters to have your reps running plus additional cap boosters to have the AAR running, that's just plain ********. Different sized Cap Boosters & huge need for Cap will make you run out of cap really really soon.
Making the AAR run with Nanite Repair Paste would make it still an expensive thing to do but at least it wouldn't cripple you completely.
My Condor costs less than that module! |
Zyella Stormborn
Green Seekers
615
|
Posted - 2013.01.23 13:23:00 -
[579] - Quote
Moonaura wrote:So, time to rattle the cage.
The common theme in this thread is that some how 'Armor tanking' sucks. Given the agility, speed and signature bonuses incoming, that is one problem often stated, but this is being reduced dramatically in these changes and armor still has a much reduced signature and the mid slots to be able to do something about being slower.
Most of the Amarr engineering groups, who seem to have a pathological fear of mid slots, would like a word with you concerning a great number of their ships. There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Darth Felin
Monkey Attack Squad Goonswarm Federation
6
|
Posted - 2013.01.23 13:31:00 -
[580] - Quote
Fozzie, you did a great job on AAR. Maybe it is more logical to use nanite paste instead of cap booster, maybe it is better if it will consume charges only in overheating mode instead of heat generation but those are minor tweaks. Rig changes are good to even if inconsistent with bonuses for other rigs. Maybe it is better to have separate pass on rig balancing for all rigs at once?
But there is a problem. AAR is interesting module and it have its strong and weak sides if we will compare it to usual AR but the problem is that AAR is more or less on same "power level" as usual AR and it will be its doom. It is not worth usually to active armor tank and new module won't change anything. You need to boost to armor active tanking as a whole, especially MAR and LAR are lacking. They have crazy PG requirements now. You need 4 times more PG to install single meta 4 LAR than meta 4 1600 Armor plate and it takes 5+ cycles of rep just to catch in hp. |
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Nova Satar
Rekall Incorporated Sinewave Alliance
16
|
Posted - 2013.01.23 13:31:00 -
[581] - Quote
Moonaura wrote:So, time to rattle the cage.
One of the best ships in the game for Shield Tanking, is the Rokh. Many consider it to be a demon.
But lets compare it to the Hyperion.
A well fit tripple rep Hyperion - with a +3 pwg implant to fit, reaches 1332 peak hp a second tank. Its capacitor, and this fit can fit two cap boosters in the mid slots, can run technically for 41 minutes cap stable. Now naturally this doesn't happen because of the cargo hold limitations - but the Hyperion has a larger cargo hold than the Rokh to compensate. Overall it will run its tank for far longer, and has the option of not using all three repairs all the time
.
Had to cut your post out a bit as it was too huge for a quote :)
Yes, this is true, but the point to consider is it is requiring THREE very heavy fitting based modules to make this happen. There's a trade off ofcourse, as the Rokh needs to drop something to fit a scrambler but the trade off is far from balanced. Which is why i agree in theory with the AAR using up one slot to finally allows for more variation in fits.
The part i don;t agree with though is the short but sharp burst system it's going to use. Crazy tanking for short periods of time. If the Rokhs tank was all used up in 40 seconds, it wouldnt be used, you'd just use a buffer mega instead. The AAR changes need to make sure the same doesnt apply to Myrms/New Brutix/Hype
|
Syrias Bizniz
Carnivore Company Stealth Syndicate
114
|
Posted - 2013.01.23 13:36:00 -
[582] - Quote
Since the AAR will have an onlinelimit of 1 and 60 seconds of recharge, any chance we will see the nanobot accelerator rig also decrease the reload time of the AAR? Cause else, 60 seconds without repps running will probably only be possible in a double rep fit, making the module almost useless for setups that only have space to fit one. |
Fon Revedhort
Monks of War Out of Sight.
951
|
Posted - 2013.01.23 13:50:00 -
[583] - Quote
Zyella Stormborn wrote:Moonaura wrote:So, time to rattle the cage.
The common theme in this thread is that some how 'Armor tanking' sucks. Given the agility, speed and signature bonuses incoming, that is one problem often stated, but this is being reduced dramatically in these changes and armor still has a much reduced signature and the mid slots to be able to do something about being slower.
Most of the Amarr engineering groups, who seem to have a pathological fear of mid slots, would like a word with you concerning a great number of their ships. It's likely to be addressed in due time, though. Seriously, 3 mids on Abso or Geddon are just ******** and everyone knows that. 14 |
Apostrof Ahashion
Viziam Amarr Empire
63
|
Posted - 2013.01.23 13:53:00 -
[584] - Quote
My humble opinion in detail:
Armor Upgrades skill Plate mass isnt the only speed killer for armor tank, the rigs are worse. This skill at level 5 will reduce the mass of 1600rrtp for 412.500, and that will increase speed of mwd propulsion fit BC for like ~20m/s. Its a horrible skill, especially considered how much skill intensive armor tanking is for new players, and you still have to train it for the same reason all your navigation skills need to be at level 5, speed is king.
Gallente are still fcked Rep amount on just too many of their ships is useless in fleets/large ganks. That and slow ships with short range guns make them really bad in any pvp situation that includes more than 15 players. This needs to be solved, either by making rep boost apply to remote reps (to make them have small buffer but work better with logies than amarr) or to give some of their ships %boost to armor hp (to make them have bigger buffer but dont work with logies as good as amarr). Or even better, do both, give Gallente some versatility in their ship lineup.
Proposed Ancillary Armor Repairer Is just plain terrible. Its mechanics is gimmicky, i dont see how can you implement the option to choose will it use batteries or just repair at 3/4. It accomplishes nothing new, it does not add more fitting options or versatility, if you use reps you are gonna drop one and replace it with new module. And the logic behind the way it operates is kinda dumb.
And i can already see ppl creating spreadsheets to calculate the best way to fill your cargo with different size capacitor batteries and ammo. Just drop it completely, and buff the repair skill or modules, all this does is add flat rep amount boost at the cost of terrible cargohold micromanagement.
Ancillary Shield Booster The thing that actually made this whole mess even worse. In needs to be nerfed a lot, to make using standard modules again an option. Something like this would be ok:
Large Ancillary Shield Booster: Fitting: 130CPU(+30), 170PG (+20) - bring it in line with shield booster + capacitor booster fitting requirements Limit 1 per ships - to limit its use in pve and prevent new cyclone from achieving godhood Shield boost - 375(-15) - bring it in line with shield booster + shield boost amplifier (it still repairs much more) Its skill requirements are a joke, Shield Operation II for such a powerful module, at lest Shield Operation IV and maybe Energy Management IV.
And yes i know you only can fire it 10 times before it goes into long reload, but with careful management it will last enough. And Small Capacitor Booster with 150 navy charges wont exactly make your Large Shield Booster cap stable, Ancillary Shield Booster uses batteries much more efficiently. And it frees two slots ffs, that should be more than enough.
Even after these nerfs it will still be 5x better than standard shield booster in pvp, and if you dont limit it to one per ship there will be no one in game that uses shield boosters and boost amplifiers.
Armor rigs The removal of the speed penalty is great thing for active tankers, but buffer tank also needs some sort of speed buff in the rigs. Currently proposed pg nerf is too much and will kill many pve fits (and absolutely destroy amarr in pve, yeah i know not important and all that but most of the playerbase are pve folk). All ideas i had are not really good but here they are, in case someone can work something out -5% more cap use (only for active tanking rigs) - would kill triple rep fits, double rep fits probably wont be hit that much -%mass addition - works great on battlecruisers, on smaller ships it gets worse than current rigs -%mass addition only for fitted modules - lazy way, would work great but feels stupid (still makes more sense than AAR)
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deepos
Blue Republic RvB - BLUE Republic
5
|
Posted - 2013.01.23 13:57:00 -
[585] - Quote
Moonaura wrote:NetheranE wrote:Moonaura wrote:So, time to rattle the cage.
*snip* Allow me to simply and plainly ask you this question: Do you, yourself, on ANY of your toons, consistently or with any frequency actually fly any active armor tanked ships? http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15162689 - You will need to copy and paste this to make it work.
Please allow me to provide the following fit from your own collection as well : http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15616235
For the lazy ones, its a Dual LSE Omen fit...
Moonaura, if you gimp your own fits as to put 2xLSE on a 3 mid slots ship, I would really suggest you re-read your own posts, unless you are trying to troll, which I'm more and more thinking you are.
|
Freighdee Katt
Center for Advanced Studies Gallente Federation
100
|
Posted - 2013.01.23 14:11:00 -
[586] - Quote
Syrias Bizniz wrote:Since the AAR will have an onlinelimit of 1 and 60 seconds of recharge, any chance we will see the nanobot accelerator rig also decrease the reload time of the AAR? Cause else, 60 seconds without repps running will probably only be possible in a double rep fit, making the module almost useless for setups that only have space to fit one. If this module doesn't run in gimp mode while reloading, then it should. Otherwise the entire point of it is defeated. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
101
|
Posted - 2013.01.23 14:16:00 -
[587] - Quote
Apostrof Ahashion wrote:Proposed Ancillary Armor Repairer Is just plain terrible. Its mechanics is gimmicky, i dont see how can you implement the option to choose will it use batteries or just repair at 3/4. It accomplishes nothing new, it does not add more fitting options or versatility, if you use reps you are gonna drop one and replace it with new module. And the logic behind the way it operates is kinda dumb. I agree generally, but there is a fairly simple way they could make burst mode selectable at will, and as long as the module also runs while it's reloading, it would at least be all that it can be. That might not be a whole lot, but it could at least do what they think they want it to do, with a couple UI and reloading mechanics tweaks. |
JamesCLK
282
|
Posted - 2013.01.23 14:17:00 -
[588] - Quote
Armour tanking 2.0: Still a band aid on a sucking chest wound. Malcanis, Mynnna and Ripard Teg for CSM 8! |
Jame Jarl Retief
Murientor Tribe Defiant Legacy
991
|
Posted - 2013.01.23 14:19:00 -
[589] - Quote
A thought occurs:
Is it even possible to balance Armor Tanking 2.0 without simultaneously nerfing Shield Tanking?
What I mean is, a lot of complaints about AAR stem from comparison to ASB. At the same time, a lot of folks (myself included) feel that ASB should be nerfed into the ground or removed from the game altogether. Frankly, I wouldn't lose any sleep over either one.
In other words, trying to make AAR measure up to, arguably, grossly overpowered ASB might not be the way to go. Perhaps fixing/removing ASB and then adding AAR that is more in like with fixed ASB is better?
And again, if some of these changes are not going to make it in 1.1 release, how are new Gallente BCs going to be tested? How can we determine if the hulls are weak/OK/strong if their hull bonus isn't even working properly yet? Not even on paper, never mind on test server. Is releasing yet another piece of unfinished content the smart way to go?
I'm saying this phrase a lot lately since someone mentioned it, but it sums up the situation perfectly: putting the cart before the horse. |
Nikuno
Atomic Heroes The G0dfathers
81
|
Posted - 2013.01.23 14:23:00 -
[590] - Quote
Freighdee Katt wrote:Apostrof Ahashion wrote:Proposed Ancillary Armor Repairer Is just plain terrible. Its mechanics is gimmicky, i dont see how can you implement the option to choose will it use batteries or just repair at 3/4. It accomplishes nothing new, it does not add more fitting options or versatility, if you use reps you are gonna drop one and replace it with new module. And the logic behind the way it operates is kinda dumb. I agree with you generally about the module, but there is a fairly simple way they could make burst mode selectable at will, and as long as the module also runs while it's reloading, it would at least be all that it can be. That might not be a whole lot, but it could at least do what they think they want it to do, with a couple UI and reloading mechanics tweaks.
But if it continued to run whilst reloading what would be the point or the current armour repairers? They'd be totally redundant. ASB introduced something new - active tanking that was immune to neuting. The huge tank is a big plus, and the ability to fit mutiples makes it seriously OP. The AAR gains none of these. It remains a drain on cap and sensitive to neuting; it's 'burst' tank is more protracted than the ASB so more of a dribble of additional rep than a flood; only one can be fitted per ship. Please, for the love of keeping this game in some sort of balance, where is the rationale behind all this? I see ideas with promise being lumbered with a whole load of bad implementation making a bad situation worse. |
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Freighdee Katt
Center for Advanced Studies Gallente Federation
101
|
Posted - 2013.01.23 14:26:00 -
[591] - Quote
Jame Jarl Retief wrote:I'm saying this phrase a lot lately since someone mentioned it, but it sums up the situation perfectly: putting the cart before the horse. To be honest, releasing everything half-done appears to be the new development model for this year; the "future of EvE" dev blog said as much. They're now working on every little thing in tiny little pieces all the time, so nothing is ever going to get released when it's actually done, or when the other five things it needs to make sense are done at the same time. You can criticize this pattern if you want, but it does have the advantage that it will guarantee there is always something fatally broken somewhere in the game, at any given time; and that's got to count for something. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
101
|
Posted - 2013.01.23 14:28:00 -
[592] - Quote
Nikuno wrote:But if it continued to run whilst reloading what would be the point or the current armour repairers? They'd be totally redundant. ASB introduced something new - active tanking that was immune to neuting. The huge tank is a big plus, and the ability to fit mutiples makes it seriously OP. The AAR gains none of these. It remains a drain on cap and sensitive to neuting; it's 'burst' tank is more protracted than the ASB so more of a dribble of additional rep than a flood; only one can be fitted per ship. Please, for the love of keeping this game in some sort of balance, where is the rationale behind all this? I see ideas with promise being lumbered with a whole load of bad implementation making a bad situation worse. You can only have one AAR on a ship, so that's the point of it; it makes a single-rep fit into a burst dual-rep, and a dual-rep fit into a burst triple-rep (at the cost of having a gimped "normal" mode compared to a standard rep and eating cap boosters to get the burst, ofc). If it doesn't run while reloading and can't run in normal mode while loaded and ready, then the way it works makes no sense at all. |
Nikuno
Atomic Heroes The G0dfathers
81
|
Posted - 2013.01.23 14:29:00 -
[593] - Quote
Jame Jarl Retief wrote:A thought occurs:
Is it even possible to balance Armor Tanking 2.0 without simultaneously nerfing Shield Tanking?
What I mean is, a lot of complaints about AAR stem from comparison to ASB. At the same time, a lot of folks (myself included) feel that ASB should be nerfed into the ground or removed from the game altogether. Frankly, I wouldn't lose any sleep over either one.
Exactly this. I like the ASB, but that's because I know how dominating it is for active tanking. You introduced the recent modules through dropped bpcs to give the ability to influence their presence in the game. It may seem a bitter pill, but aside from exciting tourney fights it really is more of a curse than a blessing when it comes to balancing tanking and perhaps you should consider removing it from the game until a balanced approach across all tanking methods can be thought up.
Speaking of tourney, wrong place to ask I know, but still no prizes (aside from the shiny medal, for which tyvm) :((
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Moonaura
The Dead Rabbit Society
260
|
Posted - 2013.01.23 14:32:00 -
[594] - Quote
deepos wrote:Moonaura wrote:NetheranE wrote:Moonaura wrote:So, time to rattle the cage.
*snip* Allow me to simply and plainly ask you this question: Do you, yourself, on ANY of your toons, consistently or with any frequency actually fly any active armor tanked ships? http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15162689 - You will need to copy and paste this to make it work. Please allow me to provide the following fit from your own collection as well : http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15616235For the lazy ones, its a Dual LSE Omen fit... Moonaura, if you gimp your own fits as to put 2xLSE on a 3 mid slots ship, I would really suggest you re-read your own posts, unless you are trying to troll, which I'm more and more thinking you are.
One of the great bits of fun in EVE is the ability to try different fits and ideas out, indeed my entire corporation is based around trying to do that.
The Omen in this configuration can do a lot of damage, and still have buffer to potentially get repped, although its resists are not great at all.
The Vexor is also being used in a very similar way, not just by me, but by many others, because it can hit 900 DPS in that configuration.
A couple of days ago I took out a buffer armor fit Omen, but its not been popped - yet :)
I'm not trolling, but I do think there is often the feeling that 'My race sucks - every other race is awesome' in the threads, and in this thread, I felt that people felt active armor tanking was some how this terrible thing, when it fact, there are some nice fits for it, that work very well. Some of the best tanks i've seen lately were active armor fit. Again you need to copy and paste this link:
http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15571848
The related kill mail isn't accurate, the ? players listed here were not on the fight at this time. He warped in on us, and frankly, if it wasn't for the griffin, we'd have easily lost a Moa, maybe both. It took us a long time to get him down, as he kited away from us with the AB - the Moa's don't have the cap to keep their MWD on, so it was a case of slow and fast, slow and fast, which meant I wasn't always in optimal range.
Its a great fit, and for small solo play, I bet he has a lot of success with it. Solo, he'd have easily killed me, no doubt at all. Even against the two Moas I reckon he would have got at least one of us down.
For myself, I don't claim to be the most experienced player out there, and certainly not in solo work. But when I have fought against armor reppers, they have generally done well, far better than the ASB is great, but frankly, the 60 seconds reload is enough to cause them real issues. I imagine the AAR will have the same issue, although it will still give some tank even when empty, which is interesting.
One of the most exciting ships (If the numbers and fits don't change) is the new Prophecy. I think this thing will be absolutely bad ass - it has a cap stable cap drain and 82,000 EHP, with web, scram and MWD. That is impressive. It too can be tripple tanked, and it will be interested to see how folks use it.
I think what CCP Fozzie is presenting is a great set of changes that for me, bring some balance to the state of play. But lets not kid ourselves that armor is useless. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
Takeshi Yamato
Ministry of War Amarr Empire
599
|
Posted - 2013.01.23 14:36:00 -
[595] - Quote
Jame Jarl Retief wrote:A thought occurs:
Is it even possible to balance Armor Tanking 2.0 without simultaneously nerfing Shield Tanking?
What I mean is, a lot of complaints about AAR stem from comparison to ASB. At the same time, a lot of folks (myself included) feel that ASB should be nerfed into the ground or removed from the game altogether. Frankly, I wouldn't lose any sleep over either one.
In other words, trying to make AAR measure up to, arguably, grossly overpowered ASB might not be the way to go. Perhaps fixing/removing ASB and then adding AAR that is more in like with fixed ASB is better?
Balance is the relationship between different parts. So by definition it's impossible to balance armor tanking without affecting shield tanking. Whether that happens by reducing the effectiveness of shield tanking, improving the effectiveness of armor tanking or doing both, shield will always end up relatively worse.
Now, the big problem here is oversized shield boosters and oversized ASBs. If oversizing didn't exist, CCP could adjust each module to its appropriate strength within the ship class that uses it. Many of the complaints here are people comparing "regular sized" armor reps to "oversized" shield boosters/ASBs.
I think it's time to admit that oversized mods have become the norm, default choice and measure by which everything else is judged. It's not possible to balance oversized modules for ONE SHIPCLASS because another ship class also uses the same module. Therefore the only solution is give each ship class its own set of modules and disallow oversizing. Then balance is possible.
|
Nikuno
Atomic Heroes The G0dfathers
81
|
Posted - 2013.01.23 14:39:00 -
[596] - Quote
Freighdee Katt wrote:Nikuno wrote:But if it continued to run whilst reloading what would be the point or the current armour repairers? They'd be totally redundant. ASB introduced something new - active tanking that was immune to neuting. The huge tank is a big plus, and the ability to fit mutiples makes it seriously OP. The AAR gains none of these. It remains a drain on cap and sensitive to neuting; it's 'burst' tank is more protracted than the ASB so more of a dribble of additional rep than a flood; only one can be fitted per ship. Please, for the love of keeping this game in some sort of balance, where is the rationale behind all this? I see ideas with promise being lumbered with a whole load of bad implementation making a bad situation worse. You can only have one AAR on a ship, so that's the point of it; it makes a single-rep fit into a burst dual-rep, and a dual-rep fit into a burst triple-rep (at the cost of having a gimped "normal" mode compared to a standard rep and eating cap boosters to get the burst, ofc). If it doesn't run while reloading and can't run in normal mode while loaded and ready, then the way it works makes absolutely no sense at all.
Precisely, this module makes no sense. It's burst tank is not. It IS far more effective than the current reps for a short period, but that period is much longer than the ASB burst period. That means less dps tanked/second for that time period compared to the ASB(bear in mind the overheat rig was also a large part of making the AAR effective and has now been removed). Now add in the continued use of cap, the sensitivity to neuts, the restriction of 1 module per ship, and you end up with a module that on one hand
- does not rep whilst it reloads so is pointless regarding the non-selectable 3/4 rep without boosters option
-does rep whilst it reloads, so why would you ever fit a normal repairer in the first place? This leads to;
1.For a single rep ship you'd ALWAYS fit the AAR to have the burst as an option 2.For a dual rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option 3.For a triple rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option
With fitting between AAR and Repper being identical there would simply be no choice. Yet the argument for introducing these modules is to provide choice. It'd become the armour repairer equivalent of oversize fitting which is generally considered a plague on the game. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
101
|
Posted - 2013.01.23 14:47:00 -
[597] - Quote
Nikuno wrote:1.For a single rep ship you'd ALWAYS fit the AAR to have the burst as an option 2.For a dual rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option 3.For a triple rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option I'd go with all normal reps if I (1) do need better sustained tank; (2) don't need burst tank ever; and (3) need the cargo bay or want to avoid futzing with cap boosters. If I want a sustained triple rep setup, then I still have to fit three normal reps (two for sustained dual rep tanking, etc.).
Normal reps will give better sustained tank, and this thing will allow for a very large burst tank, that comes with some costs (assuming they make it work the way it needs to work for it to make any sense). A new burst mod does not make sustained tank fits obsolete, except to the extent that they sucked already and still need to be fixed. This is why they should have started by balancing normal modules / rep bonus / resist bonus first, rather than just throwing a half-baked module into the mix and then having to deal with all the problems it creates, while still needing to balance all the old stuff as well because it's still needed, and still broken. |
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:03:00 -
[598] - Quote
A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Roime
Shiva Furnace
1807
|
Posted - 2013.01.23 15:18:00 -
[599] - Quote
[Hyperion, Bring Moar Deeps It's LAAR]
Large Ancillary Armor Repairer I Large Armor Repairer II Reactive Armor Hardener Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II
Heavy Capacitor Booster II, Navy Cap Booster 800 Medium Capacitor Booster II, Navy Cap Booster 800 Large Micro Jump Drive Warp Scrambler II Stasis Webifier II
Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L Ion Blaster Cannon II, Void L
Large Auxiliary Nano Pump I Large Nanobot Accelerator I Large Nanobot Accelerator I
Ogre II x4
Standard Exile + Legion links + heat = 3509 hp/s tanked for nine cycles? (RAH at default 15%, this figure goes a lot higher against <4 dmg types)
958 dps with terrible tracking and at point blank range, but it surely does tank
..pimp it up to about 1.2bil, use stronger drugs and a repping implant and you get +5700 hp/s loltank. What about T2 RAH?
-á- All I really wanted was to build a castle among the stars - |
Takeshi Yamato
Ministry of War Amarr Empire
600
|
Posted - 2013.01.23 15:18:00 -
[600] - Quote
Omnathious Deninard wrote:A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters.
That's mostly because you are comparing regular sized armor reps to oversized shield boosters/ASBs.
The difference isn't THAT large when comparing regular size modules.
I'm repeating myself here but the main problem are oversized mods... |
|
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:20:00 -
[601] - Quote
Takeshi Yamato wrote:Omnathious Deninard wrote:A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters. That's mostly because you are comparing regular sized armor reps to oversized shield boosters/ASBs. The difference isn't THAT large when comparing regular size modules. No I'm not, that is small to small, medium to medium to, large to large/x-large. And no Ancillary were included in this Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Takeshi Yamato
Ministry of War Amarr Empire
600
|
Posted - 2013.01.23 15:21:00 -
[602] - Quote
Omnathious Deninard wrote:Takeshi Yamato wrote:Omnathious Deninard wrote:A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters. That's mostly because you are comparing regular sized armor reps to oversized shield boosters/ASBs. The difference isn't THAT large when comparing regular size modules. No I'm not, that is small to small, medium to medium to, large to large/x-large. And no Ancillary were included in this
You should be comparing Shield Booster + Boost Amp with 2x armor reps.
|
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:23:00 -
[603] - Quote
Takeshi Yamato wrote:Omnathious Deninard wrote:Takeshi Yamato wrote:Omnathious Deninard wrote:A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters. That's mostly because you are comparing regular sized armor reps to oversized shield boosters/ASBs. The difference isn't THAT large when comparing regular size modules. No I'm not, that is small to small, medium to medium to, large to large/x-large. And no Ancillary were included in this You should be comparing Shield Booster + Boost Amp with 2x armor reps. 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 Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Apostrof Ahashion
Viziam Amarr Empire
65
|
Posted - 2013.01.23 15:24:00 -
[604] - Quote
The entire concept of "burst" tanking is flawed. Its supposed to repair much more than other module in short time span and then as time progresses fall far, far behind. This does not happen in eve because small scale combat is over fast. And in its current state Ancillary Shield Boosters are even better in pve since you can fit two of them, so the are not "burst" tank modules, just much much better tank modules.
The same thing applies to the proposed Ancillary Armor Boosters, all things considered they are just plain better. And use gimmicky mechanics that makes no sense and will force us to use 3rd party software or spreadsheets to fill our cargoholds with just the right amount of ammo and different cap batteries. Just boosting repairers would do the same thing without the pain of cargohold management.
Nerf ASB to the ground and active tanking is already balanced. And please drop the AAR idea. |
Nikuno
Atomic Heroes The G0dfathers
81
|
Posted - 2013.01.23 15:27:00 -
[605] - Quote
Freighdee Katt wrote:Nikuno wrote:1.For a single rep ship you'd ALWAYS fit the AAR to have the burst as an option 2.For a dual rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option 3.For a triple rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option I'd go with all normal reps if I (1) do need better sustained tank; (2) don't need burst tank ever; and (3) need the cargo bay or want to avoid futzing with cap boosters. If I want a sustained triple rep setup, then I still have to fit three normal reps (two for sustained dual rep tanking, etc.). Normal reps will give better sustained tank, and this thing will allow for a very large burst tank, that comes with some costs (assuming they make it work the way it needs to work for it to make any sense). A new burst mod does not make sustained tank fits obsolete, except to the extent that they sucked already and still need to be fixed. This is why they should have started by balancing normal modules / rep bonus / resist bonus first, rather than just throwing a half-baked module into the mix and then having to deal with all the problems it creates, while still needing to balance all the old stuff as well because it's still needed, and still broken.
Then I don't think you've understood the AAR.
Take a dual rep setup. You can tank 2 reps worth of hp of whatever size rep for as long as you have cap (determined by the cap boosters you hold)
Take the dual AAR and normal rep setup. You can tank 1.75 reps worth of hp of whatever size rep for as long as you have cap (determined by the cap boosters you hold). Additionally you can tank an extra 1.5 reps worth of tank each time you activate the burst , and this can be done for 7 cycles, 9 with navy charges.
So, you lose 0.25 reps/cycle but gain 9x1.5 = 13.5reps over a 9 cycle period. You then lose 60 seconds of rep whilst you
1. fall back to a 1 rep if reload disables the rep
For a small rep with a cycle time 4.5s you lose (60 / 4.5)=13.3 cycles versus a gain of 13.5 cycles for a net gain of 0.2 cycles with an AAR in place of a standard rep
For a medium this is (60 / 9)=6.7 lost versus a gain of 13.5 cycles for a net gain of 6.8 cycles
For a large this is (60 / 11.25)=5.3 cycles lost versus a gain of 13.5 cycles for a net gain of 8.2 cycles.
; or
2. fall back to 1.75 reps whilst it reloads if it remains active whilst reloading.
For a small rep with a fast cycle time of 4.5s this means you lose (60 (reload time) / 4.5 (cycle time))*.25 = 3,3 reps equivalent, but you gain 13.5 reps equivalent for a net gain of 10.2 reps over the whole use-and-reload cycle.
For a medium this is (60 / 9)*.25=1.7 lost vs 13.5 gain for net gain of 11.8 cycles
For a large this is (60 / 11.25)*.25=1.3 lost versus 13.5 gain for net gain of 12.2 cycles
Under no circumstance at all does the dual rep ever match the AAR/standard rep for how much repair can be done throughout the whole use and reload cycle. Combine this with the cargo holds being increased to specifically cater for the possible introduction of this mod and you're left with the state I described where this will ALWAYS be the first rep you fit, there is never any reason to do otherwise. |
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:34:00 -
[606] - Quote
Omnathious Deninard wrote:Takeshi Yamato wrote:You should be comparing Shield Booster + Boost Amp with 2x armor reps.
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
Using these numbers, 2 armor reps will not increase the efficency weather you use 2 or 8 they will only boost at thr rate presented above, where as a shield booster with boost amplifier will generate the following: Small Shield Booster II + Shield Boost Amplifier II 20GJ 40.8HP 2s = 1.02HP/GJ/s Medium Shield Booster II + Shield Boost Amplifier II 60GJ 122.4HP 3s = .68HP/GJ/s Large Shield Booster II + Shield Boost Amplifier II 160GJ 326.4HP 4s = .51HP/GJ/s X-Large Shield Booster II + Shield Boost Amplifier II 400GJ 816HP 5s = .408HP/GJ/s
Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Takeshi Yamato
Ministry of War Amarr Empire
601
|
Posted - 2013.01.23 15:36:00 -
[607] - Quote
Omnathious Deninard wrote:The HP/GJ/S ratio needs to be looked at for armor repairers
I don't really know how CCP comes up with the fitting requirements, but the large armor rep really does have excessively high fitting requirements.
Ironically I think it was done to prevent cruisers from using them. |
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:38:00 -
[608] - Quote
Takeshi Yamato wrote:Omnathious Deninard wrote:The HP/GJ/S ratio needs to be looked at for armor repairers I don't really know how CCP comes up with the fitting requirements, but the large armor rep really does have excessively high fitting requirements. Ironically I think it was done to prevent cruisers from using them.
The HP Repaired / GJ Usage / Time in Seconds ratio needs to be looked at for armor repairers Nothing to do with the fittings, this is the Efficency of the repairers Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Takeshi Yamato
Ministry of War Amarr Empire
601
|
Posted - 2013.01.23 15:41:00 -
[609] - Quote
Omnathious Deninard wrote:Takeshi Yamato wrote:Omnathious Deninard wrote:The HP/GJ/S ratio needs to be looked at for armor repairers I don't really know how CCP comes up with the fitting requirements, but the large armor rep really does have excessively high fitting requirements. Ironically I think it was done to prevent cruisers from using them. The HP Repaired / GJ Usage / Time in Seconds ratio needs to be looked at for armor repairers Nothing to do with the fittings, this is the Efficency of the repairers
T2 armor reps have an efficiency of 2 armor/cap.
T2 shield booster plus T2 amp has an efficiency of 2.26 shield/cap.
As I said, not a major difference. I don't know what kind of math you're using if armor reps come out as "horribly inefficient" for you. |
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:43:00 -
[610] - Quote
Takeshi Yamato wrote:Omnathious Deninard wrote:Takeshi Yamato wrote:Omnathious Deninard wrote:The HP/GJ/S ratio needs to be looked at for armor repairers I don't really know how CCP comes up with the fitting requirements, but the large armor rep really does have excessively high fitting requirements. Ironically I think it was done to prevent cruisers from using them. The HP Repaired / GJ Usage / Time in Seconds ratio needs to be looked at for armor repairers Nothing to do with the fittings, this is the Efficency of the repairers T2 armor reps have an efficiency of 2 armor/cap. T2 shield booster plus T2 amp has an efficiency of 2.26 shield/cap. As I said, not a major difference. I don't know what kind of math you're using if armor reps come out as "horribly inefficient" for you. Time, you must not forget time!!! shield boosters cycle much faster than armor reps, so the gap is much farther apart. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
|
Takeshi Yamato
Ministry of War Amarr Empire
603
|
Posted - 2013.01.23 15:46:00 -
[611] - Quote
Omnathious Deninard wrote:Time, you must not forget time!!! shield boosters cycle much faster than armor reps, so the gap is much farther apart.
Cap efficiency per second is a nonsensical concept.
|
Roime
Shiva Furnace
1807
|
Posted - 2013.01.23 15:47:00 -
[612] - Quote
MAAR+MAR II Brutix is also starting to look appealing when you include Standard Exile, it's new improved mobility (lower mass and no rig speed penalty) and the sixth low slot.
It needs fitting implants, and you don't get eternal awesome permatank, but a very nice tank for quite a long time along with full hard tackle.
-á- All I really wanted was to build a castle among the stars - |
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 15:51:00 -
[613] - Quote
Takeshi Yamato wrote:Omnathious Deninard wrote:Time, you must not forget time!!! shield boosters cycle much faster than armor reps, so the gap is much farther apart. Cap efficiency per second is a nonsensical concept. Oh, then why is the Cap free ASB so popular? Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
bigboy boss
State War Academy Caldari State
37
|
Posted - 2013.01.23 16:20:00 -
[614] - Quote
The ASB and the Armor "ASB" are both terrible module ideas.
I wish they would just remove both from the game and just balance the old modules. |
Omnathious Deninard
Extrinsic Operations
457
|
Posted - 2013.01.23 16:25:00 -
[615] - Quote
bigboy boss wrote:The ASB and the Armor "ASB" are both terrible module ideas.
I wish they would just remove both from the game and just balance the old modules. The armor one has some potential IMO but not as it is right now, like others have said before, it should use nanite repair paste to supercharge the repairer.
The ASB could be fixed if it was a standard booster that could load cap boosters to negate the cap, everything else should be the same as a standard booster of the same size. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Moonaura
The Dead Rabbit Society
260
|
Posted - 2013.01.23 16:31:00 -
[616] - Quote
Omnathious Deninard wrote:Takeshi Yamato wrote:Omnathious Deninard wrote:Time, you must not forget time!!! shield boosters cycle much faster than armor reps, so the gap is much farther apart. Cap efficiency per second is a nonsensical concept. Oh, then why is the Cap free ASB so popular?
Because mid slots are at a premium on shield tank fits, so not having to fit a cap booster is a big advantage. Now that they have such long reload time, they are quite vulnerable, and as with all things in eve - reliant on the fight you pick (or not pick) that you end up using them in.
I'm certainly not convinced they are that useful as they were before the nerf anymore. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061 |
Mike Voidstar
Voidstar Free Flight Foundation
62
|
Posted - 2013.01.23 17:16:00 -
[617] - Quote
ASB and AAB both need to go back to the drawing board for how they operate.
The initial idea is sound. One of the biggest problems for armor tanking is that you cannot allow a permanant active tank to handle more DPS than can be dished out, or else no one ever dies. Burst tanking solves that by allowing an active fit that is useful in PvE, with the flexability of a competitive PvP tank as long as your boost charges last. When I first saw the ASB I had high hopes that it was a step in the right direction to getting carebears into ships that could both accomplish mission running and not be forced to hide or dock because a hostile PC showed up.
I think the better solution is to make them both repair boosters instead of repair modules in their own right. Inactive, they could provide a small boost bonus, such as 10% more sheild boost for the ASB and perhaps something like 5% of the repair amount of an Armor repper as passive regen every 10 seconds.
Once Activated, they would provide additional benefits, such as reducing the cap use of the active modules to zero, and a large boost to repair amount for the shield rep, and a massive reduction in cycle time for armor reps.
Splitting them off into seperate modules like that allows for better balancing of their benefits. The cycle times of the Ancilliary modules could be tailored to the needs of the burst tanking concept without destroying the balance of the active tank modules themselves. Limiting them to one per ship would enforce the burst part of burst tanking without leaving the ship itself without a tank at all in reload. Allowing them to be overheated seperatly from the active repair module allows for more flexability in how you tank and in the effects that can be built into the modules---imagine if overheating the Ancillary module would slow the cycle down, extending the burst period at the risk of burning the boost out completly, but leaving the Active modules operating normally. |
Morgan North
The Wild Bunch Electus Matari
102
|
Posted - 2013.01.23 17:36:00 -
[618] - Quote
I say that the Armour Repairers, especially the ancilary, need to use Nanite repair paste.
Please, there's not even any reason to go and use cap boosters that then also need a cargo increase, giving us loads of space to carry around in ad-hoc cargo ships.
Just use repair paste, use the same number of repair paste as the number of cap boosters that an AAR can take, and everything else makes it so that reloading the AAR mid fight is a bad idea anyway.
You know you want to! |
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.23 17:40:00 -
[619] - Quote
Moonaura wrote:Omnathious Deninard wrote:Takeshi Yamato wrote:Omnathious Deninard wrote:Time, you must not forget time!!! shield boosters cycle much faster than armor reps, so the gap is much farther apart. Cap efficiency per second is a nonsensical concept. Oh, then why is the Cap free ASB so popular? Because mid slots are at a premium on shield tank fits, so not having to fit a cap booster is a big advantage. Now that they have such long reload time, they are quite vulnerable, and as with all things in eve - reliant on the fight you pick (or not pick) that you end up using them in. I'm certainly not convinced they are that useful as they were before the nerf anymore. It still takes Large Shield Booster 60-70 seconds to catch up to Large Ancillary Shield Booster (if you let both run all the time, witch you shouldnt, so realistically even more) and by that time the fight could be over. Also Large Shield Boosters drain a lot of cap and will eat BC capacitor by themselves in 2 min, and even fitting Capacitor Batteries wont make them stable or able to run for longer periods of time without burning the ships capacitor, and also they can be completely shut down by neut.
Also the fitting and skill requirements are just silly, Shield Operation II, 100cpu and 150pg, much less than just Large Shield Booster not counting Capacitor Booster.
And dont forget, you can fit two of them. They are op. Needed to make active shield tanking viable in pvp, but with current stats just too powerful. |
Spugg Galdon
APOCALYPSE LEGION
272
|
Posted - 2013.01.23 17:45:00 -
[620] - Quote
Standard Shield Booster and Armour repairers need to be reworked into "Endurance Tanking". They need to have much better cap efficiency than they do right now. Armour repairers need to have their PG fittings reduced.
ASB's and AAR's need to be reworked into true "Burst Tanking" modules. The ASB just needs its fitting stats ramped up to be closer to the fitting stats of a relative sized shield booster + Cap booster + Shield boost amp. ASB's also need their reload timers adjusted for size of module. 60 seconds is too long for a small / medium. Also the difference in boost amount between large and XL is rediculous. Large just isn't really a choice. The AAR needs to be fuelled by nanite repair paste or nanite repair paste "blocks" that have a very small volume.
This way if you need to "Endurance tank" traditional modules would be your choice.
If you need to "Burst Tank". Ancillary modules would be your choice. |
|
Bouh Revetoile
Barricade.
224
|
Posted - 2013.01.23 17:46:00 -
[621] - Quote
Takeshi Yamato wrote:Cap efficiency per second is a nonsensical concept.
QFT
Unit is HP/(GJ.s) ; GJ.s don't make any sense. That does not represent any real thing.
Armor repair is more cap efficient than shield boost but shield boost have a better burst than armor repair ; mixing those two caracteristics to artifiacialy show one type of tank better than the other is rather dishonnest infact, because that rely on the weight you give to burst versus cap efficiency, which can only be arbitrary.
These change are awesome, and some people should really think about them all. Buffer armor will still be brick, but less than before. And hopefuly, lighter armor buffer will now have a reason to live. But above all, this AAR will be amazing : alowing for effective mix tank (AAR+buffer) or usable active tank (with AAR+AR) or the old pure active tank, and without killing your speed, and more importantly, freeing you a low slots (and maybe a med slot : less armor reper mean less cap needed ; and as the AAR will run for a little more than one minute, you don't need more than that of cap life before being cap stable again).
These changes will open countless possibilities for many ships, and allow to use signature AND tank at the same time !
That is so huge it will be hard to tell where that will lead us before some times, though most concerns should be fixed with that : active armor can use less slot ; active armor will be 17% faster ; buffer will be 25% more agile ; and smaller plates may become useful ! |
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.23 17:58:00 -
[622] - Quote
Bouh Revetoile wrote:
These change are awesome, and some people should really think about them all. Buffer armor will still be brick, but less than before. And hopefuly, lighter armor buffer will now have a reason to live. But above all, this AAR will be amazing : alowing for effective mix tank (AAR+buffer) or usable active tank (with AAR+AR) or the old pure active tank, and without killing your speed, and more importantly, freeing you a low slots (and maybe a med slot : less armor reper mean less cap needed ; and as the AAR will run for a little more than one minute, you don't need more than that of cap life before being cap stable again).
Buffer armor will still be the same brick, since the buff we get for training new skill does nothing significant. ~20m/s on BC with 1600 plate.
AAR wont change anything, you will just swap one repairer for it. Not a single fit will change. And it 100% wont free you any slots, dont really understand what led you to that conclusion. It is just a straight, flat armor repair boost that will cost us incredibly boring cargohold management. And buffer&active tank combo is not really that good idea, dont get your hopes up. |
chatgris
Quantum Cats Syndicate Samurai Pizza Cats
330
|
Posted - 2013.01.23 18:24:00 -
[623] - Quote
Apostrof Ahashion wrote:
AAR wont change anything, you will just swap one repairer for it. Not a single fit will change. And it 100% wont free you any slots, dont really understand what led you to that conclusion. It is just a straight, flat armor repair boost that will cost us incredibly boring cargohold management. And buffer&active tank combo is not really that good idea, dont get your hopes up.
Dual rep fits can now fit one repper and have the same effectiveness for 2 minutes while decreasing cap use, freeing a lowslot, and freeing up a ton of grid. This is a very significant fitting change IMO. |
Liang Nuren
Heretic Army Heretic Nation
2823
|
Posted - 2013.01.23 18:38:00 -
[624] - Quote
chatgris wrote:Apostrof Ahashion wrote:
AAR wont change anything, you will just swap one repairer for it. Not a single fit will change. And it 100% wont free you any slots, dont really understand what led you to that conclusion. It is just a straight, flat armor repair boost that will cost us incredibly boring cargohold management. And buffer&active tank combo is not really that good idea, dont get your hopes up.
Dual rep fits can now fit one repper and have the same effectiveness for 2 minutes while decreasing cap use, freeing a lowslot, and freeing up a ton of grid. This is a very significant fitting change IMO.
A single AAR is not equivalent to a dual rep fit.
-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
|
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.23 18:41:00 -
[625] - Quote
chatgris wrote:Apostrof Ahashion wrote:
AAR wont change anything, you will just swap one repairer for it. Not a single fit will change. And it 100% wont free you any slots, dont really understand what led you to that conclusion. It is just a straight, flat armor repair boost that will cost us incredibly boring cargohold management. And buffer&active tank combo is not really that good idea, dont get your hopes up.
Dual rep fits can now fit one repper and have the same effectiveness for 2 minutes while decreasing cap use, freeing a lowslot, and freeing up a ton of grid. This is a very significant fitting change IMO.
If you ignore the fact that armor reps suck and that you actually need that module to give you more rep. Duo rep fits will still want that second rep and so will triple rep fits. And since both Gallente and Amarr use cap to fire you will still need battery in the mids.
|
Fon Revedhort
Monks of War Out of Sight.
951
|
Posted - 2013.01.23 18:44:00 -
[626] - Quote
One should also never miss the fact how this AAR comes in one version only. The idea of having the same level of investement applied to aVindicator and a plain Megathrone is very dubious. Hardly anyone fits this way at actual TQ PvP, it's usually considered reasonable to invest some isk in better gear if your ship isn't free. And now we are forced to use free mods even at hulls which cost isk, like faction battleships. Meh. 14 |
|
CCP Fozzie
C C P C C P Alliance
3600
|
Posted - 2013.01.23 18:51:00 -
[627] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 18:57:00 -
[628] - 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. |
Maximus Andendare
Future Corps Sleeper Social Club
83
|
Posted - 2013.01.23 18:59:00 -
[629] - Quote
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. thanks for the update.
Is the AAR still going to be limited to one per ship? Does that make any sense, given that you can have as many ASBs as you want fitted, and armor tanking needs more rappers anyway? Surely it'd make more sense to limit the ASB to one per ship, and remove the one-per-ship restriction from the AAR, considering that shield boosters can always be fitted to improve the amount.
Also, I didn't see the line in your update where you said you're rolling the mass reductions into the plates baseline and removing another unnecessary burdensome skill for armor tankers. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
492
|
Posted - 2013.01.23 19:01:00 -
[630] - Quote
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 call on all counts .. although the consumption rates are a bit low considering how much pew'ing power the AAR represents, could easily double or triple it with no objections from the handful of people in Eve who still armour tank in PvP.
Also, remember to get us info on the revised heating rig as soon feasible.
|
|
Zarnak Wulf
In Exile.
980
|
Posted - 2013.01.23 19:02:00 -
[631] - Quote
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.
I like it. Reducing the power cost of medium and large reppers should help with PG issues. Any thoughts or opinions on the rep per cycle of those same mediums and larges though? |
Bouh Revetoile
Barricade.
225
|
Posted - 2013.01.23 19:02:00 -
[632] - Quote
Apostrof Ahashion wrote: AAR wont change anything, you will just swap one repairer for it. Not a single fit will change. And it 100% wont free you any slots, dont really understand what led you to that conclusion. It is just a straight, flat armor repair boost that will cost us incredibly boring cargohold management. And buffer&active tank combo is not really that good idea, dont get your hopes up.
MAAR = 1,68 * MAR2 That's not exactly twice, but considering fitting and slots (AAR should have fitting req of a T1 AR), you can really consider using one AAR instead of 2 AR. That would effectively free you one low slot.
The AAR work for 7 to 9 cycles. On a MAAR, that will be 63 to 81 seconds (std vs navy cap charges), which mean that you don't need more than that time of capacitor, because at the end, you will reload and don't need so many cap. Notice too that 81 seconds will often be the end of the fight. That mean you don't need this cap booster as much as with a standard active tank fit, or at least that a small one will be enough, saving you fitting space if not a med slot.
If you are not in that case, it's a sustained tank case. But even here, you will be 10 to 16% faster than before, just because of the rigs. That's not meaningless.
And finaly, the AAR on any ship is better than one rep on an incursus for example ; considering that 10%/lvl bonus was seen to be a solution to AR problem, I think we can consider AAR viable for almost any ship. That mean you can now actually tank your ship with an AAR and still sig/speed tank, because your speed is not killed anymore. That is game changing.
And plates being 25% lighter is not meaningless either : that's almost the difference between T2 and rolled tungsten plates. That is about half a second of align time, and the difference will be even larger with smaller plates. You are still heavier than a shield ship, but the difference will be between 25 and 32% lower. Agility matter too.
The question is more what do you, moaners, want armor tanking to be ? Shield need to still be viable after that. |
Celly Smunt
Viziam Amarr Empire
73
|
Posted - 2013.01.23 19:05:00 -
[633] - Quote
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 Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or be singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 19:09:00 -
[634] - 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. |
Omnathious Deninard
Extrinsic Operations
459
|
Posted - 2013.01.23 19:20:00 -
[635] - Quote
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. Now we just need better rep per cycle for medium and large reps Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
elitatwo
Congregatio
62
|
Posted - 2013.01.23 19:30:00 -
[636] - Quote
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.
Dear CCP Fozzie and Yitterbium, did one of you by any chance took a look at my recent proposal? And if yes, what do you think? I didn't want armor tankers to take over New Eden but I also would like to a larger Incursus some day
As for numbers, I'm glad I was able to catch up after being away for a day.
Anyway I like numbers, I hope you do too?
Right now our medium armor repair module I needs 150 powergrid and the tech2 one needs 175 powergrid, so don't we meet in the middle and say that AAR would need powergrid in a range of 155-165 powergrid and we would go a tiny bit lower on the tech1 and tech2 module in a range of let's say
Medium Armor Repairer I -> 130 powergrid and the Medium Armir Repairer II -> 145 powergrid and maybe this summer we get some nicer numbers on the larger ones too?
Large Armor Repairer I -> 1600 powergrid (no battlecruiser or Tengu will be able to fit this anyway) Large Armor Repairer II -> 1850 powergrid?
As with any information you read here, these are merely suggestions and I am not in charge of things! |
Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 19:31:00 -
[637] - Quote
Omnathious Deninard wrote: Now we just need better rep per cycle for medium and large reps
Why? I wear my sunglasses at night. |
|
CCP Fozzie
C C P C C P Alliance
3617
|
Posted - 2013.01.23 19:32:00 -
[638] - Quote
elitatwo 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. Dear CCP Fozzie and Yitterbium, did one of you by any chance took a look at my recent proposal? And if yes, what do you think? I didn't want armor tankers to take over New Eden but I also would like to a larger Incursus some day As for numbers, I'm glad I was able to catch up after being away for a day. Anyway I like numbers, I hope you do too? Right now our medium armor repair module I needs 150 powergrid and the tech2 one needs 175 powergrid, so don't we meet in the middle and say that AAR would need powergrid in a range of 155-165 powergrid and we would go a tiny bit lower on the tech1 and tech2 module in a range of let's say Medium Armor Repairer I -> 130 powergrid and the Medium Armir Repairer II -> 145 powergrid and maybe this summer we get some nicer numbers on the larger ones too? Large Armor Repairer I -> 1600 powergrid (no battlecruiser or Tengu will be able to fit this anyway) Large Armor Repairer II -> 1850 powergrid? As with any information you read here, these are merely suggestions and I am not in charge of things!
Reducing medium and large armor rep cycle time is definitely an option, either for 1.1 or in a subsequent iteration.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
elitatwo
Congregatio
62
|
Posted - 2013.01.23 19:46:00 -
[639] - Quote
Thank you! That is all I wanted to know
Now I am getting on SiSi and take my Brutix and my Myrmidon out for an extended ride |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
127
|
Posted - 2013.01.23 19:47:00 -
[640] - Quote
I don't really see why active tanking has to be more expensive than everything else, but w/e. |
|
Omnathious Deninard
Extrinsic Operations
460
|
Posted - 2013.01.23 19:55:00 -
[641] - Quote
CCP Fozzie wrote:elitatwo 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. Dear CCP Fozzie and Yitterbium, did one of you by any chance took a look at my recent proposal? And if yes, what do you think? I didn't want armor tankers to take over New Eden but I also would like to a larger Incursus some day As for numbers, I'm glad I was able to catch up after being away for a day. Anyway I like numbers, I hope you do too? Right now our medium armor repair module I needs 150 powergrid and the tech2 one needs 175 powergrid, so don't we meet in the middle and say that AAR would need powergrid in a range of 155-165 powergrid and we would go a tiny bit lower on the tech1 and tech2 module in a range of let's say Medium Armor Repairer I -> 130 powergrid and the Medium Armir Repairer II -> 145 powergrid and maybe this summer we get some nicer numbers on the larger ones too? Large Armor Repairer I -> 1600 powergrid (no battlecruiser or Tengu will be able to fit this anyway) Large Armor Repairer II -> 1850 powergrid? As with any information you read here, these are merely suggestions and I am not in charge of things! Reducing medium and large armor rep cycle time is definitely an option, either for 1.1 or in a subsequent iteration. I personally feel that bigger rep amount would be better than a faster cycle time and it would keep armor and shields separate on functionality. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Dread Operative
Quantum Cats Syndicate Samurai Pizza Cats
112
|
Posted - 2013.01.23 19:56:00 -
[642] - Quote
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.
So a fully loaded MAAR will cost twice as much to run as a LASB. Lame. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 20:01:00 -
[643] - 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. |
Omnathious Deninard
Extrinsic Operations
460
|
Posted - 2013.01.23 20:03:00 -
[644] - Quote
Dread Operative 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. So a fully loaded MAAR will cost twice as much to run as a LASB. Lame. Yeah and you can only hold 1600 units or repair paste per 400 cap booster. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
492
|
Posted - 2013.01.23 20:18:00 -
[645] - Quote
Dread Operative wrote:So a fully loaded MAAR will cost twice as much to run as a LASB. Lame. "Easy" enough to sort out by tweaking PI formula's when/if needed. If the new mod takes off in the same way the broken ASB did then paste prices will skyrocket and an adjustment necessary.
Just the thought that I'll be able to keep up with the pesky omni-present shield abominations in both speed and tank makes me all dizzy with anticipation .. read: I'd happily pay loads more than suggested for the power I'll have! |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
127
|
Posted - 2013.01.23 20:22:00 -
[646] - Quote
Veshta Yoshida wrote:Dread Operative wrote:So a fully loaded MAAR will cost twice as much to run as a LASB. Lame. "Easy" enough to sort out by tweaking PI formula's when/if needed. If the new mod takes off in the same way the broken ASB did then paste prices will skyrocket and an adjustment necessary.
It is easy enough, but that doesn't mean they'll do it. |
Galatea Galilei
Profoundly Inquisitive Exploration
20
|
Posted - 2013.01.23 20:44:00 -
[647] - Quote
Bouh Revetoile wrote:The question is more what do you, moaners, want armor tanking to be ? Shield need to still be viable after that. What I want it to be is not so terrible that on a ship that gets an armor rep bonus, you can fit a more powerful tank by ignoring the bonus and fitting a shield tank instead. I don't see why shield tanking would cease to be viable if armor tanking were made to be as effective at tanking, just with suckier disadvantages. That would be a huge improvement to the current situation, where armor tanking in addition to having more severe disadvantages, and crowding out your damage amp modules so you do less dps, it also happens to not be able to tank as much incoming damage! If it's going to be worse at actually tanking damage, it ought to have less severe disadvantages. Or if it's going to continue to have more severe disadvantages, it ought to be at least as good if not better at actually tanking incoming dps. But no, for your more severe disadvantages, you're rewarded with a less powerful tank and end up warping out of bad spawns where the intelligent player who just ignored the bonus and fit a shield tank keeps right on trucking through the damage...
|
Dzajic
114
|
Posted - 2013.01.23 20:45:00 -
[648] - Quote
1 nanite per cycle, 9 for full for frigs. Ok reasonable. It will be more expensive than cap boosters, but yes vastly lower volume.
Ofc, changing PI formula to cut nanite paste prices say in half would be doubleplusgood. |
Takeshi Yamato
Ministry of War Amarr Empire
608
|
Posted - 2013.01.23 20:46:00 -
[649] - Quote
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.jpg
Please correct any mistakes I have made. |
X Gallentius
Justified Chaos
992
|
Posted - 2013.01.23 20:48:00 -
[650] - Quote
Dread Operative wrote:So a fully loaded MAAR will cost twice as much to run as a LASB. Lame. Cost of doing business as a Gallente pilot. Not a big deal.... |
|
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.23 20:52:00 -
[651] - 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.
You forgot to emphasize that the AAR also takes longer to repair less. |
Takeshi Yamato
Ministry of War Amarr Empire
608
|
Posted - 2013.01.23 20:59:00 -
[652] - Quote
Rented wrote: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. You forgot to emphasize that the AAR also takes longer to repair less. But you did actually make a mistake... you didn't amplify the repair amount by 2.25 like you should've (you only noted it on the effective repair amount). And Fozzie jsut announced he's nerfing the AAR down to only 8 cycles, not 9.
Good catch, I'm going to update the graphic. |
Bouh Revetoile
Barricade.
225
|
Posted - 2013.01.23 20:59:00 -
[653] - 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. MAR rep 240hp/cycle. MAAR would hence rep 240 * 3/4 = 180 hp/c when NOT charged. Charged, rep is tripled, going to 540 hp/c. Hence, with 9 cycles, you are looking for 4860hp repaired, which is more than a LASB.
With 2 nanopump, MAAR base repair value become 312*0,75 = 234 ; and then with charge : 234 * 3 = 702 ; with 9 cycles : 702 * 9 = 6318 hp total.
ehp/s value of your picture should be good though.
PS : meh, not fast enough |
Perihelion Olenard
Federal Navy Academy Gallente Federation
133
|
Posted - 2013.01.23 21:00:00 -
[654] - 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. |
mine mi
Hispania Armored Forces Ethereal Dawn
15
|
Posted - 2013.01.23 21:01:00 -
[655] - Quote
In my opinion,
Amarr resist bonus
Gallente hitpoints bonus
caldari resist bonus
minmatar shield boost.
would be less symmetrical and Gallente ships suits them best a buffer that does not add mass, than a repair module it consumes capacitor. |
fr0gout
Aralis Fangirls Club
10
|
Posted - 2013.01.23 21:04:00 -
[656] - Quote
Dread Operative 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. So a fully loaded MAAR will cost twice as much to run as a LASB. Lame.
Nanite Repair past takes up next to no cargo space however. For example a full reload for a large AAR would only take 0.80m3 (80x nanite past)
I think it's interesting to have different strengths/drawbacks for both modules |
Takeshi Yamato
Ministry of War Amarr Empire
608
|
Posted - 2013.01.23 21:08:00 -
[657] - Quote
Updated graphic with correct AAR total rep amount:
http://i.imgur.com/REYYlHK.jpg
For 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. |
Nikuno
Atomic Heroes The G0dfathers
81
|
Posted - 2013.01.23 21:13:00 -
[658] - Quote
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.
Please, leave it at a default of 9 cyles when fully loaded. Do you really think there are many ASBs that run on non-navy boosters? I never would and I can't say I've come across many. I could link kms if you like showing the navy charges but I'm sure you can find plenty for yourself.
This still leaves the questions of
1. Does it rep while it reloads at the lower level or does it deactivate?
2. If it doesn't continue to rep can it be made optional to switch the boost on giving the chance to begin by running in 3/4 mode whilst holding the burst until needed?
|
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
492
|
Posted - 2013.01.23 21:17:00 -
[659] - 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/REYYlHK.jpg (updated with correct total rep amount for the AAR) Please 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. Why the resist mods, should be enough to just use the suitcase as both ships have resist bonus? Why two tanking mods for shield .. you'll need to (at least) add a T2 MAR to Prophecy to even out the effect of the amplifier.
Speaking of which .. where is my fittings friendly super boost to my armour tanking mods .. I want a nanite amplifier! |
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.23 21:19:00 -
[660] - Quote
Perihelion Olenard wrote: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. You'd be better off comparing small apples to extremely large oranges.
You say this almost as if there was any meaningful difference in fitting requirements between the medium AAR and the large ASB. It's almost as if you believe the medium AAR can be stacked.... which it can't, or that the large ASB can't be stacked.... which it can. And perhaps you believed the armor tank wasn't taking up more slots and using up all the rig slots, which it was. |
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
134
|
Posted - 2013.01.23 21:19:00 -
[661] - 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. |
Ctzn Snips
Justified Chaos
14
|
Posted - 2013.01.23 21:22:00 -
[662] - Quote
Nikuno wrote:
This still leaves the questions of
1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
2. If it doesn't continue to rep can it be made optional to switch the boost on giving the chance to begin by running in 3/4 mode whilst holding the burst until needed?
Those are the questions I've had since I read the first post. I don't think the UI can operate with that many options. Either it's running with charges, it's running with no charges, it's reloading, or it's off.
Now I want to know how the the game will interpret that. If I run out of charges, will it start reloading, or keep repping with no charges until it's turned off and reloaded? Will it just turn off, and give the option to reload or operate?
|
|
CCP Fozzie
C C P C C P Alliance
3634
|
Posted - 2013.01.23 21:24:00 -
[663] - Quote
Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Iam Widdershins
Project Nemesis
785
|
Posted - 2013.01.23 21:32:00 -
[664] - Quote
I like that we are discussing the relative merits of resistance vs active rep bonuses in a serious fashion, but I don't feel like the root issue is being brought to light very clearly.
A 7.5% bonus to active reps is barely 4% better than a 5% resistance bonus at level 5. In addition it does not affect remote reps at all, adding insult to injury when local reps already work about as well in addition to the greatly increased efficacy of plates. This RELATIVE effectiveness is the real issue at hand, and is completely independent of any adjustments made to the local repair modules.
Creating a separation between these two requires either a change in one or more of the bonuses or some kind of new attribute of the reps themselves that can differentiate between ships that do and don't have inherent resist bonuses, an esoteric concept for which there is no existing basis in current mechanics. Fozzie has already expresed reticence to further boost the bonuses to local armor repairs in fear of rendering local reps useless on ships without the bonus, which I quite understand. This leaves changing the resistance bonus as the only viable option I can see: one good method would be to change ships with 5% armor resistance bonuses to a combined 2.5% bonus to both armor HP and resistance.
Mind that this only really applies to armor right now; the differential between active and resistance bonuses on shield ships is not so drastic, due to various things such as the relative streength of fittable shield boosters and modules like boost amplifiers. But I do believe that there is a real imbalance in the same issue for armor.
TL;DR Changing the repair modules themselves will do absolutely nothing to fix the relative strength of local armor repair bonuses and armor resistance bonuses. Something else needs to give. Lobbying for your right to delete your signature |
Freighdee Katt
Center for Advanced Studies Gallente Federation
102
|
Posted - 2013.01.23 21:36:00 -
[665] - Quote
CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the paste-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the nanite paste and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper. |
Nikuno
Atomic Heroes The G0dfathers
81
|
Posted - 2013.01.23 21:38:00 -
[666] - Quote
CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle.
Then please can you explain why the module that gives a larger amount of rep, has easier fitting requirements, uses no capacitor and is free from the risk of being neuted can have multiple mods fitted (ASB) whilst the module that gives the smaller amount of rep, has higher fitting requirements, does use capacitor and is vulnerable to being neuted can only fit a single example? |
Takeshi Yamato
Ministry of War Amarr Empire
608
|
Posted - 2013.01.23 21:39:00 -
[667] - Quote
Freighdee Katt wrote:CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the cap-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the cap boosters and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper.
I like this a lot. Supercharged overheat mode that actively consumes nanite repair paste. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
102
|
Posted - 2013.01.23 21:39:00 -
[668] - Quote
Ctzn Snips wrote:Those are the questions I've had since I read the first post. I don't think the UI can operate with that many options. Either it's running with charges, it's running with no charges, it's reloading, or it's off.
Now I want to know how the the game will interpret that. If I run out of charges, will it start reloading, or keep repping with no charges until it's turned off and reloaded? Will it just turn off, and give the option to reload or operate? The way the ASB works, it keeps running until you turn it off. Once it's empty, it starts burning hella cap. So you turn it off when it gets down to the last charge, and when it ends on empty it starts to reload. (You could also let it keep running, and it will shut off when your cap is sucked dry in about 2 seconds, then it will shut off and start to reload.) Either way, it won't reload until it's off, and if you leave it running, it won't auto-reload. |
Maximus Andendare
Future Corps Sleeper Social Club
83
|
Posted - 2013.01.23 21:43:00 -
[669] - Quote
Freighdee Katt wrote:CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the cap-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the cap boosters and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper. It is true that the module should be able to run when reloading, but I understand why it doesn't.
Actually, I don't mind there being a more "active" component to active repping, but if that more active mechanic is going to be attached to head, then I don't think that's reasonable to ask of armor tankers to always incur head damage. This adds yet more skills to train (more thermodynamics levels, nanite paste and use efficiency) that are often considered optional.
If the AAR is set up in a way that it will consume paste while being overheated for no heat damage, then I think that's an acceptable change to the module that makes it more interesting, encourages a different mechanic for armor, and skill keeps the heat level (and costs) under control. So, when you run out of paste in the module, the rack would begin to generate heat (and damage) normally.
The OH rig, then, would be more interesting, since the bonus would be applied during heat only, which its damaging aspect (to surrounding mods on the rack) would be mitigated due to paste being loaded. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
102
|
Posted - 2013.01.23 21:47:00 -
[670] - Quote
Maximus Andendare wrote:If the AAR is set up in a way that it will consume paste while being overheated for no heat damage, then I think that's an acceptable change to the module that makes it more interesting, encourages a different mechanic for armor, and skill keeps the heat level (and costs) under control. So, when you run out of paste in the module, the rack would begin to generate heat (and damage) normally. I think it needs something different; a separate little tab 180 degrees from the heat tab we have now.
The supercharge or overcharge tab would not overheat; it would just activate the burst mode. Otherwise it would work functionally the same as heat. If you have the supercharge tab lit, then when the module is active it will consume charges. If the supercharge tab is not lit, then it works as a normal repper. This could apply the same to both the ASB and the AAR, although I doubt anyone would bother to run an ASB without the supercharge tab lit ever, because it eats so much cap when in "normal" mode.
You could ALSO overheat if you want, but I'm talking about a different mechanic, a new little blue tab on the module icon that will let us toggle the consume-charges burst mode on and off at will, the same way we do now with overheating. It's not dependent on heat, just a way to let us use the burst feature on these things in a way that makes sense.
If you think about it, you'll see that the "normal" mode is never, ever going to be available on the AAR without this control. It can't rep while reloading, apparently, and you will never run it empty, since it takes 60 seconds to load. Therefore the only thing you will ever do is run it in burst mode and then turn it off; it can't use its normal mode at all, because if you run it empty, then you have to wait 60 seconds in order to use the burst rep, which is never going to be what you want. |
|
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.23 21:48:00 -
[671] - Quote
Dread Operative wrote: So a fully loaded MAAR will cost twice as much to run as a LASB. Lame.
Not like nano paste or batteries are exactly expensive enough to even worry about that.
@Fozzie Thanks for reading trough all of all crap and actually using some ideas, in this thread and BC rebalance. I really hate all things with ancillary in name and hope they go away but i guess some new modules had to be introduced. But please dont add another skill to armor tanking, especially not a skill that gives such small bonus and is still a must train since it affects speed. The gap in skill requirements for shield and armor tanking are already huge. |
Takeshi Yamato
Ministry of War Amarr Empire
608
|
Posted - 2013.01.23 21:52:00 -
[672] - Quote
Veshta Yoshida wrote: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/REYYlHK.jpg (updated with correct total rep amount for the AAR) Please 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. Why the resist mods, should be enough to just use the suitcase as both ships have resist bonus? Why two tanking mods for shield .. you'll need to (at least) add a T2 MAR to Prophecy to even out the effect of the amplifier. Speaking of which .. where is my fittings friendly super boost to my armour tanking mods .. I want a nanite amplifier!
It was an attempt to make a semi-realistic fitting. The AAR fit already had 1 more slot used than the ASB fit after adding the two EANMs. Adding another rep would put the AAR fit at 6 slots used vs the 4 slots used of the ASB fit.
Anyway, the stats with just a DCU II are:
M-AAR: 139.5 rep/sec, 4320 total. L-ASB: 235 rep/sec, 3510 total. XL-ASB: 442 rep/sec, 8820 total. |
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.23 21:58:00 -
[673] - Quote
Bouh Revetoile wrote: MAAR = 1,68 * MAR2 That's not exactly twice, but considering fitting and slots (AAR should have fitting req of a T1 AR), you can really consider using one AAR instead of 2 AR. That would effectively free you one low slot.
You are looking at this the wrong way, a really wrong way. The reason i fit 3x armor reps on a ship is because i want to have the most repair amount i can without gimping everything else, that is the main goal of my fit, the thing i am building for. Even if they buff all armor repairers to rep 5x more i still wont reduce their number. If i think that armor repairer is worth more for my goal than something else you can be sure i will think the same when they buff them.
Ppl are not fitting tripple reps because they want this much armor repaired, the fit them because they want the most armor repaired possible. And that is the main reason i dislike this module, because it does absolutely nothing new, its just plain better armor rep. |
Dzajic
114
|
Posted - 2013.01.23 22:10:00 -
[674] - Quote
AAR still mandates at least one more "Standard" rep on board. Being 3/4 of T1 rep it is nearly completely useless when not loaded. Yes ASBs will destroy your cap if left on, but you can fit more than one of ASBs.
Grid usage reduction should be near mandatory with rig penalty changes, irregardless of how AAR is and works.
Reducing cycle times of MAR and LAR is a very nice idea. With rep coming at end of cycle you want it as soon as possible and then somewhat before that. It would be awesome if you gave MAR and LAR a tiny buff of rep while at it, so that new modules are maybe 3 to 5% better than old ones. Very minor buff. With implants and links and drugs it could scale badly, so nerf the god damn links ASAP.
To CCP Fozzie and all here. Please remember that single or multiple ASB fits are completely viable and maybe still a bit too strong without cystals, links or blue pill.
For "serious fights" on everything other than Incursus currently active armor tank is damn near useless if you are not running all the force multipliers. (drugs, implants, links).
So yes, small buff to MARs and LARs while you are changing other things. But for the love of god whatever you do reduce grid requirements or change rig penalty into something else. |
Wivabel
Exanimo Inc Unclaimed.
102
|
Posted - 2013.01.23 22:16:00 -
[675] - Quote
Why not just use the overheat function to tell the module when to consume the nanite paste and when to give you the 3x rep boost. Being able to switch Between 3/4 rep and 3x rep would give the module that little something extra.
Wiv To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
Dzajic
114
|
Posted - 2013.01.23 22:28:00 -
[676] - Quote
So overheated it would consume nanites and do megaboosted reps? But if it "loads" nanite paste it would still need a reload. But i guess you could switch it from OH mod to slow mode and use those 8 mega rep cycles over a longer period of time, when they are really god damn needed. Still tricky with rep coming at end of cycle.
Still a very contrived module, especially compared to moron friendly nature of ASBs. |
Ctzn Snips
Justified Chaos
14
|
Posted - 2013.01.23 22:46:00 -
[677] - Quote
Dzajic wrote:So overheated it would consume nanites and do megaboosted reps? But if it "loads" nanite paste it would still need a reload. But i guess you could switch it from OH mod to slow mode and use those 8 mega rep cycles over a longer period of time, when they are really god damn needed. Still tricky with rep coming at end of cycle.
Still a very contrived module, especially compared to moron friendly nature of ASBs.
That moron friendly nature plays in very well with missile ships as well. Crazy right?
|
Iam Widdershins
Project Nemesis
785
|
Posted - 2013.01.23 22:47:00 -
[678] - Quote
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. Lobbying for your right to delete your signature |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
494
|
Posted - 2013.01.23 22:52:00 -
[679] - 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++ |
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.23 22:58:00 -
[680] - Quote
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.
They are not bitching because they dont know how to turn it off. |
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Mariner6
Agony Unleashed Agony Empire
101
|
Posted - 2013.01.23 23:09:00 -
[681] - Quote
- Repair Paste? Great idea but aren't there a ton of PI products that have little use currently? Why not choose something different just for some diversity but of the same size? Microfiber Shielding for example. Just a thought.
|
Edward Pierce
GoonWaffe Goonswarm Federation
37
|
Posted - 2013.01.23 23:21:00 -
[682] - Quote
CCP Fozzie wrote:Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments. The main weakness of the local rep bonus is not that it is too low, it's that it is too restrictive in fitting style.
I took the fact that there were no T1 cruisers with a local rep bonus after the rebalancing as a sign you would move away from this, but then you give both Gallente BCs a local armor rep bonus, and one that is only marginally better than a resist bonus for active tanking, no less. If you insist on leaving this bonus in its current, sad, state, at least give the Brutix another weapon bonus.
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. I am of the opinion that as much as possible the armor and shield tanking need to stay distinct, but this does not mean there are not areas where changes must happen. The gap between low and midslot tanking is affected by the balance between low and midslot modules such as for instance the TE and TCs. The rep at the start of the cycle is a major advantage for shield tanks that needs to be countered by corresponding advantages for armor tanks and armor tanking ships. 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. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later. One problem I constantly see with armor tanked ships is that in order to benefit from the lower sig radius, you need to sacrifice the MWD, making the reduced speed an even bigger problem. Gallente get hit by this pretty bad since blasters require you to be in close.
An extra hit to sig radius from shield rigs isn't particularly painful after you've already taken a 500% hit from the MWD. Maybe for frigs or cruisers fighting capital ships? But that's about it. |
fukier
RISE of LEGION
759
|
Posted - 2013.01.23 23:22:00 -
[683] - Quote
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.
thats awesome you implimented my idea...
now what do you think about my other one?
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...
now a Energized Adaptive Nano Membrane II with max skills on an abbadon will do 31.25% increase to resistances.
or an em ward amp II on a ferox will do 58.59375%
pretty much this will make the 5% bonus make passive mods eq to an active but not need any cap to run...
this will make the bonus usefull and not op anymore... At the end of the game both the pawn and the Queen go in the same box. |
Nalha Saldana
Ordo Drakonis Nulli Secunda
646
|
Posted - 2013.01.23 23:30:00 -
[684] - Quote
One thing that is moslty forgotten are the astronautic rigs, the armor reduction they give really limits armor ships even more and i dont see why it should be so. |
Irya Boone
Escadron leader
157
|
Posted - 2013.01.23 23:47:00 -
[685] - Quote
So to summarize, for a little equilibrate between tanking and shield tanking armor, the armor tanker will learn new skills to ...
Seems legit .... Sometimes, sometimes ..... Improve C2 class WH More anos more signs ...RENAME null sec system With the name Of REAL Universe Stellar Name like KOI-730 etc etc It xill be awesome-á |
blarggg
MuffinMen
0
|
Posted - 2013.01.23 23:48:00 -
[686] - Quote
This is my two cents and its probably not even worth one but here goes anyway why does everyone want things to be equal shields and armor are supposed to be different. Shields have higher Repair but can only do it for 5min armor is supposed to be the o hay I can take damage for 5min without repairing cause I have so much armor. At least thatGÇÖs what it seemed like in the old descriptions of things.
-shield Pro: Repair fast Con: Low amount( granted on cruisers this is not true because of the large shield extenders being so easy to equip but not going into that) -armor Pro: Massive amount of Armor Con: slow to repair
Now maybe this is not supposed to be true but itGÇÖs what I would like to see. So Maybe give a boost to base armor on AAR large gets 1600mm plate hp boost or something. Ill let people who know things like Fozzie figure out amounts I just thought I would say it.
-P.S. all the things proposed do sound interesting and usefull for pvp
I like armor for the sake of not active tanking which at the moment means im Active shield fitting cause Navy megathron and my vindi work so much better that way. Unless you have slaves set. so i gess im really just asking for some PVE armor love maby instead of pvp.
And sry about spelling.
|
Gizznitt Malikite
Agony Unleashed Agony Empire
1729
|
Posted - 2013.01.24 00:05:00 -
[687] - Quote
CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle.
I'm under the impression it does NOT need to be "loaded" to cycle.... and you don't have to reload it when it runs out of charges.. Just like the ASB's can run without being loaded, and you can turn auto-reload off to let it continue running (until you run out of cap..)
|
Freighdee Katt
Center for Advanced Studies Gallente Federation
105
|
Posted - 2013.01.24 00:23:00 -
[688] - Quote
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. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
494
|
Posted - 2013.01.24 00:31:00 -
[689] - 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++ |
NetheranE
The Cariest Of Bears
29
|
Posted - 2013.01.24 00:46:00 -
[690] - Quote
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.
Sweet holy lord christ of the righteous god that he is, Fozzie, I will have all your blessed babies.
Thank you for listening to the player base, you now have my eternal support. |
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 00:54:00 -
[691] - 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. |
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.24 01:02:00 -
[692] - Quote
NetheranE 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. Sweet holy lord christ of the righteous god that he is, Fozzie, I will have all your blessed babies. Thank you for listening to the player base, you now have my eternal support.
For the small small price of making the AAR even more mediocre.
An updated graph. |
Bubanni
ElitistOps Pandemic Legion
639
|
Posted - 2013.01.24 01:34:00 -
[693] - Quote
CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. maybe it should be able to, that would be a nice distinction from the asb 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 |
Miguel Duran
Rising Thunder
3
|
Posted - 2013.01.24 01:37:00 -
[694] - Quote
Well I screwed that post up... Second try but a lot smaller:
If I agree that the bonuses and entire ship should be looked at together, can you explain to me why both the Myrmidon and the Brutix have a rep bonus? Can you explain to me why Amarr and Caldari tank bonused ships have a superior tank bonus in large fleets that Gallente and Minmatar ships have no equivalent for, but have a bonus that is only useful in fits that are only viable in solo to small, logiless gangs? I'm all for keeping different ships and races unique but having that much of a slant seems a bit much. |
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.24 01:52:00 -
[695] - Quote
Miguel Duran wrote:Well I screwed that post up... Second try but a lot smaller:
ALWAYS copy any significant post before submitting or previewing it, this forum system is awful and the draft-saving is half baked at best. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 01:53:00 -
[696] - 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. |
fukier
RISE of LEGION
760
|
Posted - 2013.01.24 01:57:00 -
[697] - Quote
Bubanni wrote:CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle. maybe it should be able to, that would be a nice distinction from the asb
this.
no seriously
this. At the end of the game both the pawn and the Queen go in the same box. |
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.24 02:07:00 -
[698] - Quote
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? |
Akturous
Immortalis Inc. Shadow Cartel
60
|
Posted - 2013.01.24 02:08:00 -
[699] - Quote
Medium armour reps need a buff full stop.
Small armour reps are the only ones that are reasonable, medium are just plain terrible, despite this new aar, but you can't even fit two of those things. You need to be able to get a 600dps tank with a dual rep fit without bonuses, or there's just no bloody point. These days you never end up fighting less than 3-4 people when your out soloing and when you nerf off grid boosts, it will be impossible unless active tanking is buffed.
You say "eve is a social game, get friends" well why would you have any ship at all with an active tank bonus unless it's for solo, because in any gang situation what so ever, it's completely useless.
Incidently that's how everyone was telling you to balance ASB's by making them only have one fittable, but instead you nerfed them so hard they're terrible for everything but frigs now. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 02:10:00 -
[700] - 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. |
|
Akturous
Immortalis Inc. Shadow Cartel
60
|
Posted - 2013.01.24 02:20:00 -
[701] - Quote
Perihelion Olenard wrote: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.
Except you can fit a medium AAR to a BC and you can also fit an XL ASB to a BC. It's about the maximum tank you can fit, are you slightly mong?
Not to mention the shield tanker get's damage and tracking mods. Even regular shield boosters, you can fit an xl to a bc with not much problem, the sizes are irrelevant, what matters is how much tank you can fit while still doing 500 dps or more.
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Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 02:23:00 -
[702] - 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. |
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.24 02:51:00 -
[703] - Quote
Perihelion Olenard wrote: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. Holy crap, the man can't read. No wonder everything appears meaningless to him.
You appear to be under the impression that the AAR is better than an ASB in the long run. It isn't. If you could read and apply the slightest bit of math you would know this.
You also appear to be under the impression that hitpoints of armor are more valuable than hitpoints of shield, in any meaningful way, they aren't.
Indeed you appear to believe a cap-reliant AAR tank ship would have more lasting power than a cap-independant ASB ship, which is very amusing. I've got some bad news. The cap boosters you're running will empty your cargohold of charges just as fast and faster than an ASB will empty its cargohold of its charges. Not to mention an ASB ship inherently does more DPS by simple virtue of your 'so many more slots for armor tank' not having many, if any, space for damage modules.
Obviously the AAR is better, but that doesn't exclude it from being terrible.
- /facepalm |
Vladimir Norkoff
Income Redistribution Service
77
|
Posted - 2013.01.24 02:54:00 -
[704] - Quote
Perihelion Olenard wrote: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. Pretty certain that graph of his shows that a XLASB outtanks the LAAR even when you calculate reloads. And even if the graph showed the LAAR not being reloaded and going just normal repair (at it's mighty 3/4 T1 strength) it would still get outperformed by a reloading XLASB. Keep in mind the LAAR also needs to be fitting a cap booster(s) to keep itself going. It's pretty clear that the ASB tanking is still vastly superior to armor tanking (of any sort). You can't really argue against with any sort of credibility. Solution is pretty simple - either shield tanking gets nerfed... or armor tanking gets buffed.... or we all just shield tank.
Basically, what he just said above. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 03:01:00 -
[705] - 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. |
Rented
Hunter Heavy Industries
46
|
Posted - 2013.01.24 03:05:00 -
[706] - Quote
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. |
Vladimir Norkoff
Income Redistribution Service
77
|
Posted - 2013.01.24 03:14:00 -
[707] - Quote
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. You may not be aware of this, but you can fit more than one XLASB to a ship. Pretty amazing, huh? And did y'know two XLASBs cost less than half the grid of a single LAR? Only limiting factor on ASBs is the CPU cost. But don't let that stop you from thinking that Armor tanking is just fine. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 03:20:00 -
[708] - 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. |
Nevyn Auscent
Broke Sauce Brosefs.
122
|
Posted - 2013.01.24 03:38:00 -
[709] - Quote
CCP Fozzie wrote:
Reducing medium and large armor rep cycle time is definitely an option, either for 1.1 or in a subsequent iteration.
I sincerly hope if this occurs that the cap use drops similarly, otherwise it negates all the advantage of the dropped rep cycle. We already have a crazy situation with Armour Reps where the higher your repair skill, the more capacitor your repairs use. |
Vladimir Norkoff
Income Redistribution Service
77
|
Posted - 2013.01.24 03:49:00 -
[710] - Quote
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. |
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:04:00 -
[711] - 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. |
Liang Nuren
Heretic Army Heretic Nation
2826
|
Posted - 2013.01.24 04:04:00 -
[712] - Quote
Nevyn Auscent wrote:CCP Fozzie wrote:
Reducing medium and large armor rep cycle time is definitely an option, either for 1.1 or in a subsequent iteration.
I sincerly hope if this occurs that the cap use drops similarly, otherwise it negates all the advantage of the dropped rep cycle. We already have a crazy situation with Armour Reps where the higher your repair skill, the more capacitor your repairs use.
More accurately, the higher your skill the more frequently you're able to rep. The rep itself costs the same amount. But yes, I found that really weird when I was skilling up.
-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
2826
|
Posted - 2013.01.24 04:04:00 -
[713] - Quote
Perihelion Olenard wrote: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?
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 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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Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:07:00 -
[714] - 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. |
Nevyn Auscent
Broke Sauce Brosefs.
122
|
Posted - 2013.01.24 04:14:00 -
[715] - Quote
Perihelion Olenard wrote: 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. It tanks a little less than 1k. That maelstrom is definitely gimping CPU fitting two XL-ASBs.
Oh, this is while overloading the XL-ASB and the LAAR. With the new overload rig for armor it will be even better.
Nor can the Hyperion once the LAAR is out of charges either. So... Care to post your full fits you are using here. Along with the graph showing their repair curves? As well as the DPS & range & speeds of the respective ships using the rigs you are using? Rather than cheery picking your perfect circumstances you claim armour tanks more. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
66
|
Posted - 2013.01.24 04:17:00 -
[716] - Quote
CCP Fozzie wrote: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. Alright, now at least it's not that awkward. So the next logical step would be:
- make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.
What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:27:00 -
[717] - 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. |
Nevyn Auscent
Broke Sauce Brosefs.
122
|
Posted - 2013.01.24 04:32:00 -
[718] - Quote
Perihelion Olenard wrote: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." 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. Except your explanation was flawed. One rep vs One rep is actually the most balanced comparison you can make. You then went and made a totally stupid comparison using 'Oh, well I ignore the LAAR charges and assume it's perma tank, then say the XLASB's have to be pulsed'. And are now whining when we called you on your flawed argument for full details, since you went and claimed most of a fit without listing the full fit on both sides. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:35:00 -
[719] - 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. |
Vladimir Norkoff
Income Redistribution Service
82
|
Posted - 2013.01.24 04:38:00 -
[720] - Quote
Perihelion Olenard wrote: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 on the hyperion isn't enough? Amazingly yeah I do play EvE. And I even use the same character to play the forums too. Pity you don't.
Can only run one ASB at a time? Any other bizarre restrictions you are gonna place on the Mael? Lemme guess it has to run the ASB continuously once it starts and can't pulse when needed. And it has to start within optimal of the Hype. And... and... Come on.
The Hype is a great ship on paper, but once it leaves EFT and hops into EvE it's not that good. Cuz EvE is not about 1v1s (which really is ironic that I'm saying that). And there is a reason most people don't use the Hype for PvP. And that's still not gonna change with these armor tanking changes alone. When they balance BSs it will undoubtedly get some love. But that's not really the issue here.
We're talking the LAAR. And in comparison to the XLASB, armor tanking does not measure up. Despite how much you are trying to convince yourself, it doesn't. The only advantage the LAAR has is more HP repped, but over a longer period of time. But most fights don't have that luxury. You need to rep as much as you can, as fast as you can. And that's what ASBs allow. They do it fast, they do it while immune to neuts, and they do it with relatively low fitting costs. And unless something else is done to make armor tanking more effective, the ASB tank is always gonna be the best choice. |
|
Nevyn Auscent
Broke Sauce Brosefs.
122
|
Posted - 2013.01.24 04:39:00 -
[721] - Quote
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. |
Eternal Error
Immortalis Inc. Shadow Cartel
325
|
Posted - 2013.01.24 04:39:00 -
[722] - Quote
Perihelion Olenard wrote: 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 on the hyperion isn't enough?
You're terrible, stop posting. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
135
|
Posted - 2013.01.24 04:41:00 -
[723] - 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. |
Eternal Error
Immortalis Inc. Shadow Cartel
326
|
Posted - 2013.01.24 04:52:00 -
[724] - Quote
Perihelion Olenard wrote:
After these armor changes armor will be in a much better place.
No one is disputing this. However, there are two problems:
1.) That better place will still be pretty bad 2.) The real (and, for the most part, incredibly simple) problems will not have been addressed. Instead, we'll have more new skillbooks and modules that were 100% unnecessary (and will completely overshadow the older modules) and that will likely make future balancing even more difficult.
|
Vladimir Norkoff
Income Redistribution Service
82
|
Posted - 2013.01.24 05:19:00 -
[725] - Quote
Sinzor Aumer wrote:CCP Fozzie wrote: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. Alright, now at least it's not that awkward. So the next logical step would be: - make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it.
|
Jessica Danikov
Ubuntu Inc. The Fourth District
62
|
Posted - 2013.01.24 05:39:00 -
[726] - Quote
Bumpers will hate the new Armor Upgrades skill. Solution? A lowslot module made for bumping- increases mass + agility by a factor to cancel out the unwieldiness of the mass increase, perhaps? |
Zarnak Wulf
In Exile.
982
|
Posted - 2013.01.24 05:55:00 -
[727] - Quote
1) If everyone thought it was great it would probably be overpowered. 2) MAR and LAR power reqs are on the table. 3) MAR and LAR reps/cycle are on the table. 4) If you are not mind-boggingly obsessed with 2-3 reppers on everything you can get a full rack of Neutrons and two MFS along with a 'good enough' tank on a Gallente boat. 5) Links and tracking enhancers are on the cutting board. The nerf of the latter will close the gap a bit between armor and shield. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
71
|
Posted - 2013.01.24 06:17:00 -
[728] - Quote
Vladimir Norkoff wrote:Sinzor Aumer wrote: - make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.
What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it. Fozzie is married to burst-tanking which I consider wrong for armor. Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst. Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise. |
Sizeof Void
Center for Advanced Studies Gallente Federation
332
|
Posted - 2013.01.24 06:24:00 -
[729] - Quote
CCP Fozzie wrote:Resist Bonus vs Rep Bonus Agree with direction. Also, please always keep in mind that we don't all fly around in fleets with logi support. Many of us still like to run solo or in small gangs w/o logis - in both PVP and PVE. It would also be nice to see more situations where using multiple active local reps has advantages over RR and/or resists.
CCP Fozzie wrote:Differences between Shield and Armor tanking as a whole Glad to hear that you recognize that midslot and lowslot modules affect balance - in particular, the TE and TC. TEs have been OP for a while now, esp. when matching up shield-tanked AC ships against armor-tanked blaster boats.
CCP Fozzie wrote:Addition of new skills and modules The AAR is interesting. So, +1 on that. It will probably require tweaking to keep it from being either OP or useless, so please plan to review and adjust it within a month or two, after it is released. The ASB's main problem was due to taking far too long to review and tweak the bloody thing. It was pretty clear during the AT that the ASB was OP, yet it was not fixed.
Don't agree with adding new skills, though. The argument that adding more skills increases the separation between new and old players is completely valid. This can be proven simply enough by rolling up a new toon, using EVEMon to spec out 1 and 3 months worth of skills, and see how well the 1 month old toon will fare against a 3 month old toon, and how well the 3 month toon will fare against a 2+ year old toon (which will typically have all level 4/5 base skills). The more base skills you add, the worse it gets.
The best way to close the gap is to remove skills, not add them. Providing an advantage to older players should take the form of adding more levels to the existing skills, with the corresponding increases in skill training time required to train up to level 6 or 10.
CCP Fozzie wrote:Powergrid usage penalty on active rigs Looking at the rig penatlies... the speed penalty vs. signature penalty is a no-brainer, but I don't agree that trading the speed penalty for a PG penalty is a good solution. A PG penalty is still much worse than a signature penalty, in most cases, so shield tanking still has the advantage here.
Perhaps, you should consider changing the shield rig penalty to a CPU penalty - or, if you really want to keep the signature and speed penalties, just reduce the speed penalty, making it much less than the signature penalty (or is there something in the code or database that requires all rig penalties have to have the same base percentage?).
|
Boris Amarr
Viziam Amarr Empire
43
|
Posted - 2013.01.24 06:32:00 -
[730] - Quote
What about adding Meta & T2 Reactive Armor Hardener? Meta will have lower cap usage and T2 will have basic resists 20/20/20/20. It will be good boost active armor tank. Because now if you get two damage types, now you have resists 30/30 with Reactive Armor Hardener after some time and 25/25/25/25 with Energized Adaptive Nano Membrane II but right now. So now Reactive Armor Hardener has low usability. |
|
Sizeof Void
Center for Advanced Studies Gallente Federation
332
|
Posted - 2013.01.24 06:41:00 -
[731] - Quote
I apologize in advance if this particular issue has already been asked, and answered:
T2 armor plates got a buff, which increased their use. Rolled Tungsten is still popular, due to less mass, easier fitting, cheaper cost. But, all other flavors of plates - Nanofiber, Titanium, Crystalline Carbonide, Faction, and T1 - don't have much of a place in the game, unless you just can't find T2 or RRT plates on market. And, since the NPC drop rate of RRT plates is high, market scarcity isn't currently a reason to use the other plates.
How about some flavor-specific stat tweaks, in order to give us a reason to use these less-popular plates? |
Apostrof Ahashion
Viziam Amarr Empire
70
|
Posted - 2013.01.24 07:34:00 -
[732] - Quote
Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.
The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight.
And this is ignoring the fact that Ancillary Shield Boosters have absurdly low fitting requirements and that you can fit more than one, and that even makes them better in long missions than standard modules, and that standard Armor Repairers wont ever catch up to Ancillary Armor Repairer. They are not burst pvp tanking modules they are just plain better tanking modules.
The game already has perfect and simple mechanics for real burst tanking, overheating. Work on those rigs, maybe even increase the heat damage and amount repaired to make it a more important choice when to overheat repairers etc. Leave the whole adding new stuff that makes older stuff obsolete approach to World of Warcraft please. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
13
|
Posted - 2013.01.24 07:51:00 -
[733] - Quote
You are talking a lot about AAR but you forget about topic name: Armor tanking 2.0 And if we agree that there are ships for solo pvp and fleet pvp so why gallent's ships for solo (well most of them)? 2 gallent's BC for solo (and only Talos, that pretty new in EvE sometimes use in fleet pvp. Why sometime? Naga lol!). Maybe its time to change brutix\myrm bonus (as well as gal. command)?
And also. Armor tank is still worse. Becuase shield tank ships faster, have more DPS, better distance control (tracking enh ftw) and realy good tank. And if we take shield logists its pretty better then armor setup in all ways.
What about that? How this change (aar+new-amazing-skill) will help us to chose armor tank ships more often? |
Sturmwolke
355
|
Posted - 2013.01.24 08:05:00 -
[734] - Quote
Didn't read the whole thread except for the 1st post. Overall, it's a push to minimize the agility penalty for armor for better mobility with other minor bits and pieces. Fine for buffer tanks/active tanks, but it imo, armor RR needs some help to make it more competitive. Start by looking at the delayed rep (which is compounded by the response times), a major thorn.
10-5% PG increase for local armor rep penalty for the "active" armor rigs may kill certain beam configs for Amarr ships (sorry, I cba to check/confirm) and may also make dual-repping armor configs a difficult proposition. For L4 mission runners, mobility isn't such an issue with armor BS hulls and thus, this will be viewed generally as a nerf rather than a buff. It doesn't feel right, imo.
Try the resistance angle? e.g. 10-5% penalty to EM resistance (not all types).
|
Takeshi Yamato
Ministry of War Amarr Empire
610
|
Posted - 2013.01.24 08:29:00 -
[735] - Quote
Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:
Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload.
L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload.
These are both the cruiser-sized version. However cruisers can also fit the battleship version:
XL-Ancillary Shield Booster: 196 shield/sec, 8820 shield per reload.
The XL-ASB more than doubles your tank. It is far too easy to fit for what it does.
Active armor tanking will remain underpowered until it has an answer to oversizing or until oversizing ends. Personally I think it's obvious that oversizing is broken as hell and should go. |
Fon Revedhort
Monks of War Out of Sight.
953
|
Posted - 2013.01.24 08:58:00 -
[736] - Quote
Apostrof Ahashion wrote:Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.
The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight. True. Given current EHP values (absurdly high at pretty much all ships) the opposing force needs that prolonged staying power to just chew through these endless lifebars. DPS is very limited in comparison to EHP these days, so burst or sustained, you still need to tank the other guy(s) for a very long period. 14 |
Zarnak Wulf
In Exile.
982
|
Posted - 2013.01.24 09:08:00 -
[737] - Quote
Takeshi Yamato wrote:Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:
Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload.
L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload.
These are both the cruiser-sized version. However cruisers can also fit the battleship version:
XL-Ancillary Shield Booster: 196 shield/sec, 8820 shield per reload.
The XL-ASB more than doubles your tank. It is far too easy to fit for what it does.
Active armor tanking will remain underpowered until it has an answer to oversizing or until oversizing ends. Personally I think it's obvious that oversizing is broken as hell and should go.
Let's take a close look at that 4320 for the MAAR. We can increase that a bit. Assume two armor nano pumps. 4320 * 1.1 * 1.088 (2nd at small stacking penalty) ~ 5170. Is it on a Gallente ship? 5170 * 1.375 = 7109 or 80.6% of what a X-LASB can offer. As much per second? Of course not- but we are comparing a module that has a 150+ PG requirement to a module that has a 500 PG requirement.
You don't have to dedicate every low on the ship to tank anymore. You don't have to sigh and settle for electrons. You definitely don't have to crawl to the target at a snail's pace. |
KatanTharkay
Blue Republic RvB - BLUE Republic
7
|
Posted - 2013.01.24 09:13:00 -
[738] - Quote
If you're at it, could you consider changing the penalty for some of the astronautic rigs please? I would like to be able to get close fast to the target in my Thorax or Brutix and still have enough buffer on my ship for my armor reppers to finish at least 1 cycle. Or for the sake of balance you don't want those brawler ships to be that fast? |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
493
|
Posted - 2013.01.24 09:49:00 -
[739] - Quote
Sinzor Aumer wrote:Vladimir Norkoff wrote:Sinzor Aumer wrote: - make each and every local armor rep charge-able with nano-paste, I mean ALL of them; - reduce bonus in charged mode to maybe 50% of base level; - destroy ancillary thingy and pretend it never happened.
What it gives? 1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing. 2. We introduce interesting gameplay around when to recharge each rep. 3. We bring back to life high-meta reps. 4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon. Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it. Fozzie is married to burst-tanking which I consider wrong for armor. Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst. Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise.
Burst >>>>>>>>>>>>>>> sustained for pvp. |
Ilar Ran Dar
Flame.
19
|
Posted - 2013.01.24 09:57:00 -
[740] - Quote
I was here. |
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
13
|
Posted - 2013.01.24 10:18:00 -
[741] - Quote
Garviel Tarrant wrote: Burst >>>>>>>>>>>>>>> sustained for pvp.
Not realy
Burst>>>>sustained when you have <10-15 ppl at opposite fleet. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
494
|
Posted - 2013.01.24 10:22:00 -
[742] - Quote
Captain Semper wrote:Garviel Tarrant wrote: Burst >>>>>>>>>>>>>>> sustained for pvp.
Not realy Burst>>>>sustained when you have <10-15 ppl at opposite fleet.
The only times sustained is better is when you get that ideal perfect "hero tank" situation.
Sadly that hardly ever happens.
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
|
Posted - 2013.01.24 10:29:00 -
[743] - Quote
Garviel Tarrant wrote:Burst >>>>>>>>>>>>>>> sustained for pvp. Buffer >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Active You see, I also can put a lot of ">" and also without any explaination.
There is sustained tank. There is burst tank. Suddenly, there is yet another type of active tank, since recently. I'm talking about spooling-up tank, implemented in reactive hardner. That was something new indeed, my props to a person who invented it. By no means I can agree that it is inherently inferior to burst tanking. And I really think this type of active tanking suits to armor very well. |
Roime
Shiva Furnace
1816
|
Posted - 2013.01.24 10:38:00 -
[744] - Quote
Rented wrote:Perihelion Olenard wrote: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. Holy crap, the man can't read. No wonder everything appears meaningless to him. You appear to be under the impression that the AAR is better than an ASB in the long run. It isn't. If you could read and apply the slightest bit of math you would know this. You also appear to be under the impression that hitpoints of armor are more valuable than hitpoints of shield, in any meaningful way, they aren't. Indeed you appear to believe a cap-reliant AAR tank ship would have more lasting power than a cap-independant ASB ship, which is very amusing. I've got some bad news. The cap boosters you're running will empty your cargohold of charges just as fast and faster than an ASB will empty its cargohold of its charges. Not to mention an ASB ship inherently does more DPS by simple virtue of your 'so many more slots for armor tank' not having many, if any, space for damage modules. Obviously the AAR is better, but that doesn't exclude it from being terrible. - /facepalm
idk, to me it looks like even non-nanite-running LAAR+LAR II tank on a Hype is better than running a single XLASB on a Maelstrom. Sure, you can use both XLASB to get godmode tank, but if both your XLASBs are out of charges at the same time, it's game over.
And LAAR+LARII in heated godmode tanks more than 2*XLASB and Invuln overheated. And this is on RAH @ 15% resists.
-á- All I really wanted was to build a castle among the stars - |
Ribikoka
Royal Amarr Institute Amarr Empire
370
|
Posted - 2013.01.24 10:50:00 -
[745] - Quote
CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill.
So this skill just waste of training time and a big nothing. You think about it dear developer, pilots for the gap,the BS or BC pilots will use 800mm plates and they want to lose +10-15k armor (with bonuses) when they use 2 or 3 plates ??? Ridiculous developers. |
Apostrof Ahashion
Viziam Amarr Empire
75
|
Posted - 2013.01.24 10:57:00 -
[746] - Quote
With 8 charges AMAR will repair 4275hp, with 8 uses MARII will repair 2560. And in one minute it takes AMAR to realod MARII will repair another 1600hp, or 4160 total, and this is assuming you have a ship with unlimited cap and run it constantly. So basically any time frame the so called burst module is plain better, even if you are completely ******** and start the repair cycle when its obvious that the fight will end soon and that you should just rep at 3/4.
Since anyone will obviously use this module instead of one repairer no matter what they do or want to accomplish, and it definitely wont make ppl reduce the number of reps (if i think that armor repairer will serve me better than anything else in that slot you can be sure i will think the same after you buff it). Since it is just a plain boost amount buff you acknowledge that the buff to reps is needed, why not just boost reps? This makes no sense at all, and all that burst tanking talk is bs.
New skill that reduces plate mass will hit new players. And also getting such a small buff to speed in practice does not solve anything, and will just force us to train another mediocre skill just because speed is that important. If you think plates are too heavy just reduce their mass.
The only problem with tanking in general is the stupidly powerful ASB and the fact that the signature radius, the main advantage of armor tanks, is less significant because mwd will boost it so much for both armor and shield that the difference will be too small to make a difference. Tweak that, dont introduce new modules and skills. |
Mag's
the united Negative Ten.
13761
|
Posted - 2013.01.24 11:01:00 -
[747] - Quote
Apostrof Ahashion wrote:With 8 charges AMAR will repair 4275hp, with 8 uses MARII will repair 2560. And in one minute it takes AMAR to realod MARII will repair another 1600hp, or 4160 total, and this is assuming you have a ship with unlimited cap and run it constantly. So basically any time frame the so called burst module is plain better, even if you are completely ******** and start the repair cycle when its obvious that the fight will end soon and that you should just rep at 3/4.
Since anyone will obviously use this module instead of one repairer no matter what they do or want to accomplish, and it definitely wont make ppl reduce the number of reps (if i think that armor repairer will serve me better than anything else in that slot you can be sure i will think the same after you buff it). Since it is just a plain boost amount buff you acknowledge that the buff to reps is needed, why not just boost reps? This makes no sense at all, and all that burst tanking talk is bs.
New skill that reduces plate mass will hit new players. And also getting such a small buff to speed in practice does not solve anything, and will just force us to train another mediocre skill just because speed is that important. If you think plates are too heavy just reduce their mass.
The only problem with tanking in general is the stupidly powerful ASB and the fact that the signature radius, the main advantage of armor tanks, is less significant because mwd will boost it so much for both armor and shield that the difference will be too small to make a difference. Tweak that, dont introduce new modules and skills. This.
Did have a similar post, but the forum ate it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
493
|
Posted - 2013.01.24 11:29:00 -
[748] - Quote
Apostrof Ahashion wrote:... This makes no sense at all, and all that burst tanking talk is bs.... In straight up brawls where incoming dps is nice and even throughout .... perhaps.
But when I go up again high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright.
Vanilla reps, particularly MAR/LAR could use some love though. Lowered grid requirement and an inch off cycle times, they should be better at prolonged repping with the AAR dumping most of its reps in those first critical 30-60s. If those numbers tell me anything then it is that the modifier on AAR should be increased and reload cycle extended not that the idea should be discarded.
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
|
Posted - 2013.01.24 11:43:00 -
[749] - Quote
Veshta Yoshida wrote:But when I go up against high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright. If you want burst tank - use shields. If you want armor - no burst then. Isnt it fair enough? Why you want everything homogenized?! |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
493
|
Posted - 2013.01.24 11:53:00 -
[750] - Quote
Sinzor Aumer wrote:Veshta Yoshida wrote:But when I go up against high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright. If you want burst tank - use shields. If you want armor - no burst then. Isnt it fair enough? Why you want everything homogenized?! Yes, let me stick an ASB onto my slicer, Coercer, Retribution, etc. and try to pew
If what you say was to be what CCP went for then armour ships would never fit active reps (dps/EHP ratio has been skewed over the years) and would only participate in blob-fests while solo/small-gang would be limited to a handful of ships at best with the rest of the shield ships being relegated to permanent mothballs/PvE .. talk about homogenization.
If you had ever tried pewing an ASB abusing ship using an armour boat as they currently stand you too would jump at the chance to get something that will at least make it an interesting fight. |
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
|
Posted - 2013.01.24 12:06:00 -
[751] - Quote
@Veshta Yoshida - as I see it:
Sinzor Aumer wrote:Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst. Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise.
|
Roime
Shiva Furnace
1816
|
Posted - 2013.01.24 12:20:00 -
[752] - Quote
Ribikoka wrote: So this skill just waste of training time and a big nothing. You think about it dear developer, pilots for the gap,the BS or BC pilots will use 800mm plates and they want to lose +10-15k armor (with bonuses) when they use 2 or 3 plates ??? Ridiculous developers.
[Thorax, Neutron LSE]
Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Magnetic Field Stabilizer II Overdrive Injector System II
Experimental 10MN Microwarpdrive I Large Shield Extender II Stasis Webifier II Warp Scrambler II
Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M Heavy Neutron Blaster II, Caldari Navy Antimatter Charge M
Medium Ancillary Current Router I Medium Anti-EM Screen Reinforcer I Medium Core Defense Field Extender I
2281 m/s 7.46 align 515 dps 18.2K EHP
[Thorax, new 800mm]
800mm Reinforced Steel Plates II Energized Adaptive Nano Membrane II Damage Control II Magnetic Field Stabilizer II Magnetic Field Stabilizer II
Experimental 10MN Microwarpdrive I Stasis Webifier II Stasis Webifier II Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Caldari Navy Antimatter Charge M Heavy Ion Blaster II, Caldari Navy Antimatter Charge M Heavy Ion Blaster II, Caldari Navy Antimatter Charge M Heavy Ion Blaster II, Caldari Navy Antimatter Charge M Heavy Ion Blaster II, Caldari Navy Antimatter Charge M
Medium Auxiliary Thrusters I Medium Hybrid Burst Aerator I Medium Ancillary Current Router I
2055 m/s 7.98 s align 457dps 18.4K EHP
Ok, so a second web is worth 226 m/s and 58 dps (agility and EHP are too close to each other to make difference), looks like the LSE fit still wins, right?
But what the new skill and mass reduction mean is that a plated dual web Thorax can sprint 2921 m/s (20km distance in <7 sec), which I find a rather acceptable figure considering the amount of range control it has inside 13km.
Does this plate buff make 1600mm fits somehow blazing fast? Does it make armor faster than shield? No, and it shouldn't, but it enables mobile light armor buffer fits which I find rather interesting due to midslot superiority.
1600mm plate is a Boss Module, it gives the biggest-ass pile of raw HP in game. I'm very happy to get just that skill-based reduction to it's mass without any EHP loss.
-á- All I really wanted was to build a castle among the stars - |
Altrue
Exploration Frontier inc
307
|
Posted - 2013.01.24 12:34:00 -
[753] - Quote
Both shield and armor tanking rigs are currently coming with a drawback soemhow nerfing their tanking : Less speed = more damages, high sig = more damages. What about now ?
Also, the fact that armor rep are applied at the end of the cycle is already balanced, as the shield absorbs the first (in the worst case) shot, (more like 2-3 shots usually). It leaves more time to react against an alpha and it's perfect as it is, no need to buff this.
My two isks. G££ <= Me |
Mariner6
Agony Unleashed Agony Empire
103
|
Posted - 2013.01.24 12:46:00 -
[754] - Quote
Sinzor Aumer wrote:Veshta Yoshida wrote:But when I go up against high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright. If you want burst tank - use shields. If you want armor - no burst then. Isnt it fair enough? Why you want everything homogenized?!
You know, I don't think I'd have a problem with this concept if they would just get rid of the stupid armor rep bonus on Gal ships. |
GallowsCalibrator
GoonWaffe Goonswarm Federation
220
|
Posted - 2013.01.24 12:51:00 -
[755] - Quote
Ribikoka wrote:CCP Fozzie wrote:Xenuria wrote:I have a question, what about 1600mm Plates? Why are they excluded from the bonus? I personally never use anything smaller than those for plates. The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus The 800mm and 200mm change is to help narrow that gap a bit (I know it doesn't narrow it all the way) and the 50mm change is there just to keep OCD people happy. 1600s still get the benefit of the new skill. So this skill just waste of training time and a big nothing. You think about it dear developer, pilots for the gap,the BS or BC pilots will use 800mm plates and they want to lose +10-15k armor (with bonuses) when they use 2 or 3 plates ??? Ridiculous developers.
:Learn2read: 1600mm plates still benefit from the skill itself, they simply aren't getting a fixed mass adjustment beforehand.
Ugh, pubbies. |
Nikuno
Atomic Heroes The G0dfathers
83
|
Posted - 2013.01.24 12:55:00 -
[756] - Quote
I've tried to look at LAR/LAAR vs X-LASB and graph can be found here http://i48.tinypic.com/2zs9pjr.jpg
It's pointless trying to compare the MAR/MAAR with the X-LASB as they're totally different leagues. If XLASB continue to be able to be fitted to BC or cruisers then the AAR is going to be a very second rate system at that level. |
Roime
Shiva Furnace
1817
|
Posted - 2013.01.24 12:55:00 -
[757] - Quote
Sig difference matters only as long as no MWD is used. MWD sig bloom is so significant, that it completely equalizes the damage shield and armor tanks take in the most typical real combat situations. All weapons all the way up to capital size hit an MWDing armor ship no problems.
Only speed difference remains, not as a meaningful factor in tracking, but as range control factor.
It is true that these plate buffs really buff AB fits, but AB is not a common option on BCs, and afaik rarely used even on cruisers outside AHAC gangs.
So even though it might appear that armor tanks are somehow now less penalized, it actually just balances the overall situation due to MWD sig bloom.
-á- All I really wanted was to build a castle among the stars - |
Mund Richard
286
|
Posted - 2013.01.24 13:02:00 -
[758] - Quote
Takeshi Yamato wrote:Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:
Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload. L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload. Let me try another angle (math errors may be present):
LAAR: 600*2,25= 1350 rep/cycle, 120/sec rep before the first reload, 8 "charges" so 8*11,25= 90sec before a reload is needed , 8*1350=10800 rep before recharge. At worst (end of reload cycle) it reps 10800/(60+90) = 72/sec.
XLASB: 980 boost/cycle, 196/sec boost before the first reload, 9 cycles so 45sec before a reload is needed, and with navy 400 one gets 9*980=8820 rep before reload. At worst, 8820/(45+60)= 84 rep/sec
Why the LAAR is better: It costs less CPU
Running it without charges is a viable option, though at a horrible efficiency.
Why the XLASB is better: It costs less PG
Thus it can fit on BC
Is heals simply more with or without reload calculated.
Much better before the first reload, still better even in the worst-case scenarios
Running it without charges is an option, though at horrible results to your cap unless you have a crazy cap source
Can fit more than one
The "option" of running a LAAR isquestionable. I see - for now - three reasons to do it: 1) You will not live long enough to reload. In this case, you have a T1 repper that has only 62,5% of the efficiency of a meta 4 LAR, 40 rep/sec, which on a battleship it's something like the shield peak regen. Probably not what will make you survive a serious fight. 2) You ran out of charges. In which case you are pretty much likely doomed, only slightly less so in the long run than with an ASB. 3) You want an "armor plate" without using trimarks or getting a mass addition (just like how XLASB can be seen as an "1600mm Shield extender"). The cost is a bit of CPU and 1425 PG. In which case it works somewhat less than twice as well than the plate (10800/6000=80%). Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
494
|
Posted - 2013.01.24 13:07:00 -
[759] - Quote
Sinzor Aumer wrote:Garviel Tarrant wrote:Burst >>>>>>>>>>>>>>> sustained for pvp. Buffer >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Active You see, I also can put a lot of ">" and also without any explaination. There is sustained tank. There is burst tank. Suddenly, there is yet another type of active tank, since recently. I'm talking about spooling-up tank, implemented in reactive hardner. That was something new indeed, my props to a person who invented it. By no means I can agree that it is inherently inferior to burst tanking. And I really think this type of active tanking suits to armor very well.
Try to outbrawl a tripple rep myrm in a buffer harb/cane, tell me how that works out for you. |
Omnathious Deninard
Extrinsic Operations
464
|
Posted - 2013.01.24 13:16:00 -
[760] - Quote
It would be nice to see armor tanking turned into actual sustained tanking, by constantly repairing a small amount of damage every second. The current repair per second would not need to change nor would the cap usage per second (at least on SARs). Then MARs and LARs would need a buff in the HP repaired. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
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Apostrof Ahashion
Viziam Amarr Empire
78
|
Posted - 2013.01.24 13:26:00 -
[761] - Quote
Veshta Yoshida wrote: But when I go up again high dps targets like blasters I don't need repairs nice and even, I need it bloody well now in the hopes that the boost lasts long enough for me to have gained the range necessary to mitigate damage, have capped the target out or killed him outright.
Vanilla reps, particularly MAR/LAR could use some love though. Lowered grid requirement and an inch off cycle times, they should be better at prolonged repping with the AAR dumping most of its reps in those first critical 30-60s. If those numbers tell me anything then it is that the modifier on AAR should be increased and reload cycle extended not that the idea should be discarded.
So what they need to do is balance it so that at some point MARII starts repping more. If that time frame becomes less than your average fight lenght no one will use AMAR, if it is longer everyone will use it. Its a terribly hard thing to balance, especially considering that there is already a perfect, simple and well balanced overheating in the game for your burst tanking needs until you drive your blaster boat in their face. And even if they somehow manage to strike a perfect balance in timeframe when MARII starts outrepping AMAR it will come at a cost of a big reload time and small number of charges making it nothing more than "oh crap" button.
And if your buffer cant hold out for like 9 sec it takes MARII to kick in your biting more than you can chew. If you ignore the stupidly op ASB (wich was needed to free some slots and make active shield tanking in pvp viable, just not in this op state), 2xMARII will in each 20 sec repair about 100 more than LSB+SBAII, a fair compromise for slower kick in and a little bigger cap usage.
Overheating is enough, and specialized pvp repair modules will just create a huge balance issue while changing nothing in the way of actual gameplay or introducing new and fun mechanics. Just killing ASB will balance active tanking and tweaking mwd sig bloom should be the first step balancing buffer tanking.
|
Mund Richard
286
|
Posted - 2013.01.24 13:29:00 -
[762] - Quote
Nikuno wrote:I've tried to look at LAR/LAAR vs X-LASB and graph can be found here http://i48.tinypic.com/2zs9pjr.jpgIt's pointless trying to compare the MAR/MAAR with the X-LASB as they're totally different leagues. If XLASB continue to be able to be fitted to BC or cruisers then the AAR is going to be a very second rate system at that level. The 2 systems are close but the armor always comes out worst. Add to this the issue of neuting affecting only AARs, the much higher fitting requirements or AARs, local rep still suffering poorly in comparison to resists and this is not going to fix anything properly but it will be a rather poor bandaid. You sure that graph is correct? After it's reload, the XLASB is almost always worse than the LAAR, except around the 150 sec mark?
At 255sec for instance where the 3rd reload is due to the ASB (unless my math failed me): XLASB: 3*9*980 = 26.460 LAAR: 2*8*2,25*600) = 21.600 (entered it's second reload at 244, so missing a cycle's worth) But why is then the darker blue above the lighter? Why is it near 30k?
Heck, why isn't it hugging the 10k line close at it's first reload instead of being between 10 and 20k? 8 charges * 2,25(LAAR multiplier) * 600 (T1 repper) = 10.800 Yours seems to be something like 14850, which is just about 37.5% more... Where did I get the 14.850 from... Hint: Hyperion. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Nikuno
Atomic Heroes The G0dfathers
83
|
Posted - 2013.01.24 13:41:00 -
[763] - Quote
Mund Richard wrote:Nikuno wrote:I've tried to look at LAR/LAAR vs X-LASB and graph can be found here http://i48.tinypic.com/2zs9pjr.jpgIt's pointless trying to compare the MAR/MAAR with the X-LASB as they're totally different leagues. If XLASB continue to be able to be fitted to BC or cruisers then the AAR is going to be a very second rate system at that level. The 2 systems are close but the armor always comes out worst. Add to this the issue of neuting affecting only AARs, the much higher fitting requirements or AARs, local rep still suffering poorly in comparison to resists and this is not going to fix anything properly but it will be a rather poor bandaid. You sure that graph is correct? After it's reload, the XLASB is almost always worse than the LAAR, except around the 150 sec mark? At 255sec for instance where the 3rd reload is due to the ASB (unless my math failed me): XLASB: 3*9*980 = 26.460 LAAR: 2*8*2,25*600) = 21.600 (entered it's second reload at 244, so missing a cycle's worth) But why is then the darker blue above the lighter? Why is it near 30k? I assumed that the light blue is XLASB, and the dark the LAAR, as reload timers and first reps seem to be correct.
Yes, I believe the graph is correct having checked the numbers. The LAAR on burst mode reps 2*8*2.25*800, not the 2*8*2.25*600 which you calcluted, the 800 is the full t2 rep, the 600 is the lower 0.75*800 level in non-burst mode. |
Mund Richard
286
|
Posted - 2013.01.24 13:43:00 -
[764] - Quote
Nikuno wrote:Yes, I believe the graph is correct having checked the numbers. The LAAR on burst mode reps 2*8*2.25*800, not the 2*8*2.25*600 which you calcluted, the 800 is the full t2 rep, the 600 is the lower 0.75*800 level in non-burst mode. Aaah
CCP Fozzie wrote: Loaded cap boosters triple rep amount (so reps 2.25x a T1 repairer when loaded)
. Was that changed to T2? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Nikuno
Atomic Heroes The G0dfathers
83
|
Posted - 2013.01.24 13:48:00 -
[765] - Quote
CCP Fozzie wrote:
Ancillary Armor Repairer
Always uses the same cap as a normal (T1/T2/Named) Armor Repper
I assumed the introduction of T2 as well as T1 from this statement so have used T2 stats. Obviously if only a T1 module were introduced then the armour version in either burst or gimp dual rep modes would suffer considerably by comparison with the ASBs. It barely keeps pace as it is in T2 format, alongside all the other drawbacks it brings. |
Rita May
State War Academy Caldari State
26
|
Posted - 2013.01.24 13:57:00 -
[766] - Quote
don't skip the important part:
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
no need to asume anyting, thanks and cu |
Mund Richard
286
|
Posted - 2013.01.24 13:57:00 -
[767] - Quote
Nikuno wrote:CCP Fozzie wrote:Ancillary Armor Repairer
Always uses the same cap as a normal (T1/T2/Named) Armor Repper
I assumed the introduction of T2 as well as T1 from this statement so have used T2 stats. Obviously if only a T1 module were introduced then the armour version in either burst or gimp dual rep modes would suffer considerably by comparison with the ASBs. It barely keeps pace as it is in T2 format, alongside all the other drawbacks it brings.
Armor reppers have the same cap cost up to T2 so you are right there, but no the same fittings or repping, which lines only mentions T1.
And if they introduce a T2, they might do the same for the ASB...
PS: and your shield reppers seem to rep at the end of their cycle (ridges after reload, no value untill 4-5 seconds), though that's only a visual thing, doesn't alter values. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Nikuno
Atomic Heroes The G0dfathers
84
|
Posted - 2013.01.24 14:03:00 -
[768] - Quote
Mund Richard wrote:Nikuno wrote:CCP Fozzie wrote:Ancillary Armor Repairer
Always uses the same cap as a normal (T1/T2/Named) Armor Repper
I assumed the introduction of T2 as well as T1 from this statement so have used T2 stats. Obviously if only a T1 module were introduced then the armour version in either burst or gimp dual rep modes would suffer considerably by comparison with the ASBs. It barely keeps pace as it is in T2 format, alongside all the other drawbacks it brings. Armor reppers have the same cap cost up to T2 so you are right there, but no the same fittings or repping, which lines only mentions T1. And if they introduce a T2, they might do the same for the ASB...
In which case feel free to apply a factor of 0.75 to all the LAAR figures while i go tweak the graph to demonstrate the (abysmal) T1 comparison |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
495
|
Posted - 2013.01.24 14:12:00 -
[769] - Quote
Apostrof Ahashion wrote:... Its a terribly hard thing to balance, especially considering that there is already a perfect, simple and well balanced overheating in the game for your burst tanking needs until you drive your blaster boat in their face. And even if they somehow manage to strike a perfect balance in timeframe when MARII starts outrepping AMAR it will come at a cost of a big reload time and small number of charges making it nothing more than "oh crap" button. There is a good chance that is why Fozzie started the thread, to get brain-stormed to make sure he didn't miss anything. Took us only a couple of pages to show that the heating rig might be a bit much for instance .. balancing core stuff like tanking is never easy, the RR discussion prior to T1 versions and the ongoing ASB debate/hatred attest to that Burst tanking (ASB *spit* notwithstanding) is all about the oh-**** button, albeit slightly longer. The reason why it is sorely needed is evidenced by the prevalence of plates, more often than not supersized even if that takes fitting mods .. we need the ability to have access to that EHP without being forced to plate up, it will add a ton of variety and extra thought on the fits.
Apostrof Ahashion wrote:...Overheating is enough, and specialized pvp repair modules will just create a huge balance issue while changing nothing in the way of actual gameplay or introducing new and fun mechanics. Just killing ASB will balance active tanking and tweaking mwd sig bloom should be the first step balancing buffer tanking. Been flogging the "burst through heat" horse for a few years now and when I read this proposal I realised that my original concept had a significant flaw: If heat was used as the sole limiter, you would get the desired effect at the expense of zero sacrifice made and T3 would need a new hull bonus .. by using a module specifically meant to provide the heated rep (AAR) you force a decision process that would otherwise be absent (ie. none of my current fits would need to change at all). Killing ASB's does nothing for active tanking as that completely ignores the reason we need bursting in the first place: Population. Solo is rarer today than yesterday and average gang sizes will continue to increase as long as there are people to fill the slots .. higher population -> bigger gangs -> more dps -> buffering ad nauseum.
All that said, the AAR should be a highly specialized module that can act as a plate replacement in small gang scenarios but fall behind as sizes go up.
@Fozzie: Any plans, pending or otherwise, on revising the heating interface some more? Maybe the ability to at least increase rack buttons in size? |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
5
|
Posted - 2013.01.24 14:29:00 -
[770] - Quote
CCP Fozzie wrote:[quote=elitatwo][quote=CCP Fozzie]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.
Reducing medium and large armor rep cycle time is definitely an option, either for 1.1 or in a subsequent iteration.
@CCP Fozzie nanite paste is a little expensive any thoughts on reducing it? Also longer rep cycles mean the nanite paste lasting longer so cheaper too extra rep amount would be more useful and distinctive from shield reps as with skills you can take off quite a lot of time and their is a rig also to reduce cycle time you might make it obsolete. |
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Nikuno
Atomic Heroes The G0dfathers
84
|
Posted - 2013.01.24 14:31:00 -
[771] - Quote
Mund Richard wrote:Nikuno wrote:CCP Fozzie wrote:Ancillary Armor Repairer
Always uses the same cap as a normal (T1/T2/Named) Armor Repper
I assumed the introduction of T2 as well as T1 from this statement so have used T2 stats. Obviously if only a T1 module were introduced then the armour version in either burst or gimp dual rep modes would suffer considerably by comparison with the ASBs. It barely keeps pace as it is in T2 format, alongside all the other drawbacks it brings. Armor reppers have the same cap cost up to T2 so you are right there, but no the same fittings or repping, which lines only mentions T1. And if they introduce a T2, they might do the same for the ASB... PS: and your shield reppers seem to rep at the end of their cycle (ridges after reload, no value untill 4-5 seconds), though that's only a visual thing, doesn't alter values.
http://i49.tinypic.com/117zi84.jpg Here's the new (depressing) figures for the T1 LAAR. I have however continued to use a T2 LAR as the second part of the dual rep as there's no good reason for this to change.
AS for the visual aspect of the shield reps, that's all it is and over the 300s time frame it has no effect on the obvious imbalance between the 2 tanking methods. Thx for the good feedback |
Mund Richard
286
|
Posted - 2013.01.24 14:38:00 -
[772] - Quote
Nikuno wrote:http://i49.tinypic.com/117zi84.jpg Here's the new (depressing) figures for the T1 LAAR. I have however continued to use a T2 LAR as the second part of the dual rep as there's no good reason for this to change. AS for the visual aspect of the shield reps, that's all it is and over the 300s time frame it has no effect on the obvious imbalance between the 2 tanking methods. Thx for the good feedback Sure, T2 LAR is totally fair, and the visual aspect I noted for being mainly cosmetic myself.
YW with the feedback, thank you for drawing! Was nice to see the 3rd reload XLASB vs the second reload of LAAR and the difference between the two, and ...basically the rest of the tanks. Two invuln XLASB will continue to be limited only by cargohold, and nothing will quite compare. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Nikuno
Atomic Heroes The G0dfathers
84
|
Posted - 2013.01.24 14:39:00 -
[773] - Quote
Mund Richard wrote:Nikuno wrote:http://i49.tinypic.com/117zi84.jpg Here's the new (depressing) figures for the T1 LAAR. I have however continued to use a T2 LAR as the second part of the dual rep as there's no good reason for this to change. AS for the visual aspect of the shield reps, that's all it is and over the 300s time frame it has no effect on the obvious imbalance between the 2 tanking methods. Thx for the good feedback Sure, T2 LAR is totally fair, and the visual aspect I noted for being mainly cosmetic myself. *editing*
Not sure why it won't open for you :( Opens for me if i click it directly or copy it and open as new link. Sorry |
Ribikoka
Royal Amarr Institute Amarr Empire
370
|
Posted - 2013.01.24 14:40:00 -
[774] - Quote
Roime wrote:[Thorax, Neutron LSE]blabla
Do you know what is BS and BC ?
Thorax is a BC or BS ? Oh my god. Go and play hello kitty online thats will be good for you, if you cant make a distinction between BS/BC/Cruiser. |
Roime
Shiva Furnace
1818
|
Posted - 2013.01.24 14:52:00 -
[775] - Quote
Ribikoka wrote:Ribikoka wrote: So this skill just waste of training time and a big nothing. You think about it dear developer, pilots for the gap,the BS or BC pilots will use 800mm plates and they want to lose +10-15k armor (with bonuses) when they use 2 or 3 plates ??? Ridiculous developers.
Roime wrote:[Thorax, Neutron LSE]blabla Do you know what is BS and BC ? Thorax is a BC or BS ? Oh my god. Go and play hello kitty online thats will be good for you, if you cant make a distinction between BS/BC/Cruiser.
I gave you an example of the effects of this buff and why the skill is very much worth training.
Read again:
Quote:Does this plate buff make 1600mm fits somehow blazing fast? Does it make armor faster than shield? No, and it shouldn't, but it enables mobile light armor buffer fits which I find rather interesting due to midslot superiority.
1600mm plate is a Boss Module, it gives the biggest-ass pile of raw HP in game. I'm very happy to get just that skill-based reduction to it's mass without any EHP loss.
Simplified for you: 1600mm plates are meant to be slow and will stay that way.
-á- All I really wanted was to build a castle among the stars - |
Bouh Revetoile
Barricade.
225
|
Posted - 2013.01.24 14:55:00 -
[776] - Quote
Roime wrote:Sig difference matters only as long as no MWD is used. MWD sig bloom is so significant, that it completely equalizes the damage shield and armor tanks take in the most typical real combat situations. All weapons all the way up to capital size hit an MWDing armor ship no problems.
Only speed difference remains, not as a meaningful factor in tracking, but as range control factor.
It is true that these plate buffs really buff AB fits, but AB is not a common option on BCs, and afaik rarely used even on cruisers outside AHAC gangs.
So even though it might appear that armor tanks are somehow now less penalized, it actually just balances the overall situation due to MWD sig bloom.
Most of the time, you pulse your MWD. When your target is scramed, you deactivate your MWD, because you don't need it, or you pulse it. When you have enough slots (like 3 or 4), you can double prop and use an AB.
People completely ignoring signature don't mean signature is useless ; and with the active armor rig change, it will be a lot easier to use sig. Also, these rigs will now be the only defense rigs with no defense penalty.
As a site note, remember armor and shield are different. For example, there's no equivalent to 1600mm plate for shield. Asking LAAR to be as good as XLASB is silly, because that's not the way things work. Notice for example the extreme scarcity of mid slots compared to low slots : there is only one T1 ship with more than 6 mid slots which is the Scorpion, not even a combat ship. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
13
|
Posted - 2013.01.24 15:17:00 -
[777] - Quote
Bouh Revetoile wrote: As a site note, remember armor and shield are different. For example, there's no equivalent to 1600mm plate for shield. Asking LAAR to be as good as XLASB is silly, because that's not the way things work. Notice for example the extreme scarcity of mid slots compared to low slots : there is only one T1 ship with more than 6 mid slots which is the Scorpion, not even a combat ship.
Oh yeah they different... Lets take a look on LSE and 1600mm. 2 LSE shield point bit high then 1 1600mm armor points (5250 vs 4800). But you need low for damage mods, track enh and etc. So shield tank have more dps, same resists and same HP. They have sig penalty? Its nothing. From personal experience: 50% time in fight i need active MWD (Nagas, mael, hurri). Do you think that im carry about sig? |
Ribikoka
Royal Amarr Institute Amarr Empire
370
|
Posted - 2013.01.24 15:28:00 -
[778] - Quote
Roime wrote:Ribikoka wrote:Ribikoka wrote: So this skill just waste of training time and a big nothing. You think about it dear developer, pilots for the gap,the BS or BC pilots will use 800mm plates and they want to lose +10-15k armor (with bonuses) when they use 2 or 3 plates ??? Ridiculous developers.
Roime wrote:[Thorax, Neutron LSE]blabla Do you know what is BS and BC ? Thorax is a BC or BS ? Oh my god. Go and play hello kitty online thats will be good for you, if you cant make a distinction between BS/BC/Cruiser. I gave you an example of the effects of this buff and why the skill is very much worth training.
Example of idiotism. And a 1600mm plate is a boss module ? Double facepalm. Pls dont post anymore.
|
Ribikoka
Royal Amarr Institute Amarr Empire
370
|
Posted - 2013.01.24 15:34:00 -
[779] - Quote
Captain Semper wrote:Bouh Revetoile wrote: As a site note, remember armor and shield are different. For example, there's no equivalent to 1600mm plate for shield. Asking LAAR to be as good as XLASB is silly, because that's not the way things work. Notice for example the extreme scarcity of mid slots compared to low slots : there is only one T1 ship with more than 6 mid slots which is the Scorpion, not even a combat ship.
Oh yeah they different... Lets take a look on LSE and 1600mm. 2 LSE shield point bit high then 1 1600mm armor points (5250 vs 4800). But you need low for damage mods, track enh and etc. So shield tank have more dps, same resists and same HP. They have sig penalty? Its nothing. From personal experience: 50% time in fight i need active MWD (Nagas, mael, hurri). Do you think that im carry about sig?
+1 bro. And they forget. When use a pilot use sometimes 1600mm on his ship, cant fit the possible biggest guns because PG loss.
|
Roime
Shiva Furnace
1820
|
Posted - 2013.01.24 15:35:00 -
[780] - Quote
If you don't have any real arguments, and can't even post that zero-content in a civilized manner, I think it's actually you should stop posting.
1600mm II is the biggest buffer module in the game. It simply needs to come with serious drawbacks.
-á- All I really wanted was to build a castle among the stars - |
|
Ribikoka
Royal Amarr Institute Amarr Empire
370
|
Posted - 2013.01.24 15:40:00 -
[781] - Quote
Roime wrote:If you don't have any real arguments, and can't even post that zero-content in a civilized manner, I think it's actually you should stop posting.
1600mm II is the biggest buffer module in the game. It simply needs to come with serious drawbacks.
HTFU. When someone speak from BS and BC your "real arguments" is how can fit a cruiser ? 1600mm it's a boss module for you and a joke argument for me, like you. :PPPPPPP
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
13
|
Posted - 2013.01.24 15:46:00 -
[782] - Quote
Roime wrote: 1600mm II is the biggest buffer module in the game. It simply needs to come with serious drawbacks.
Yeah. But 2 LSE use less PG then 1 1600 and more CPU. Gives you more HP and not affected on your mobility. You can say: "But its 2 LSE! They need 2 med slots!" Yes. But you need med slots only for tanking and prop. Points? Recons. So you free with low slot. DPS, nano, more working distance, PDS (that what do you think? boost your shield tank! I want med slot mod that boost my armor tanking) Solo\ small pvp? Well instead of LSE you fit ASB. 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.
|
Bouh Revetoile
Barricade.
225
|
Posted - 2013.01.24 16:08:00 -
[783] - Quote
And actually, the curves showed by someone very disapointed about them showed that LAAR+LAR was better between 80 and 120s than twin LASB, which require a lot of sacrifices to be fitted ; which mean that, infact, active armor will actually have a niche even if we exclude all the other parameters ! You can also see how the LAAR+LAR curve is very close to the alternated XLASB ; which show us how equivalent they are to sustain dps.
And as I said, people not using signature with shield kiting ships don't mean that signature is a meaningless parameter.
Also, most people here are completely ignoring the fact that you can triple armor rep a 6 low slot ships, but not triple shield boost a ship. Figures should not make you forget about reality. |
Bouh Revetoile
Barricade.
225
|
Posted - 2013.01.24 16:11:00 -
[784] - Quote
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. |
Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
355
|
Posted - 2013.01.24 16:17:00 -
[785] - Quote
CCP Fozzie: Idea For you.
Armor tank FOR BS: Remote Armor hardner, Shield tank FOR BS: Remote Shield hardner,
This Add a new layer to the what logistics can do, giving the possibility to prevent damage instead of healing the wounds...
Armor tank FOR LOGISTIC BS: Remote Armor Nanolink, by sharing nano-assemblers that constitute the armor in real time, it is possible to have the damage taken by a ship distributed. Shield tank FOR LOGISTIC BS: Remote shield distributor, By shaping the shield emission it is possible to cover both ships with a single shield sustained by both, making all income damage that would be taken by a ship distributed. Restrictions: Really short range module. Can only fit 1. Most 2 ships in the pool.
This would be interesting, this would add another layer to the role of logistics.The ships linked this way would share they strong and week points. - Since the range of the module would be short, it would cap the speed of the group to the slowest. - As this don't share resistances for the damage calculation, the weaker tank would be target, consuming faster the pool. - As a ship already damaged gets linked, it would gain an instant buff to the HP, but would drastically lower the HP of the logistic ship. - Good way to protect smaller ships. (Cover it with a BS shield, but it will not move far....) - Good way to get protected. (Links to a capital, but if it enters triage/siege, you are at your own, and if it takes a DD...) - If 1 Tank fail, both will. leaving the 2 linked ships unprotected - Can make Interesting team combinations, (EA+Logi) (Full dps + Logi) (Logi+Logi)....
Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
Fon Revedhort
Monks of War Out of Sight.
954
|
Posted - 2013.01.24 16:20:00 -
[786] - Quote
Roime wrote:If you don't have any real arguments, and can't even post that zero-content in a civilized manner, I think it's actually you should stop posting.
1600mm II is the biggest buffer module in the game. It simply needs to come with serious drawbacks.
ALL buffer-oriented modules - this includes shield extenders - should come with serious drawbacks because they are so much better than active ones. Atm aside from cap active mods require CPU/grid in large amouts, that forms 2 types of drawbacks. Buffer mods have literally no drawbacks at all or - in case of plates - they are not that articulated and are even getting reduced (!?) in the upcoming patches. That's really weird, since instead of reinforcing one of the most basic game concepts - action and consequence - CCP is basically destroying it. ASB introduction - which brought us cap immunity - is a perfect example. 14 |
Roime
Shiva Furnace
1821
|
Posted - 2013.01.24 16:27:00 -
[787] - Quote
Ribikoka wrote: HTFU. When someone speak from BS and BC your "real arguments" is how can fit a cruiser ? 1600mm it's a boss module for you and a joke argument for me, like you. :PPPPPPP
HTFU? Harden up like rick-rolled tungsten? But I am :) You are free to use some other modules on your ship then, 1600mm II gives 73.3K EHP to my favourite cruiser with one single slot, so I'll keep using it. After this buff it's just more agile <3
Quote:Yeah. But 2 LSE use less PG then 1 1600 and more CPU. Gives you more HP and not affected on your mobility. You can say: "But its 2 LSE! They need 2 med slots!" Yes. But you need med slots only for tanking and prop. Points? Recons. So you free with low slot. DPS, nano, more working distance, PDS (that what do you think? boost your shield tank! I want med slot mod that boost my armor tanking) Solo\ small pvp? Well instead of LSE you fit ASB. 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.
Have you tried to look at the ships as a whole? Ships are not born equal, some can downgrade guns and still do solid dps. Some won't be ultra tanky even if they used all their mids for LSEs.
I don't find for example this 1600mm imbalanced at all:
[Myrmidon, 1600mm]
Damage Control II Reactive Armor Hardener Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Armor Explosive Hardener II 1600mm Reinforced Steel Plates II
Experimental 10MN Microwarpdrive I Faint Epsilon Warp Scrambler I Stasis Webifier II Stasis Webifier II Small Capacitor Booster II, Navy Cap Booster 400
Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M
Medium Ancillary Current Router I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Hammerhead II x2 Hornet EC-300 x5 Hammerhead II x3 Warrior II x4 Ogre II x2 Hobgoblin II x1
85K EHP 630 dps slow as bunker full of bricks, but dual webs, so v0v
Fitting is compromises, and going for massive OVERSIZED module armor buffer means you opt for bigger buffer instead of speed. The sacrifices required to slap 1600mm are pretty minimal, armor BCs got grid.
I think this is balanced.
-á- All I really wanted was to build a castle among the stars - |
Elizabeth Brown
Federal Navy Academy Gallente Federation
6
|
Posted - 2013.01.24 16:32:00 -
[788] - Quote
Although I like the fact that armour tank is getting some attention. And I like the fact that I love to armour tank and therefore these changes will benefit me.... But, this is going to be so broken. Trip rep Hyperion will only need 2 reps. 1 normal, and 1 Ancil. And it will be the most rediculous thing you have ever seen, |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
15
|
Posted - 2013.01.24 16:38:00 -
[789] - Quote
Actually, yes they do. CPU is not an unlimited resource, and people do are complaining about it in the BC rebalance thread.[/quote] Well problem with PG is more often then problem with CPU (for me).
The major problem armor vs shield is a penalty. Armor rigs+plates significantly reduce your modility. And what "penalty" takes shield tanking? Sig? Speed>>>sig anyway.
What if shield rigs and SE would have scan res penalty? More shield is more powerful an elekromagnitny field or smth like that.
And what if armor rig and plates had agility penalty instead of speed. |
Apostrof Ahashion
Viziam Amarr Empire
80
|
Posted - 2013.01.24 16:39:00 -
[790] - Quote
Veshta Yoshida wrote: Burst tanking (ASB *spit* notwithstanding) is all about the oh-**** button, albeit slightly longer. The reason why it is sorely needed is evidenced by the prevalence of plates, more often than not supersized even if that takes fitting mods .. we need the ability to have access to that EHP without being forced to plate up, it will add a ton of variety and extra thought on the fits.
Veshta Yoshida wrote:Killing ASB's does nothing for active tanking as that completely ignores the reason we need bursting in the first place: Population. Solo is rarer today than yesterday and average gang sizes will continue to increase as long as there are people to fill the slots .. higher population -> bigger gangs -> more dps -> buffering ad nauseum.
I am not sure i get this right, but if you think that active tanking should be buffed to make it better in bigger ganks i must completely disagree. If you buff it to that level you will kill solo/small gank pvp, you wont have enough dps to break the tank solo witch is silly. Plates and buffer are and should always be better in larger ganks/fleets. And you will have logies in larger ganks too so i dont really get this at all.
And the whole idea behind this is silly, having reps that repair more at the start of the battle, giving you more ehp and then slowly falling behind...... its like trying to make active tanking more like buffer tanking, just fit a plate and you have that approach. Whats the point? And its not like active tanking does not have its uses in some large gank situation. The whole idea of fitting reps in the first place instead of plates is that if you drag the fight enough it will give you more ehp that the plate, the logic behind specialized burst tank modules is at best flawed, but i would use a stronger word for it. Whats next, self regenerating armor plates?
Veshta Yoshida wrote: There is a good chance that is why Fozzie started the thread, to get brain-stormed to make sure he didn't miss anything. Took us only a couple of pages to show that the heating rig might be a bit much for instance .. balancing core stuff like tanking is never easy
As for brainstorming and balancing the "burst" tank modules, go ahead and give it a try. ASB is in the game for quite some time and its still broken in every way. Ppl are fitting two of them for pve and getting better stats across the board on their maelstorms. MAARR repairs much more than MARII no matter how much time passes, and i guarantee you it will stay that way on release. It cant be done properly. |
|
Mund Richard
286
|
Posted - 2013.01.24 16:40:00 -
[791] - Quote
Ribikoka wrote:Roime wrote:If you don't have any real arguments, and can't even post that zero-content in a civilized manner, I think it's actually you should stop posting. 1600mm II is the biggest buffer module in the game. It simply needs to come with serious drawbacks. HTFU. When someone speak from BS and BC your "real arguments" is how can fit a cruiser ? 1600mm it's a boss module for you and a joke argument for me, like you. :PPPPPPP Him posting a cruiser in a BC/BS discussion wasn't the best.
If his point was that the 1600s are so good no one fits an 800, so the 800s needed another buff beyond what all the plates (including the 1600) needed, sounds fair to me. The how/how much is something different.Bouh Revetoile wrote:And actually, the curves showed by someone very disapointed about them showed that LAAR+LAR was better between 80 and 120s than twin LASB, which require a lot of sacrifices to be fitted ; which mean that, infact, active armor will actually have a niche even if we exclude all the other parameters ! You can also see how the LAAR+LAR curve is very close to the alternated XLASB ; which show us how equivalent they are to sustain dps.
Also, most people here are completely ignoring the fact that you can triple armor rep a 6 low slot ships, but not triple shield boost a ship. Figures should not make you forget about reality. So... a two-slot repper that outheals another two slot repper is dissapointing when one costs 4 times as much CPU, the other 4 times as much PG and has a PG drawback on the rigs... While the CPU one has all the lows open for DPS and fitting mods while the PG one does not?
Just fitting Neutrons and two reppers and a MWD on a Rokh and Hyperion in EFT I get the following spares: (Using the same blasters to keep it more equal) Rokh: 152/1406, 5 lows for damage/TE/fitting mods, 3 mids for resist/EWAR (two invulns and a point for instance?) Hyper: 222/-956(+5%), 3 lows for resists/damage/fitting mods, 4 mids for EWAR/tracking, uses a rig to fit.
The Rokh has 30% more CPU, and after 1 Co-Proc it can fit a 3rd XLASB. The Hyper has 5% more PG, and you need a second rig to fit another T2 LAR (since another LAAR is not possible, and I assume you don't want to use a low for a fitting module when a DC and two EAMNs are what I consider the bare minimum, and you still have no damage mod then). The Rokh gets no webs, but the tracking of the two is the same (scripted TCs track better, else TE wins). The Hyper gets no damage mods, though wins on damage before the Rokh uses one, looses in range.
The killer part? The Hyper needed a PG rig to add a second AR, a second PG rig for the third. Adding a tanking rig reduces it's available PG... Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Ribikoka
Royal Amarr Institute Amarr Empire
371
|
Posted - 2013.01.24 16:40:00 -
[792] - Quote
Roime wrote:Myrm 1600mm blabla
HAM Drake 96k EHP with 2x LSE ad 736 DPS Oh wait tar, the LSE is not boss module!!!!
|
Zyella Stormborn
Green Seekers
617
|
Posted - 2013.01.24 16:59:00 -
[793] - Quote
Ribikoka wrote: Example of idiotism. And a 1600mm plate is a boss module ? Double facepalm. Pls dont post anymore.
Constantly attacking people and / or throwing insults just about every post does not help the thread, or your credibility.
If you don't agree, or have a correction, break it down, and beat them up with your take on it, or your view. But please try to keep it civil. This thread so far is a great one with several different views, but its one that is being watched and read carefully by the Devs, and they are listening.
I'd hate to see it devolve into some troll flame fest just because you can not see someone elses view or disagree with it.
~Z There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Untouchable Heart
Science and Trade Institute Caldari State
42
|
Posted - 2013.01.24 17:27:00 -
[794] - Quote
Zyella Stormborn wrote:Ribikoka wrote: Example of idiotism. And a 1600mm plate is a boss module ? Double facepalm. Pls dont post anymore.
Constantly attacking people and / or throwing insults just about every post does not help the thread, or your credibility. If you don't agree, or have a correction, break it down, and beat them up with your take on it, or your view. But please try to keep it civil. This thread so far is a great one with several different views, but its one that is being watched and read carefully by the Devs, and they are listening. I'd hate to see it devolve into some troll flame fest just because you can not see someone elses view or disagree with it. ~Z
Idiotism is idiotism, no matter how you trying with your alt. The 1600mm plate is a normal module. |
Jane Schereau
Federal Navy Academy Gallente Federation
14
|
Posted - 2013.01.24 17:32:00 -
[795] - Quote
CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle.
Maybe it should? Just to, you know, make it different from the ASB? |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
495
|
Posted - 2013.01.24 17:34:00 -
[796] - 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++ |
Bouh Revetoile
Barricade.
227
|
Posted - 2013.01.24 17:41:00 -
[797] - Quote
Mund Richard wrote:So... a two-slot repper that outheals another two slot repper is dissapointing when one costs 4 times as much CPU, the other 4 times as much PG and has a PG drawback on the rigs... While the CPU one has all the lows open for DPS and fitting mods while the PG one does not? Just fitting Neutrons and two reppers and a MWD on a Rokh and Hyperion in EFT I get the following spares: ( Using the same blasters to keep it more equal) Rokh: 152/1406, 5 lows for damage/TE/fitting mods, 3 mids for resist/EWAR (two invulns and a point for instance?) Hyper: 222/-956(+5%), 3 lows for resists/damage/fitting mods, 4 mids for EWAR/tracking, uses a rig to fit. The Rokh has 30% more CPU, and after 1 Co-Proc it can fit a 3rd XLASB. The Hyper has 5% more PG, and you need a second rig to fit another T2 LAR (since another LAAR is not possible, and I assume you don't want to use a low for a fitting module when a DC and two EAMNs are what I consider the bare minimum, and you still have no damage mod then). (With 2 tanking modules) The Rokh gets no webs, but the tracking of the two is the somewhat similar (scripted TCs track better, else TE wins). I could fit it with T2 invulns magstabs TEs without needing any more fitting mod or an implant. But it cannot really mount any web or cap booster without hurting the tank a lot. The Hyper gets no damage mods, though wins on damage before the Rokh uses one (and it WILL, probably more than one, so the Hyper loses), falls short in range, ect. Cannot mount any damage mod without hurting the tank, needs a cap booster by default for the LAR. Adding T2 mods what are usual for an armor ship, I went over the CPU by more than 5% The killer part? The Hyper needed a PG rig to add a second AR, a second PG rig for the third. Adding a tanking rig reduces it's available PG... Well, I believe with max skill it's tolerable for this particular hull. And mid slots are obviously useless. You know, you don't need that much range when your target is scramed and webed.
Besides, fit your Rokh completely, and you'll see that even with electron you are short of CPU. Rokh cannot fit twinXLASB without a fitting mod. Hyperion can fit a rack of ions with two LARII without any fiting mod.
My point is that 2 XLASB are more comparable to 3 LAR than to 2, even considering fitting. It's easy to save a lot of PG by downgrading guns, but you save a lot less CPU in the process.
Now, the new drawback on the rigs will be rather harsh in this kind of fit, though if Fozzie look at the fitting requirements of medium and large reper, that will be fine. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
495
|
Posted - 2013.01.24 17:52:00 -
[798] - 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++ |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
495
|
Posted - 2013.01.24 18:06:00 -
[799] - Quote
Sergeant Acht Scultz wrote: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)
Actually dual rep brutix fits very comfortably with the new rigs and the 2 reps...
Can't quite use Ions but electrons are fine.
EDIT: Also thats a pretty bad graph. |
Bouh Revetoile
Barricade.
229
|
Posted - 2013.01.24 18:29:00 -
[800] - Quote
Sergeant Acht Scultz wrote: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.
Is it a problem with the Sleipnir or with th XLASB ? Chears lolautocanons. :-) BTW, I cannot even approach the stats you are talking about without ganglinks... Don't fool you : I'm not talking about how ganglink are relevant or not, but for comparison purpose, they are rather meaningless.
BTW, you can get a rather good active tank out of an Absolution, even without the future AAR.
And YES CPU is a problem on almost any XLASB fit. |
|
Mund Richard
287
|
Posted - 2013.01.24 19:04:00 -
[801] - Quote
Bouh Revetoile wrote:And mid slots are obviously useless. You know, you don't need that much range when your target is scramed and webed.
Besides, fit your Rokh completely, and you'll see that even with electron you are short of CPU. Rokh cannot fit twinXLASB without a fitting mod. Hyperion can fit a rack of ions with two LARII without any fiting mod.
My point is that 2 XLASB are more comparable to 3 LAR than to 2, even considering fitting. It's easy to save a lot of PG by downgrading guns, but you save a lot less CPU in the process.
Now, the new drawback on the rigs will be rather harsh in this kind of fit, though if Fozzie look at the fitting requirements of medium and large reper, that will be fine. No, midslots aren't useless, you need at least one person in fleet to have a web+scram, and maybe another to web once more. Throw in one crazy-tank Drake or Prophecy, and it's done. Midslots won't be useless still ofc, there is no ship that you couldn't fit 24+3 slots if it had infinite fitting.
I did fit the Rokh completely with a rack of Neuts, two XL-s, and it fit with a Co-Proc. I even wrote so. Sure, it wasn't a good fit for solo, but a fair one for survivability+damage for a fleet.
The armor Hyper with Neutrons fit with a PG and a CPU rig. Going full Ions, I'm still needing the CPU rig, though using the meta4 scrambler and web, it would fit with 0.0 CPU left and no rig, you are right there.
Being able to save a LOT of PG by downgrading is a valid point.
You also said that 6 lows are enough for tripple-rep... Rokh: even with Neutrons, it's only 1% above CPU with two Co-Proc, and fits with PG without a mod. Ions it can fit with the two CP, Electrons with 1 Co-Proc and a 3% implant. Hyper: With Neutrons, a CPU and two powergrid rigs, it misses 1% CPU. With Ions it fits with one CPU rig (but no Cap Booster, see bold below). With Electrons, it simply fits.
The x3XLASB with it's capless tank runs dry with guns alone a bit over 10mins. The Hyper runs dry in under 2 mins without any cap boosters, due to two reppers draining cap instead of zero. Putting on a Heavy Cap Booster, Neutrons need 2 PG rigs, and some CPU magic (or an empty midslot, or many metas), With Ions it fits after a PG and a CPU rig (and can maaaybe fit a tank rig as third one), cap life is worse (and now you have two kinds of charges needed beyond ammo), is surprisingly close to the Rokh in resists using a DC, wins in long term tank, but the difference is less than how much more damage the Rokh does in comparison, so the balance is still in the Rokh's favor. With Electrons... It fits still, can use armor rigs, tracks well with tracking scripts, range is horrid, but I'm using small BS fleets with no logi and had shields with no point, so I deserve to have a battleship with under 6km optimal using void or under 4km with AM. If the Hyper tries to fit a MagStab instead of a DC, the Rokh outranges, outganks and outtanks it. The Rokh's options for more tank is dropping the MWD for a SBAmp or invuln/EM field, and/or putting on an EM screen, Electron Hyper wins there with how it's PG is still not used up.
Was educational on the down or subsizing or whatever I should call it, just like a previous post in the BC thread on missile vs gun sustituting. Thanks for making me do it lol. The x2 XLASB with only one C-P still doesn't look horrible if someone else does the tackling. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
|
Posted - 2013.01.24 19:14:00 -
[802] - Quote
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? |
Apostrof Ahashion
Viziam Amarr Empire
82
|
Posted - 2013.01.24 19:32:00 -
[803] - 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?
I did play with it and found it lacking for pvp, there will always be more damage types and module does worse than EANM. I like the idea but i think it needs a lot more work, and i have absolutely no idea how to fix it. |
Vladimir Norkoff
Income Redistribution Service
83
|
Posted - 2013.01.24 19:33:00 -
[804] - Quote
How did we regress from Armor Tanking 2.0 down to 1.5.....? Too much stupidity in the thread? |
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CCP Fozzie
C C P C C P Alliance
3668
|
Posted - 2013.01.24 19:35:00 -
[805] - Quote
Vladimir Norkoff wrote:How did we regress from Armor Tanking 2.0 down to 1.5.....? Too much stupidity in the thread?
I think the 2.0 title was giving people the false impression that CCP will try to tie a bow on armor and leave it alone for years after this patch. Which is not even remotely the case, although I can understand the fear. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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fukier
RISE of LEGION
763
|
Posted - 2013.01.24 19:38:00 -
[806] - Quote
CCP Fozzie wrote:Vladimir Norkoff wrote:How did we regress from Armor Tanking 2.0 down to 1.5.....? Too much stupidity in the thread? I think the 2.0 title was giving people the false impression that CCP will try to tie a bow on armor and leave it alone for years after this patch. Which is not even remotely the case, although I can understand the fear.
you need to update the op as the AAR discription is wrong as it no longer uses cap booster charges... At the end of the game both the pawn and the Queen go in the same box. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
19
|
Posted - 2013.01.24 19:39:00 -
[807] - 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? Let's be honest. When RAH appear it was terrible (1% per activation 10 sec cycle). Now its better but with ridiculous skill (-10% cycle and -5% cap need) its only useful on BS (and sometimes not even on BS). It eating cap realy fast ( 6\s, for example hardner eat 1,5 cap\s ) and it gives 30\30% after 3 cycle if you are get shots from 2 source. Yeah it works like damage control (no stacking penalty) but with that cap appetite its horrible. I better fit EANM.
Maybe it need redesign? For example it will consume ~30-40 cap per activation with 8 (to 4 if skill 5) sec cycle and gives +10\20\30 (12,5\25\37,5 overheat)% of all resist per activation (not only after you get hit) and after 5 activation it will be shut down for 20 sec. Or significant increase cap per activation (60-200) and make it free from shut down.
So it will be like invul adaptive for shield but pilot need to track his status for activate it (when he become primary or smth like that. So it require pilot "skill" to manipulate his own survival, not just: "i turn on all my resist becuase they cap stable" ).
Or i dont know. But usual you havnt 15-20 sec for "wait! my resist switching!" |
Mund Richard
288
|
Posted - 2013.01.24 19:43:00 -
[808] - Quote
CCP Fozzie wrote:Vladimir Norkoff wrote:How did we regress from Armor Tanking 2.0 down to 1.5.....? Too much stupidity in the thread? I think the 2.0 title was giving people the false impression that CCP will try to tie a bow on armor and leave it alone for years after this patch. Which is not even remotely the case, although I can understand the fear. Good choice, when I saw the title change that was the feeling I got. Not that I'd trust anyone with anything, but at least I knew what was meant by it.
Reactive Hardener: For me it hasn't quite found the sweet spot between the EAMN and explosive hardener/rig. If I knew for a fact, that my duelist opponent brings either a lolscorch kiter or a Drake, I'd prolly use it there, since the majority of the incoming damage is just one type, but else the cap cost and stacking penalty when paired with EAMNs makes it not call out for me.
Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
498
|
Posted - 2013.01.24 19:50:00 -
[809] - 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++ |
Jiska Ensa
Unour Heavy Industries
123
|
Posted - 2013.01.24 20:00:00 -
[810] - Quote
Uh nanite paste is a LOT more expensive than cap booster charges. Is that being addressed in some way? |
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Jojo Jackson
Dead Red Eye
175
|
Posted - 2013.01.24 20:01:00 -
[811] - Quote
All this brainstorm does not help PvE.
If you compare small rep v small booster the results are near equal. If you compare med rep v med booster the results are near equal. If you compare large rep v large booster the results are near equal.
But now we have a problem! Noone uses small booster at frigs, med booster at cruiser/BC or large booster at BS! Everyone ALLWAYS use the oversized moduls!
And suddenly you get a HUGE advanatage by shield boosting over armor rep :(.
And there is a second problem! Deepspace boosters are by FAR better then deepspace reppers! Centum A-Type med rep: 468 armor / 12 sec = 39 armor/sec Pithum A-Type med boost: 228 shield / 3 sec = 76 shield/sec
And as noone fit a med booster at let's say a Tengu but only large boosters this both problems sum up. Pith A-Type large boost: 312 shield /3.2 sec = 97.8 shield/sec Pith X-Type large boost: 336 shield/3.2 sec = 105 shield/sec
BEFORE RESITENCES AND SHIP BONIS !!!!!
How can a Legion with usual fitted MED REP compet against Tengus usual fitted LARGE BOOSTER this way? It is simply IMPOSIBLE to get a armor tank compareble to the values of a shield tank :(.
TL:TR Problem 1: fitting cost for oversized moduls Problem 2: pure power of same size shield moduls
Before you bring any new moduls CCP, fix the existing one!!! Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
fukier
RISE of LEGION
763
|
Posted - 2013.01.24 20:03:00 -
[812] - Quote
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 At the end of the game both the pawn and the Queen go in the same box. |
Apostrof Ahashion
Viziam Amarr Empire
82
|
Posted - 2013.01.24 20:09:00 -
[813] - Quote
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.
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
74
|
Posted - 2013.01.24 20:10:00 -
[814] - Quote
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? |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
499
|
Posted - 2013.01.24 20:27:00 -
[815] - 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 -
[816] - 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++ |
Morgan North
The Wild Bunch Electus Matari
103
|
Posted - 2013.01.24 20:34:00 -
[817] - Quote
Bouh Revetoile wrote:Takeshi Yamato wrote:Cap efficiency per second is a nonsensical concept.
QFT Unit is HP/(GJ.s) ; GJ.s don't make any sense. That does not represent any real thing. Armor repair is more cap efficient than shield boost but shield boost have a better burst than armor repair ; mixing those two caracteristics to artifiacialy show one type of tank better than the other is rather dishonnest infact, because that rely on the weight you give to burst versus cap efficiency, which can only be arbitrary. These change are awesome, and some people should really think about them all. Buffer armor will still be brick, but less than before. And hopefuly, lighter armor buffer will now have a reason to live. But above all, this AAR will be amazing : alowing for effective mix tank (AAR+buffer) or usable active tank (with AAR+AR) or the old pure active tank, and without killing your speed, and more importantly, freeing you a low slots (and maybe a med slot : less armor reper mean less cap needed ; and as the AAR will run for a little more than one minute, you don't need more than that of cap life before being cap stable again). These changes will open countless possibilities for many ships, and allow to use signature AND tank at the same time ! That is so huge it will be hard to tell where that will lead us before some times, though most concerns should be fixed with that : active armor can use less slot ; active armor will be 17% faster ; buffer will be 25% more agile ; and smaller plates may become useful !
ITS WATTS. GIGA WATTS. |
Jojo Jackson
Dead Red Eye
176
|
Posted - 2013.01.24 21:13:00 -
[818] - Quote
Bouh Revetoile wrote: These change are awesome
They don't impress me at all.
Useless for PvE. Don't care about PvP And even for PvP I don't see any "awesomeness" as standart deepspace shield booster are more effezient + boost more HP then this new useless AAR gimmik.
Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
Akturous
Immortalis Inc. Shadow Cartel
64
|
Posted - 2013.01.24 21:28:00 -
[819] - Quote
Eternal Error wrote: 1. You COMPLETELY missed the point on adding new modules/skills. If something is broken, you FIX IT. You don't add something new and say "well, this should work instead." This has never been done in the past (it started one or two patches ago) and is absolute ****. You're basically saying you acknowledge that there are issues, but are ignoring them. As for training new skills, I don't care. I have just shy of 110m sp and 3 bonus remaps. In the mean time, you're dicking over new players and bringing the game to a point where you need an absolutely absurd number of support skills to compete. Oh, and when you introduce new skills, you're still not addressing the underlying issues. E.G. here, you're basically admitting that armor plates have way too much added mass, but not fixing it.
Also, the ASB is garbage that should have never been added to the game. If CCP continues this awful trend of ignoring old modules and just spamming new **** everywhere, I'm gone.
2. I hope you're joking with that PG reply. Seriously. One of the underlying issues with armor reppers is how high the fitting reqs are.
3. I'm not particularly stoked about anything involving overheating being used as a method of balancing, making something more viable, etc. It should be a last ditch attempt or something that adds a bit of "oomph", not something that is required to not suck.
I realize I'm coming across a bit rude, but what is the point of these threads if you don't post them until you've obviously made up your mind? And at what point did you say "nah screw it, we'll ignore the core issues, THIS NEW STUFF is how we're going to fix it"?
EDIT: made some edits
This, seriously, I've thought about it and although I like the idea of the AAR, what your essentially doing is making regular armour reps completely obsolete because the new AAR is just so much better in every way and the disparity is greater than even ASB and regular shield boosters since I've actually stopped using ASB's on my cyclone.
You don't fix the current problems with active armour tanking (speed (which your addressing), fitting issues (which your making worse), rep amount (which your ignoring completely, especially true with MARs) and cargo hold for cap boosters (your not addressing, you need to make boosters smaller) by introducing a new module to make the old one obsolete in everything but PVE (and seriously who armour tanks for pve...).
Pretty well you've come up with an idea and thought "HEY THIS IS SOOO COOL" and then completely ignored current balancing issues in favour of pushing out new "exciting" modules. I mean you even do things like make the new Cyclone have a SMALLER wtf? cargo bay, presumably because cap 200s and 400s for large and xl asb's are so small, but your completely ignoring the fact that you can only fit 15-16 navy 800's when your using a regular booster.
As for adding new skills being ok because "you'll get most of the benefit at lvl2-3" is just plain bullshit. If plates add too much inertia, reduce that, don't introduce a skill to do it.
Support skills were the single biggest turn off to this game when I started and I'm pretty sure it remains the same for new players (a few months old), that and the ****** boring missions.
TLDR fix the bloody problems with current armour tanking and rigs, go live, rebalance, introduce new modules, rebalance, job done. Oh btw, when's my Arazu getting the same damp bonus as the Celestis, since my rapier and my curse both had their ewar bonuses changed to match the t1 changes, or are you so caught up frothing over your new modules you simply forgot?
Edit, Bitches whinging about the price of nanite paste need to be better at making isk, seriously, if your that worried about the price of paste you should make your own (like I do) or stop pvp'ing because you clearly can't afford it. Paste instead of boosters for the extra sauce repping is the one change Fozzies made that I actually think is awesome. |
Mag's
the united Negative Ten.
13781
|
Posted - 2013.01.24 21:56:00 -
[820] - Quote
Had a post all typed out, but it was really negative. So decided not to post. Just couldn't see the point.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
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Nikuno
Atomic Heroes The G0dfathers
89
|
Posted - 2013.01.24 22:15:00 -
[821] - 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?
It's rubbish. Cap use is too high if you train the skill, change rate is too slow if you don't, not enough differentiation between levels of incoming damage types, doesn't alter once it peaks if damage type changes (you have to manually reset it which rather defeats it's autonamous nature). I liked the idea, much like the AAR but the module and skill we were given were a long way from the paradigm and largely useless in-game. |
Nikuno
Atomic Heroes The G0dfathers
89
|
Posted - 2013.01.24 22:18:00 -
[822] - Quote
Captain Semper wrote: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? Let's be honest. When RAH appear it was terrible (1% per activation 10 sec cycle). Now its better but with ridiculous skill (-10% cycle and -5% cap need) its only useful on BS (and sometimes not even on BS). It eating cap realy fast ( 6\s, for example hardner eat 1,5 cap\s ) and it gives 30\30% after 3 cycle if you are get shots from 2 source. Yeah it works like damage control (no stacking penalty) but with that cap appetite its horrible. I better fit EANM.
It does stack - with the damage control - something every gallente ship and the huge majority of others fit as standard. So no, it doesn't even give the full 15/15/15/15 people keep quoting
|
Mund Richard
289
|
Posted - 2013.01.24 22:54:00 -
[823] - Quote
Jojo Jackson wrote:BEFORE RESITENCES AND SHIP BONIS !!!!!
How can a Legion with usual fitted MED REP (39 armor/sec) compet against Tengus usual fitted LARGE BOOSTER (105 shield/sec) this way? It is simply IMPOSIBLE to get a armor tank compareble to the values of a shield tank :(.
TL:TR Problem 1: fitting cost for oversized moduls Problem 2: pure power of same size shield moduls
Before you bring any new moduls CCP, fix the existing one!!! There's also the disparity between achievable resists with faction/deadspace modules further strengthening the position of shield tanking, as if they had a built-in 5% resist all if you need omnitanking, and in fact, while individual shield resist modules give the same % as their armor counterparts, two Pithum A invulns give more resist to EACH, than the specific Pith X-type module for each different resistance...
But no one cares, that's bling so doesn't count, and besides only affects PvE (and Tengu and Loki ect)... Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Little Dragon Khamez
Guardians of the Underworld
43
|
Posted - 2013.01.24 23:57:00 -
[824] - Quote
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.
Thanks Fozzie, after all of the feedback on this thread a post like this proves that you really are listening and that you value customer feedback. Excellent.
One quick point. I don't understand why armour has a PG requirement at all. After all it's just welding plates to an already existant hull, it's not like it's energised or anything, but just adding more buffer (it's a different argument for EANM's etc). Also armour realistically shouldn't affect top speed so speed penalities should not apply. Armour adds mass understandably enough but this should only affect acceleration and inertia/agility etc not final velocity. An acceleration penalty can still be significant in pvp so I'd like to suggest this instead.
Also why aren't armarr ships really fragile in the hull. I envisage a really simple, stripped down hull with less EHP being built on the assumption that it will soon be fitted with vast amounts of Armour, thus armarr ships should be just as fast as their traditional enemies the Minmatar with the hulls standard armour and plates fitted. Gallente are the traditional race for hull tanking which indicated more structure inside the hull and as such a heavier hull that will accelerate more slowly than those of other races etc. If we extend this principle to the Caldari and Minmatar then both races ships will be really agile and effective (for shield tankers) which is exactly how their are described as being in the official eve canon/wikki and backstory etc.
Just my thoughts. |
Mund Richard
290
|
Posted - 2013.01.25 00:14:00 -
[825] - Quote
Little Dragon Khamez wrote:Also why aren't armarr ships really fragile in the hull. I envisage a really simple, stripped down hull with less EHP being built on the assumption that it will soon be fitted with vast amounts of Armour, thus armarr ships should be just as fast as their traditional enemies the Minmatar with the hulls standard armour and plates fitted. Gallente are the traditional race for hull tanking which indicated more structure inside the hull and as such a heavier hull that will accelerate more slowly than those of other races etc. Well, if you ask questions about racial differences, how about I ask you about what you wrote... Why do the Gallente ships have so much hull? As if they would plan to lose. Why should the guys favoring the shortest range weapon system in game also be the slowest?
Armor tankers having more hull than shield tankers makes sense: if you get repairs (external or internal), every time damage seeps over, you get closer to your own shiny explosion, while shields are irrelevant for you. If you take amarr resistance bonuses into account, they are best off with as much armor as they can get, for each point is worth more on a bonused hull.
Gallente need hull more than armor until they get their average resistance above the DC's level, as that is the safety net of their active tanking bonus. Though fitting for a buffer that is not your primary makes your primary tank weaker... "Luckily", stacking penalty makes DC a better choice compared to T2 at a point (magical three, ofc deadspace modules scale differently and DC has none of that). Of course, if you can fit more than 60% avg resist to your ship, it suddenly makes less sense. Such as,as if we had amodule that shifts your average resistance to where it's needed the most, at best putting you over 60% (kinetic only missiles for instance) by itself. Going with the luck sentence just a moment ago, sure would be less lucky if these two were penalized the same way. Well, if a third one isn't likely, it wouldn't be TOO bad. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Little Dragon Khamez
Guardians of the Underworld
43
|
Posted - 2013.01.25 00:20:00 -
[826] - Quote
Also I've always thought that ship's should work best as their designers intended with racially compatible technology . For example amarr are supposed to be the best at armour tanking (or they were when I started) and firing lasers. Yet all I see is amarr ships firing minmater projectiles whilst gallente fly around tanking sheild and use nos/neuts instead of rails/blasters and drones.
The only race that tends to stay true to form is the Caldari because hybrids/missiles/shield tank and light drone use represents the most sensible choices for their hulls. The same principles should apply to all racial designs.
I love the fact that eve is a mixed up world and these things are possible, they might even give you an edge if you really know what you are doing but it's a bit backward. Incompatible technologies should be penalised in some way or another so that it doesn't really work for you if it's not your ship designers tech. It's a bit like sticking Japanese guns on a US warship in WW2. It's possible, it might even improve performance, but really it's unthinkable.
Also, the cap bonus to armarr ships counts for nothing when you are up against an enemy that doesn't use cap, which these days is most of them. |
Little Dragon Khamez
Guardians of the Underworld
43
|
Posted - 2013.01.25 00:26:00 -
[827] - Quote
Mund Richard wrote:Little Dragon Khamez wrote:Also why aren't armarr ships really fragile in the hull. I envisage a really simple, stripped down hull with less EHP being built on the assumption that it will soon be fitted with vast amounts of Armour, thus armarr ships should be just as fast as their traditional enemies the Minmatar with the hulls standard armour and plates fitted. Gallente are the traditional race for hull tanking which indicated more structure inside the hull and as such a heavier hull that will accelerate more slowly than those of other races etc. Well, if you ask questions about racial differences, how about I ask you about what you wrote... Why do the Gallente ships have so much hull? As if they would plan to lose. Why should the guys favoring the shortest range weapon system in game also be the slowest? Armor tankers having more hull than shield tankers makes sense: if you get repairs (external or internal), every time damage seeps over, you get closer to your own shiny explosion, while shields are irrelevant for you. If you take amarr resistance bonuses into account, they are best off with as much armor as they can get, for each point is worth more on a bonused hull. Gallente need hull more than armor until they get their average resistance above the DC's level, as that is the safety net of their active tanking bonus. Though fitting for a buffer that is not your primary makes your primary tank weaker... "Luckily", stacking penalty makes DC a better choice compared to T2 at a point (magical three, ofc deadspace modules scale differently and DC has none of that). Of course, if you can fit more than 60% avg resist to your ship, it suddenly makes less sense. Such as,as if we had amodule that shifts your average resistance to where it's needed the most, at best putting you over 60% (kinetic only missiles for instance) by itself. Going with the luck sentence just a moment ago, sure would be less lucky if these two were penalized the same way. Well, if a third one isn't likely, it wouldn't be TOO bad.
I like your reply as it's well considered, but I'm a bit old school in the belief that if it says in the Eve Canon that Armarr are the best for lasers/armour etc then the game should reflect that. Currently it doesn't. What I was trying to get across perhaps clumsily is that armarr should be allowed to fit as much armour as they currently do without a speed penalty because it would be envisaged that the ships hull (structure) would be more fragile to reduce mass and as such boost acceleration (not speed as I also suggested that speed should not be limited by mass after all space is a vacuum) when the hulls own armour and any fitted plates are installed.
|
Crazy KSK
Tsunami Cartel Gank for Profit
27
|
Posted - 2013.01.25 01:08:00 -
[828] - Quote
In case it has not been suggested yet resists rigs should also be moved to power grid penalty they are currently rarely used and that would be just the thing to make them useful Quote CCP Fozzie: ... The days of balance and forget are over.
|
MuraSaki Siki
Minmatar Ship Construction Services Ushra'Khan
0
|
Posted - 2013.01.25 02:01:00 -
[829] - Quote
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.
As size of nanite is 0.01m3, you can put a lot of nanite in the cargo hold, while compare the cap charges much larger size.
would it mean that you will nerver run out of nanite while compare with the limited amount of charges you can carry with normal cargohold? |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
75
|
Posted - 2013.01.25 03:54:00 -
[830] - Quote
MuraSaki Siki wrote:As size of nanite is 0.01m3, you can put a lot of nanite in the cargo hold, while compare the cap charges much larger size.
would it mean that you will nerver run out of nanite while compare with the limited amount of charges you can carry with normal cargohold? Yes, and good luck running your 3-rep ship cap-stable. |
|
Iyacia Cyric'ai
Red Federation RvB - RED Federation
35
|
Posted - 2013.01.25 05:41:00 -
[831] - Quote
Crazy KSK wrote:In case it has not been suggested yet resists rigs should also be moved to power grid penalty they are currently rarely used and that would be just the thing to make them useful Resist rigs are rarely used? What? |
Mag's
the united Negative Ten.
13791
|
Posted - 2013.01.25 08:15:00 -
[832] - Quote
Does anyone else get the feeling that the speed penalty changing to the PG penalty, is like getting out of the frying pan into the fire?
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Allandri
Liandri Industrial Liandri Covenant
25
|
Posted - 2013.01.25 08:21:00 -
[833] - Quote
Little Dragon Khamez 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. Thanks Fozzie, after all of the feedback on this thread a post like this proves that you really are listening and that you value customer feedback. Excellent. One quick point. I don't understand why armour has a PG requirement at all. After all it's just welding plates to an already existant hull, it's not like it's energised or anything, but just adding more buffer (it's a different argument for EANM's etc). Also armour realistically shouldn't affect top speed so speed penalities should not apply. Armour adds mass understandably enough but this should only affect acceleration and inertia/agility etc not final velocity. An acceleration penalty can still be significant in pvp so I'd like to suggest this instead. Also why aren't armarr ships really fragile in the hull. I envisage a really simple, stripped down hull with less EHP being built on the assumption that it will soon be fitted with vast amounts of Armour, thus armarr ships should be just as fast as their traditional enemies the Minmatar with the hulls standard armour and plates fitted. Gallente are the traditional race for hull tanking which indicated more structure inside the hull and as such a heavier hull that will accelerate more slowly than those of other races etc. If we extend this principle to the Caldari and Minmatar then both races ships will be really agile and effective (for shield tankers) which is exactly how their are described as being in the official eve canon/wikki and backstory etc. Just my thoughts.
I agree completely.
How about plates use no PG and add a massive agility/acceleration penalty with no top speed penalty while active hardeners use a moderate amount of CPU/PG, energized membranes use a copious amount of PG but little CPU, and passive hardeners use a fraction of what active hardeners use.
|
Roime
Shiva Furnace
1829
|
Posted - 2013.01.25 09:10:00 -
[834] - Quote
Mag's wrote:Does anyone else get the feeling that the speed penalty changing to the PG penalty, is like getting out of the frying pan into the fire?
It's massively better than speed penalty in burst tanking, but yes, it will cause problems.
Still the PG needs of medium and large reppers are ridiculously out of whack compared with their repping amount.
If the incredibly low base rep amount, yes- the core, origin and reason of every whine about active armor tanking is not fixed, then maybe balance the fitting so that people can start flying dual LAR Myrmidons? Or nerf oversizing shields.
90 hp/s.
That's the raw "power" of LAAR + Heavy Capacitor Booster II. Two slots, both a low and mid. 3925 PG. Battleship size module. Hard limit of 1 per ship. Can be neuted out.
196 hp/s.
That's what you get with a single mid slot and 500 PG if you go shield. Twice as good, almost eight times easier to fit. Fit as many as you like. Cruiser size module. Cap immune.
Now it's up to you to decide what is the correct measure of balance:
ASB rep amount LAR rep amount ASB fitting LAR fitting
but something has to change, the relative balance is just too bizarrely out of whack.
My suggestion would be to fix:
- ASB fitting so that oversizing is not possible - Lift the base rep amount of all ASBs and armor reppers (so that < 3 appropriate sized mods are actually viable on current TQ) - Decrease cycle time of armor reps because the repping happens at the end of cycle - Decrease cap usage of armor mods * - Then base the AARs on these stats because 2.25 times way too little != enough
* damage reduction if opting for armor tank is two-fold; you need to downgrade guns, and you can't fit dmg mods. So why shouldn't there be a concrete advantage then in the form of more efficient reps?
In the end, AAR really does not fix any of the core issues. It simply accepts the core issue - armor reps rep too little, and tries to work around it by turning one module into 1.68 modules for 8 cycles. Active armor hull bonuses are left as they are, barely better in their niche than universally good resist bonuses. Cool, we'll take this if that's the only option, but what we still have is lower damage with less reps if we opt for active armor tank instead of shields.
-á- All I really wanted was to build a castle among the stars - |
darkness reins
State Protectorate Caldari State
0
|
Posted - 2013.01.25 09:14:00 -
[835] - Quote
i like the idea of the new AAR mod. but is there no way to keep the incursus' 10% rep amoint per level but if fitted with an AAR incursus bonus reduces to 7.5 % . itll give people more option for fitting and keep the dual rep uber rep incursus fit in use. |
Mag's
the united Negative Ten.
13794
|
Posted - 2013.01.25 09:39:00 -
[836] - Quote
Roime wrote:Mag's wrote:Does anyone else get the feeling that the speed penalty changing to the PG penalty, is like getting out of the frying pan into the fire? It's massively better than speed penalty in burst tanking, but yes, it will cause problems. Still the PG needs of medium and large reppers are ridiculously out of whack compared with their repping amount. If the incredibly low base rep amount, yes- the core, origin and reason of every whine about active armor tanking is not fixed, then maybe balance the fitting so that people can start flying dual LAR Myrmidons? Or nerf oversizing shields. 90 hp/s. That's the raw "power" of LAAR + Heavy Capacitor Booster II. Two slots, both a low and mid. 3925 PG. Battleship size module. Hard limit of 1 per ship. Can be neuted out. 196 hp/s. That's what you get with a single mid slot and 500 PG if you go shield. Twice as good, almost eight times easier to fit. Fit as many as you like. Cruiser size module. Cap immune. Now it's up to you to decide what is the correct measure of balance: ASB rep amount LAR rep amount ASB fitting LAR fitting but something has to change, the relative balance is just too bizarrely out of whack. My suggestion would be to fix: - ASB fitting so that oversizing is not possible - Lift the base rep amount of all ASBs and armor reppers (so that < 3 appropriate sized mods are actually viable on current TQ) - Decrease cycle time of armor reps because the repping happens at the end of cycle - Decrease cap usage of armor mods * - Then base the AARs on these stats because 2.25 times way too little != enough * damage reduction if opting for armor tank is two-fold; you need to downgrade guns, and you can't fit dmg mods. So why shouldn't there be a concrete advantage then in the form of more efficient reps? In the end, AAR really does not fix any of the core issues. It simply accepts the core issue - armor reps rep too little, and tries to work around it by turning one module into 1.68 modules for 8 cycles. Active armor hull bonuses are left as they are, barely better in their niche than universally good resist bonuses. Cool, we'll take this if that's the only option, but what we still have is lower damage with less reps if we opt for active armor tank instead of shields. Great post mate and points out the issues quite nicely. Couldn't agree more tbh.
Edit: So as the AAR is based on rep amounts from the t1 reppers, when compared to officer reps, the gap must be vastly reduced.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Gosti Kahanid
Farstriders Apocalypse Now.
3
|
Posted - 2013.01.25 09:49:00 -
[837] - Quote
The biggest Problem ist that both, active- and buffer-tank, benefit from a resist-bonus. How about the Idea to change resist-bonuses to a bonus to HP for Armor and Armor-plates (same with Shild and extenders). With this, the EHP would stay the same on a buffertank, but active or RR wouldn-¦t be so effective as before. This also would make the bonus to repair more interesting, because then it realy would make a difference if you have a bonus to rep or not
Sorry for bad english |
Takeshi Yamato
Ministry of War Amarr Empire
616
|
Posted - 2013.01.25 11:53:00 -
[838] - Quote
Gosti Kahanid wrote:The biggest Problem ist that both, active- and buffer-tank, benefit from a resist-bonus. How about the Idea to change resist-bonuses to a bonus to HP for Armor and Armor-plates (same with Shild and extenders). With this, the EHP would stay the same on a buffertank, but active or RR wouldn-¦t be so effective as before. This also would make the bonus to repair more interesting, because then it realy would make a difference if you have a bonus to rep or not
Sorry for bad english
That isn't really a problem. It only looks that way if you look at the 7.5% rep or 5% resist bonus without paying attention to the ship hulls.
Most ships with a 5% resist bonus are not that good for active tanking because they happen to be laser ships with 3 mids and cap hungry weapons. The exception are Khanid ships, which have have low dps to compensate for their extraordinary defenses.
In practice, the 5% resists/level ships are not stealing the active tanking role from the ships with 7.5% rep/level. |
Mund Richard
291
|
Posted - 2013.01.25 12:10:00 -
[839] - Quote
Takeshi Yamato wrote: That isn't really a problem. It only looks that way if you look at the 7.5% rep or 5% resist bonus without paying attention to the ship hulls.
Most ships with a 5% resist bonus are not that good for active tanking because they happen to be laser ships with 3 mids and cap hungry weapons. They can do it, but then have to deal with severe cap issues. The exception are Khanid ships, which have have low dps to compensate for their extraordinary defenses.
In practice, the ships with a 7.5% rep bonus are already the best at active tanking, and the ships with a 5% resist bonus cannot compete with them except for Khanid ships, which have other downsides. Cruiser and below, you are right for amarr ships. BC and above, you are wrong, Prophecy and Abaddon will have 4 mids. Prophecy possibly with capless weaponry now. The Abaddon does suffer more compared to the Gallente Hyperion on cap consumption, but has an extra low in return. Making it tripple rep with Mega Pulses with it's grid as it is could be futile, but with a repper less (LAAR+LAR) it has more cap life than a Hyper with a repper more (LAAR+2*LAR), and if both have 1 damage upgrade module, the Abaddon takes less than two-third of the damage the Hyper does...
And as far as shield 5% resists go, the Drake has in fact 1 extra mid compared to the Cyclone, Rokh and Mael are currently tied, but I suppose we are talking about armor 5% resists. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Takeshi Yamato
Ministry of War Amarr Empire
616
|
Posted - 2013.01.25 12:26:00 -
[840] - Quote
Mund Richard wrote:Takeshi Yamato wrote: That isn't really a problem. It only looks that way if you look at the 7.5% rep or 5% resist bonus without paying attention to the ship hulls.
Most ships with a 5% resist bonus are not that good for active tanking because they happen to be laser ships with 3 mids and cap hungry weapons. They can do it, but then have to deal with severe cap issues. The exception are Khanid ships, which have have low dps to compensate for their extraordinary defenses.
In practice, the ships with a 7.5% rep bonus are already the best at active tanking, and the ships with a 5% resist bonus cannot compete with them except for Khanid ships, which have other downsides. Cruiser and below, you are right for amarr ships. BC and above, you are wrong, Prophecy and Abaddon will have 4 mids. Prophecy possibly with capless weaponry now. The Abaddon does suffer more compared to the Gallente Hyperion on cap consumption, but has an extra low in return. Making it tripple rep with Mega Pulses with it's grid as it is could be futile, but with a repper less (LAAR+LAR) it has more cap life than a Hyper with a repper more (LAAR+2*LAR), and if both have 1 damage upgrade module, the Abaddon takes less than two-third of the damage the Hyper does... And as far as shield 5% resists go, the Drake has in fact 1 extra mid compared to the Cyclone, Rokh and Mael are currently tied, but I suppose we are talking about armor 5% resists.
So in your opinion dual rep Abaddons are making Hyperions obsolete? Have you ever even seen a dual rep Abaddon?
As for the Prophecy, it's basically a T1 Khanid ship just with drones instead HAMs. They are designed to be great tanks both buffer and active tank fit. The downside is low dps, so they have problems breaking other active tanks.
This fear that ships with 5% resists per level are making dedicated active tanking ships with a 7.5% rep bonus obsolete isn't justified in practice. |
|
Thorne Zyman
Between the lines Beyond The Dark
0
|
Posted - 2013.01.25 12:26:00 -
[841] - Quote
Here's my version of armour tanking 2.0.
Buffer Tanking:
For all plates:
1Increase the PG required by a factor of 2 - 2.5 (eg, 1600 now takes 1250 pg) 2Add 5 to the CPU required. 3Increase the mass by a factor of 1.5. 4Increase the HP gained by a factor of 2 (eg, 800mm plate will provide the benefit of the old 1600mm).
This will provide a sharp line between low mass, low hp and high mass high hp plates at each ship level (except Battleship level where the mass difference between 800 & 1600 is lower).
50mm plates will still be more or less unused, but 100mm/200m will do the same job the 200mm/400mm do at frigate level but with a sharper mobility difference. 400mm/800mm will provide a genuine choice at Cruiser level. 1600mm becomes a Battleship only module (though fitable on some niche bait cruiser / battlecruiser fits), with 800mm also being viable for a more mobile Battleship.
Active Tanking:
I personally don't think there's much wrong with active tanking, except the modules take too much pg to fit. SAR are fine, MAR could be taken down a touch in pg(15%?), and LAR down a bit more(20%?).
Rep amount is ok, maybe increase MAR and LAR a touch (10%?).
For short term burst tank, significantly increase the heat bonuses to something like +100% rep amount, with no change to duration.
In addition to this, look into the deadspace options for shield and armour tanking and bring them closer together (but still leave shield boosting more) by nerfing deadspace shield boosters down and bumping deadspace armour reps up. In addition, look into the resists provided by high end deadspace modules.
Reduce the cap use of the RAH to make it usable on cruisers. Introduce a T2 version with higher resists.
Rigs:
Change shield rig penalty to -10% armour and armour rig to -10% shield. This makes the penalty pretty much a non-issue, but it has a nice symmetry to it. Add a stacking penalty to CDFE & Trimarks.
Change astro rigs to -10% structure, to make them usable with an armour tank if desired. |
Mund Richard
291
|
Posted - 2013.01.25 12:32:00 -
[842] - Quote
Takeshi Yamato wrote:So in your opinion dual rep Abaddons are making Hyperions obsolete? Have you ever even seen a dual rep Abaddon? Well... Why would you dual-rep an Abaddon, when you have logi support that the Hyper cannot make good use of. Heh.
Joke aside, I'm not saying it obsoletes the Hyper. I'm saying it can (with using 3 active rigs while the Hyper can only use two) sortof rep like a Hyper, while receiving a lot more from remote support.
What it cannot do like the Hyper, is move as fast, do as much damage, or track as well. What it can do better, is stay on field much longer if a single logi is present, and project it's damage further away. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
498
|
Posted - 2013.01.25 12:33:00 -
[843] - Quote
Sinzor Aumer wrote:And OMG, it's 3 mil worth of paste in your 100 mil battleship - are you bloody serious? For PvP, 3M is peanuts.
How many serious pew'ers have less than half a billion in implants, use only named/T2 modules, fly only T1 ships and don't carry enough faction ammo for multiple fights?
Three million is less than the price of a single BS gun, it is less than 2 Cruiser guns or 4 frigate guns .. and for that 3M investment you get the equivalent of a personal logistics aiming half his reppers on you ...
Still think it too much? I'd gladly have it doubled or even tripled!
|
Takeshi Yamato
Ministry of War Amarr Empire
616
|
Posted - 2013.01.25 12:36:00 -
[844] - Quote
Mund Richard wrote:Takeshi Yamato wrote:So in your opinion dual rep Abaddons are making Hyperions obsolete? Have you ever even seen a dual rep Abaddon? Well... Why would you dual-rep an Abaddon, when you have logi support that the Hyper cannot make good use of. Heh. Joke aside, I'm not saying it obsoletes the Hyper. I'm saying it can (with using 3 active rigs while the Hyper can only use two) sortof rep like a Hyper, while receiving a lot more from remote support. What it cannot do like the Hyper, is move as fast, do as much damage, or track as well. What it can do better, is stay on field if a logi is present, and project it's damage further away.
If you have logi support, why would you even consider active tanking?
I'm getting the impression that you have a difficult time coming up with reasons why the active tanked Abaddon is better than the Hyperion.
Do you mind showing me the Abaddon and Hyperion fits that you're basing your opinion on? |
War Kitten
Panda McLegion
1680
|
Posted - 2013.01.25 12:37:00 -
[845] - Quote
Roime wrote:Mag's wrote:Does anyone else get the feeling that the speed penalty changing to the PG penalty, is like getting out of the frying pan into the fire? It's massively better than speed penalty in burst tanking, but yes, it will cause problems. Still the PG needs of medium and large reppers are ridiculously out of whack compared with their repping amount. If the incredibly low base rep amount, yes- the core, origin and reason of every whine about active armor tanking is not fixed, then maybe balance the fitting so that people can start flying dual LAR Myrmidons? Or nerf oversizing shields. 90 hp/s. That's the raw "power" of LAAR + Heavy Capacitor Booster II. Two slots, both a low and mid. 3925 PG. Battleship size module. Hard limit of 1 per ship. Can be neuted out. 196 hp/s. That's what you get with a single mid slot and 500 PG if you go shield. Twice as good, almost eight times easier to fit. Fit as many as you like. Cruiser size module. Cap immune. Now it's up to you to decide what is the correct measure of balance: ASB rep amount LAR rep amount ASB fitting LAR fitting but something has to change, the relative balance is just too bizarrely out of whack. My suggestion would be to fix: - ASB fitting so that oversizing is not possible - Lift the base rep amount of all ASBs and armor reppers (so that < 3 appropriate sized mods are actually viable on current TQ) - Decrease cycle time of armor reps because the repping happens at the end of cycle - Decrease cap usage of armor mods * - Then base the AARs on these stats because 2.25 times way too little != enough * damage reduction if opting for armor tank is two-fold; you need to downgrade guns, and you can't fit dmg mods. So why shouldn't there be a concrete advantage then in the form of more efficient reps? In the end, AAR really does not fix any of the core issues. It simply accepts the core issue - armor reps rep too little, and tries to work around it by turning one module into 1.68 modules for 8 cycles. Active armor hull bonuses are left as they are, barely better in their niche than universally good resist bonuses. Cool, we'll take this if that's the only option, but what we still have is lower damage with less reps if we opt for active armor tank instead of shields.
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.
I find that without a good mob to provide one for them, most people would have no mentality at all. |
Mag's
the united Negative Ten.
13801
|
Posted - 2013.01.25 12:45:00 -
[846] - Quote
War Kitten wrote:Very good analysis. The AAR is a neat toy, certainly worth putting one on in place of a regular rep in a dual or triple rep setup - but come on Fozzie... throw a little love at active armor tanking performance too please. It's cap intensive, fitting intensive, slot intensive, and still sub-par. Indeed. Just took a look at EFT and the AAR although neat, still doesn't float my boat. I compared it to fits I've used in the past and tbh, it's underwhelming to say the least.
So even with the change as it stands now, it's either buffer or shield. Well that's how I feel right now.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Mund Richard
291
|
Posted - 2013.01.25 12:56:00 -
[847] - Quote
Takeshi Yamato wrote: If you have logi support, why would you even consider active tanking?
I'm getting the impression that you have a difficult time coming up with reasons why the active tanked Abaddon is better than the Hyperion.
Do you mind showing me the Abaddon and Hyperion fits that you're basing your opinion on? In all honesty, I don't like active tanking by default, so I have a difficult time coming up with a reason for any of it outside solo.
Looking at the fits, must admit I made two mistakes. Lows: LAAR + 1/2 LAR + 3/2 EAMN + 1/0 DC + 1 damage upgrade Mids: 1/2 Cap booster, web scram protoMWD High: 8 guns (Dual/Electron) Rigs: 3/2 Aux Nano, 0/1 Ancil 1) Had no DC on the Hyper due to using a fit from a previous convo comparing it to a Rokh 2) Rig mistake
If I correct both to have no damage mod (4th EAMN for the Abaddon), the Hyper has 13% more rep with the one extra LAR. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
504
|
Posted - 2013.01.25 12:57:00 -
[848] - 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++ |
Takeshi Yamato
Ministry of War Amarr Empire
616
|
Posted - 2013.01.25 12:57:00 -
[849] - Quote
Mund Richard wrote:Takeshi Yamato wrote: If you have logi support, why would you even consider active tanking?
I'm getting the impression that you have a difficult time coming up with reasons why the active tanked Abaddon is better than the Hyperion.
Do you mind showing me the Abaddon and Hyperion fits that you're basing your opinion on? In all honesty, I don't like active tanking by default, so I have a difficult time coming up with a reason for any of it outside solo. Looking at the fits, must admit I made two mistakes. Lows: LAAR + 1/2 LAR + 3/2 EAMN + 1/0 DC + 1 damage upgrade Mids: 1/2 Cap booster, web scram protoMWD High: 8 guns (Dual/Electron) Rigs: 3/2 Aux Nano, 0/1 Ancil 1) Had no DC on the Hyper due to using a fit from a previous convo comparing it to a Rokh 2) Rig mistake If I correct both to have no damage mod (4th EAMN for the Abaddon), the Hyper has 13% more rep with the one extra LAR.
Copy and paste the fits from EFT please, this format is difficult to read. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
499
|
Posted - 2013.01.25 13:04:00 -
[850] - Quote
So additional requirements if AAR is to be implemented are: - Reduction of armour repairer grid requirements across the board (out of whack to begin with and now rigs will ... ) - Some way to close the gap, at least partially, between active shield and armour ditto without making the use of said modules OP (as initial ASB). - Some way to alleviate the cap use of the AAR without actually making it capless like the 'heinous one'.
* Knock off 20-25% the grid/cpu requirements of repairers. * Knock a similar amount off the cycle times and/or add to repaired amount (still wont be 'shield level' but armour has more native resist), more and I fear for my cap and that armour ends up being the new FoTM with eWar on everything as the result . * Reduce small NOS fitting requirements to that of neuts and double cap drained of all NOS (keeping the "must have less than enemy" mechanic of course). * Examine what happens with lower fittings for injectors.
PS: I've tried fighting ASB users and don't want to be "that guy" only with an armour option .. module should be a choice not a requirement. |
|
Takeshi Yamato
Ministry of War Amarr Empire
616
|
Posted - 2013.01.25 13:16:00 -
[851] - Quote
Veshta Yoshida wrote: * Examine what happens with lower fittings for injectors.
PS: I've tried fighting ASB users and don't want to be "that guy" only with an armour option .. module should be a choice not a requirement.
This is an important point. Active armor tanking is inseparable from cap injectors, and medium and large cap injectors also have significant fitting requirements.
Energy vampires are even more difficult to fit than cap injectors, which doesn't really make sense. |
Mund Richard
291
|
Posted - 2013.01.25 13:24:00 -
[852] - Quote
Mag's wrote: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. Just out of curiosity, another batch of irrelevant math that I'll prolly mess up.
To have both modules just finish their cycle, and worst case scenario (will kinda converge to this point after many-many reloads), took the moment the third reload finishes, which is after 450 seconds.
LAAR: 3 full reloads (so ready to pull ahead again a bit), 3*8*2,25*600 = 32.400 armor repaired. T2 LAR: 450/11,25 = 40, 40*800 = 32.000... which is almost as much as the LAAR, at the cost of consuming cap ofc.
Funny part: a tipple-rep Hyperion needs two cap boosters to run for 10 mins, that could also sustain a third T2 LAR (ofc, at the cost of extra fitting, and much more vulnerability to neut) Although... two cap consume about 3.5 m3's worth of charge per second (144m3 per 82 seconds per module )? So it runs out of charges iiin... under 5 minutes, making the second cap booster not needed anyways, in which case using only one cap booster it runs out somewhere before 10 mins, and see wonder, that's about it's cap life with one cap booster two LARs and a LAAR.
Abaddon coincidentally has a lot more restricted cargohold, making cap boosting sustained repping less viable. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Little Dragon Khamez
Guardians of the Underworld
47
|
Posted - 2013.01.25 13:50:00 -
[853] - Quote
Stunning idea!
Why don't we make normal armour reppers immune from cap by having them all use Nanite Paste. That should help even things out with the ships that fly capless weaponry and passive tank. |
Apostrof Ahashion
Viziam Amarr Empire
85
|
Posted - 2013.01.25 14:02:00 -
[854] - Quote
[Abaddon super ****** setup mkII] Co-Processor II Co-Processor II Damage Control II Heat Sink II Heat Sink II Capacitor Power Relay II Capacitor Power Relay II
X-Large Ancillary Shield Booster, Cap Booster 400 X-Large Ancillary Shield Booster, Cap Booster 400 EM Ward Field II Adaptive Invulnerability Field II
Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L
Large Processor Overclocking Unit I Large Core Defense Operational Solidifier II Large Core Defense Operational Solidifier I
Lol, armor tanking abbadons, fail. |
Mund Richard
291
|
Posted - 2013.01.25 14:15:00 -
[855] - Quote
Apostrof Ahashion wrote:[Abaddon super ****** setup mkII] Capacitor Power Relay II
X-Large Ancillary Shield Booster, Cap Booster 400
Lol, armor tanking abadons, fail. Mhm. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
136
|
Posted - 2013.01.25 14:55:00 -
[856] - 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. |
Zyella Stormborn
Green Seekers
620
|
Posted - 2013.01.25 14:58:00 -
[857] - Quote
Untouchable Heart wrote:Zyella Stormborn wrote:Ribikoka wrote: Example of idiotism. And a 1600mm plate is a boss module ? Double facepalm. Pls dont post anymore.
Constantly attacking people and / or throwing insults just about every post does not help the thread, or your credibility. If you don't agree, or have a correction, break it down, and beat them up with your take on it, or your view. But please try to keep it civil. This thread so far is a great one with several different views, but its one that is being watched and read carefully by the Devs, and they are listening. I'd hate to see it devolve into some troll flame fest just because you can not see someone elses view or disagree with it. ~Z Idiotism is idiotism, no matter how you trying with your alt. The 1600mm plate is a normal module.
? ?
1) <--- Main 2) I did not make any comments about the plate. There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Fon Revedhort
Monks of War Out of Sight.
960
|
Posted - 2013.01.25 15:11:00 -
[858] - Quote
Perihelion Olenard wrote: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. Then this idea has utterly failed since one LAR only provides twice boost compared to MAR and if any cruiser could potentially cram in a battleship-sized module (at a cost of some trade-offs, like smaller guns or RCUs) then it surely could have just used 2 smaller reps instead. By that logic LARs could require 1k MW at most, that would already be enough to seriously discourage their usage at smaller ships, including battlecruisers.
It's not like LAR gives you anything special tanking-wise. Oversized ABs and MWDs do that for velocity, though 14 |
Takeshi Yamato
Ministry of War Amarr Empire
618
|
Posted - 2013.01.25 16:21:00 -
[859] - Quote
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.
|
Mag's
the united Negative Ten.
13807
|
Posted - 2013.01.25 16:44:00 -
[860] - Quote
Takeshi Yamato wrote:CPU increase going from medium to large armor rep: 28 -> 55 (+96%) PG increase going from medium to large armor rep: 173 -> 2300 (+1229%) CPU increase going from large to x-large shield booster: 115 -> 230 (+100%) PG increase going from large to x-large shield booster: 165 -> 550 (+233%) Evidently the powergrid requirements of large armor repairers are so high to make it impossible to fit them on cruisers because that would be overpowered Also note that 2x rep are roughly equal to shield booster + boost amp in terms of power, yet the boost amp is easy to fit. You know I must have looked at that many times, but like the elephant in the room, failed to see it. My word, armour reps get shafted.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
|
X Gallentius
Justified Chaos
997
|
Posted - 2013.01.25 16:45:00 -
[861] - Quote
Takeshi Yamato wrote: If you have logi support, why would you even consider active tanking?
Because the Hyperion will be faster and will be able to catch things that it wouldn't otherwise be able to catch if it were buffer tanked.
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 16:46:00 -
[862] - 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. |
Mag's
the united Negative Ten.
13808
|
Posted - 2013.01.25 16:58:00 -
[863] - Quote
Perihelion Olenard wrote:Well, armor tankers got more PG than shield ships. The maelstrom got a ton, but that's because artillery used a ton. So it's more to do with gun requirements then.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
|
CCP Fozzie
C C P C C P Alliance
3689
|
Posted - 2013.01.25 17:10:00 -
[864] - Quote
New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Little Dragon Khamez
Guardians of the Underworld
47
|
Posted - 2013.01.25 17:18:00 -
[865] - Quote
I think that Nanite Paste for normal reppers is the way to go instead of having them consume cap. Also why do plates needs PG?
Don't make any sense to me why bolting plates on a hull requires more power for a simple buffer fit, whereas I can understand the rationale behind an energised plate needing powergrif as it enhances resistances etc.
So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste). |
Mag's
the united Negative Ten.
13810
|
Posted - 2013.01.25 17:19:00 -
[866] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. 20% for large would have been far better, after seeing the large disparity in Takeshi Yamato post.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Marko box
Kumovi The G0dfathers
12
|
Posted - 2013.01.25 17:21:00 -
[867] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay.
A step in the right direction. Now if only you would reduce cap boster charge size. |
Little Dragon Khamez
Guardians of the Underworld
47
|
Posted - 2013.01.25 17:30:00 -
[868] - Quote
Marko box wrote:CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. A step in the right direction. Now if only you would reduce cap boster charge size.
Reducing cap booster size means that you can burst tank for longer, whilst I support your sentiment on this I don't think they should be too small otherwise people will try to perma tank with them. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
501
|
Posted - 2013.01.25 17:33:00 -
[869] - Quote
CCP Fozzie wrote:New update.... Poor guy, all he wanted was to give the ravenous horde a new toy and now he gets to revise the whole shebang
Ships 'meant' to active tank already have the grid for it. The reductions are I assume to first counter the pending rig penalties and secondly to help ease the 'mandatory for active' injector onto some more fits (instead of using small with 400 navy booster). Much easier, faster to tweak the repairers than to redo all the hulls and guns to make them match, so good move, whether it is enough remains to be seen but my Amarr ships have never had serious grid issues and the few fits that do take the dps hit to accommodate it so all is well ..
Aim should be to find a fitting req. that allows one to shoehorn a plate (non-oversized)+AAR onto a ship with max size guns I think, any more lenient and it gets boring and cookie flavoured .. there has to be some had choices before undocking!
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 17:43:00 -
[870] - 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. |
|
Mund Richard
295
|
Posted - 2013.01.25 17:46:00 -
[871] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. Going from a previous post that compared the PG increase between armor reppers and shield boosters:
Moa (electron blaster fit): 516.5/522.5 CPU, 1086/1168.75, has an XLASB (TWICE oversized module) with one Co-Proc and one Ancil rig (fit has T2 MagStab, T2 TE, T2 Co-Proc in the lows, T2 MWD, web, scram, T2 invuln and XLASB, 5T2 Heavy Electron Blaster two shield rigs and the ancil) Apparently, DOUBLE-oversizing is possible.
Thorax, trying to fit similarly with armor... LAAR with the 10% PG reduction and THREE T1 Ancil rigs: 2798.5/1364.5, so 205% of the available PG used up. Apparently nooo way in hell can you oversize it. Heck, just fitting a LAAR on an otherwise UNFIT ship (apart from the tripple PG rigs): 1800/1364,3, or on an unrigged: 1800/1025
But ok, just because shield cruisers can double-oversize, it doesn't mean armor cruisers need to be able to single-oversize.
Brutix with 3 PG rigs and nothing else: 1800/1913, it fits after the change! Sure, it cannot fit any MWD afterwards, and only one T2 Heavy Electron Blaster...
So... I guess the aim was not to allow single oversized modules on armor BCs, while double oversizing is possible for cruisers.
...Was it... to basically make the PG drawback of the active rep rigs null and void? Can put 3 on a cruiser and be better off than on the current TQ version at modest skills, will be able to put almost two on a BS once the change happens if Armor Rigging skill is at V.
Well... I suppose every tiny bit helps. Wonder which word in the previous sentence the emphasis is on? sarcasm is now off Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
21
|
Posted - 2013.01.25 17:55:00 -
[872] - Quote
Little Dragon Khamez wrote: So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste).
PG on plates isnt a problem realy. Well it would be better if it cost like 350-400 PG but with no PG it will be like
Perihelion Olenard wrote: So you'd have nothing against cruisers fitting 3-4 1600mm plates for an absolutely absurd amount of HP?
But if you mean with giving no PG for plates, make flags for each type of plate (like 1600 only for BS, 400-800 only for BC/crus) and buff a lit all (non 1600mm) plates. Well maybe it will work :) |
Mund Richard
295
|
Posted - 2013.01.25 17:57:00 -
[873] - Quote
Come to think of it, why not just remove small shield boosters from the game, rename mediums to smalls, larges to medium, and XL to large? Then people couldn't complain about how armor cannot oversize, while shield can double-so.
Little Dragon Khamez wrote:So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste). Because more PG-less tank modules would be bad. Atmo guns, prop mods, cap boosters/drainers, repairers, raw buffers and the odd modules like warfare links use PG, while DC, resist modules don't.
Having reppers cost that much more PG and also cap is already "bad" enough, the balance in fitting going further for buffer isn't really needed.
Well, unless you want shield extenders to be also no-PG, and armor reppers halved, then all armor-tanking capable ships re-tiericided... Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Liang Nuren
Heretic Army Heretic Nation
2838
|
Posted - 2013.01.25 18:02:00 -
[874] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay.
That's fantastic news - I'm completely content with that. It'd be swell if you wanted to lower the PG usage on some of the named/faction small reps as well, but I'm totally content with what you've put forward.
-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
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
21
|
Posted - 2013.01.25 18:05:00 -
[875] - Quote
Mund Richard wrote:Come to think of it, why not just remove small shield boosters from the game, rename mediums to smalls, larges to medium, and XL to large? Then people couldn't complain about how armor cannot oversize, while shield can double-so.
If you call the gun a candy, the gun will lose ability to shot?
In 1.1 retribution Fozzie shouldnt start thread with: "Armor tanking 2.0 (1.5 now)" Its better: "We are finaly nerfing shield tank: all ridiculous mods like ASB, useless penalty that "cost" nothing for shield tank and etc"
But hey, im glad for this change as well. I belive step by step CCP will find balance and design between armor and shield tank :) |
Wivabel
Exanimo Inc Unclaimed.
103
|
Posted - 2013.01.25 18:15:00 -
[876] - Quote
Tell me when all this gets on sisi. I want it now. To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 18:20:00 -
[877] - 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. |
Eternal Error
Immortalis Inc. Shadow Cartel
335
|
Posted - 2013.01.25 18:20:00 -
[878] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. That's more like it. For the record, I still think that changing the active rep rigs to PG penalty is a really bad idea (reasons being usually only weapon rigs have that penalty, it's still going to be a VERY serious penalty that is out of whack compared to other tanking rigs, and even with this update reps are going to have some fitting issues).
Now scrap the AAR and fix regular rep amount+revamp the speed penalty on all armor rigs, and we might get somewhere. |
Jojo Jackson
Dead Red Eye
178
|
Posted - 2013.01.25 18:39:00 -
[879] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay. This is the right way. But please don't stop here.
Just to get me right. I don't expect or want any overpowert stuff! But I expect to be able to use more then one race for the hard PvE stuff. Atm shield tankers (espezialy Caldari Command Ships and Tengus) are the only viable option for let's say L10 exploration sites or higher Wormhole content (L5 and L6) as they are the only ships which can fit enough tank AND gang to do them.
I have the same problem as I had with the old mining bargs. Even if there are many other ships around ... just very few can do it and I am FORCED to use this few ships.
But I would REALY love to use Legions, Absolutions, Astartes or Proteus for the same stuff. It does not matter which one somebody prefares ... but if you start as Galente or Amar you shouldn't be FORCED to crosstrain Caldari just to get excess to the "endgame" PvE.
And the hardcap atm is, sorry to say, the ability to fit propper tanks!
Just as EFT-playaround: try this with a Legion or Proteus (armor tanked) [Tengu, New Setup 1] 3*Ballistic Control System II Co-Processor II
1MN Afterburner II Pith X-Type X-Large Shield Booster(twice oversized modul !!!!) Shield Boost Amplifier II 2*Adaptive Invulnerability Field II EM Ward Field II
5*Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile [empty high slot]
Medium Anti-EM Screen Reinforcer I Medium Processor Overclocking Unit I Medium Semiconductor Memory Cell I
Tengu Defensive - Adaptive Shielding Tengu Engineering - Capacitor Regeneration Matrix Tengu Electronics - Emergent Locus Analyzer Tengu Offensive - Accelerated Ejection Bay Tengu Propulsion - Fuel Catalyst
2021 defence !!!! 42 sec cap with all active 593 Firepower CPU and PG left !!!!
And this with only one (very expensive, true) deepspace modul! Rest is "just" T2 with T1 rigs. Spend more money and you gain even creazier values :(.
PS: The ability to fit Pith X-Type X-Large Shield Booster(twice oversized modul !!!!) at a Tengu (or BC) is compareble to fit [Legion, New Setup 1] 6* TACHION BEAM LASER Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
75
|
Posted - 2013.01.25 18:51:00 -
[880] - Quote
Little Dragon Khamez wrote:I think that Nanite Paste for normal reppers is the way to go instead of having them consume cap. Paste for all reps - sure. Instead of cap - hell no! |
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
75
|
Posted - 2013.01.25 18:55:00 -
[881] - Quote
Jojo Jackson wrote:The ability to fit Pith X-Type X-Large Shield Booster(twice oversized modul !!!!) at a Tengu (or BC) is compareble to fit [Legion, New Setup 1] 6* TACHION BEAM LASER I guess the issue of oversized modules deserves separate discussion. You cant address everything at once. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
75
|
Posted - 2013.01.25 18:57:00 -
[882] - Quote
Could anyone of devs comment - why should Reactive Armor Hardener have so desperate cap consumption? |
Aglais
Deep Core Mining Inc. Caldari State
178
|
Posted - 2013.01.25 19:11:00 -
[883] - Quote
Mund Richard wrote:Moa (electron blaster fit): 516.5/522.5 CPU, 1086/1168.75, has an XLASB (TWICE oversized module) with one Co-Proc and one Ancil rig (fit has T2 MagStab, T2 TE, T2 Co-Proc in the lows, T2 MWD, web, scram, T2 invuln and XLASB, 5T2 Heavy Electron Blaster two shield rigs and the ancil) Apparently, DOUBLE-oversizing is possible.
You're using electron blasters. You are almost all tank, not much gank. No range, either. And the Moa is also not notable for being fast, at all.
How much DPS does this thing have? How much tank does it have when you run out of cap boosters? Basically if you're in something that can lay down DPS onto the Moa and make it USE those cap boosters and get it into a point where it will have to reload, you'll probably just completely destroy it.
At the same time, did you know that the 1600mm plate is roughly the buffer equivalent of X-large active shield tanking modules?
That's right, when you slap 1600 plates on your Mallers or whatever, you're fitting twice oversized modules.
So maybe this is actually a case of 'proper' sized modules not benefitting the ships enough.
|
Perihelion Olenard
Federal Navy Academy Gallente Federation
137
|
Posted - 2013.01.25 19:13:00 -
[884] - 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. |
Mund Richard
296
|
Posted - 2013.01.25 19:15:00 -
[885] - Quote
Perihelion Olenard wrote: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. Also, the skill still increases the capacitor consumption. Just not as much as it used to. 80% hardening when fighting against a Drake in magical 1v1 land. That would be a tad bit brutal.
Not that I would mind if I'm not in the Drake Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Mund Richard
296
|
Posted - 2013.01.25 19:27:00 -
[886] - Quote
Aglais wrote:You're using electron blasters. You are almost all tank, not much gank. No range, either. And the Moa is also not notable for being fast, at all. How much DPS does this thing have? How much tank does it have when you run out of cap boosters? Basically if you're in something that can lay down DPS onto the Moa and make it USE those cap boosters and get it into a point where it will have to reload, you'll probably just completely destroy it. At the same time, did you know that the 1600mm plate is roughly the buffer equivalent of X-large active shield tanking modules? That's right, when you slap 1600 plates on your Mallers or whatever, you're fitting twice oversized modules. So maybe this is actually a case of 'proper' sized modules not benefitting the ships enough. Well, I was just picking the first cruiser I could, to show that it can fit prop, tackle, guns and damage mods, while having a twice larger repper. An armor BC can't do that with the same Ions and a LAR. How well that Moa performs was somewhat besides my point.
If I had used a Ferox vs Brutix comparison, the Ferox would be able to fit the XL with one rig, and Ions (while using the traditional modules), while the Brutix even with 3 PG rigs can't fit more than one gun and no MWD at all after a LAR, so it's not viable at all.
Your point that cruisers can fit 1600 plates while LSE is only better than the 800 is valid, and it is something I do mind as well.
Back to Electrons, a tripple-rep Hyper is currently viable only with Electrons only as well, so the trade-off wasn't that brutal with the Moa. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Takeshi Yamato
Ministry of War Amarr Empire
620
|
Posted - 2013.01.25 19:35:00 -
[887] - Quote
Speaking of deadspace mods. Will deadspace shield tanking mods ever be adjusted? It's shocking how much of an improvement they are compared to deadspace armor tanking mods.
Upgrading from Medium Shield Booster II to the Pithum A-type Medium Shield Booster: Boost Amount: 90 -> 228 (+153%) Shield/cap: 1.66 -> 4.2 (+153%) CPU: 58 -> 65 PG: 13 -> 12
Upgrading from Medium Armor Repairer II to the Coroum A-type Medium Armor Repairer: Repair Amount: 320 -> 468 (+46%) Cap cost: 160 -> 180 (+12.5%) Armor/cap: 2 -> 2.6 (+30%) CPU: 28 -> 23 PG: 173 -> 195
Boost amps multiply the shield boosting amount. Normally, 2x reps = 1x shield booster + 1x boost amp.
Deadspace boost amps however defy logic and multiply shield boosting even more compared to their T2 counterpart. As a result, shield tanking "double dips" deadspace bonuses.
Upgrading from Medium Shield Booster II + Boost Amp II to Pithum A-type Medium Shield Booster + Pithum A-type Boost Amp: Boost Amount: 122.4 -> 326.32 (+166%) Shield/cap: 2.26 -> 6 (+166%) |
Jojo Jackson
Dead Red Eye
178
|
Posted - 2013.01.25 19:40:00 -
[888] - Quote
Sinzor Aumer wrote:Jojo Jackson wrote:The ability to fit Pith X-Type X-Large Shield Booster(twice oversized modul !!!!) at a Tengu (or BC) is compareble to fit [Legion, New Setup 1] 6* TACHION BEAM LASER I guess the issue of oversized modules deserves separate discussion. You cant address everything at once. In general I agree for Tachions or other oversized moduls.
But the ability to fit oversized boosters (large instead of med for example) while it is totaly imposible to fit oversized reps (large rep instead of med rep) is part of the inbalance between booster and reps. And as they are part of ... they should (better MUST) be part of the hole "Armor Tanking 1.5" program.
I don't want boosters to be nerved! I just want rep fitting cost to be adressed. Much more then just 10% or 20%.
Punisher with 1 med rep? HELL YES! Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
Roime
Shiva Furnace
1858
|
Posted - 2013.01.25 19:44:00 -
[889] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
This should help at least Brutix and Myrm to fit MAAR and middle guns, and Hype as well, with the new mod and rigs cool.
-á- All I really wanted was to build a castle among the stars - |
Aglais
Deep Core Mining Inc. Caldari State
178
|
Posted - 2013.01.25 19:50:00 -
[890] - Quote
@Mund Richard:
Honestly, I think now that the root of this entire problem is the attempt to force armor and shields to be different by making them scale differently and also the inclusion of 'X-large' modules exclusive to one that don't exist in the other. 1600mm armor plate vs. LSE. X-large shield booster vs. large armor repairer. Honestly I think these are two sides of the same problem-coin here. By trying to state that one is built for active tanking but the other passive, and then trying to make them balanced... Well that doesn't sound easy, at all.
There have to be other ways to promote the fact that armor and shield are fundamentally different, but NOT by keeping them so asymmetrical like this. It'll add SOME homogenization which is not the greatest thing, but at the same time that'd solve problems. |
|
Takeshi Yamato
Ministry of War Amarr Empire
620
|
Posted - 2013.01.25 20:11:00 -
[891] - Quote
Aglais wrote:@Mund Richard:
Honestly, I think now that the root of this entire problem is the attempt to force armor and shields to be different by making them scale differently and also the inclusion of 'X-large' modules exclusive to one that don't exist in the other. 1600mm armor plate vs. LSE. X-large shield booster vs. large armor repairer. Honestly I think these are two sides of the same problem-coin here. By trying to state that one is built for active tanking but the other passive, and then trying to make them balanced... Well that doesn't sound easy, at all.
There have to be other ways to promote the fact that armor and shield are fundamentally different, but NOT by keeping them so asymmetrical like this. It'll add SOME homogenization which is not the greatest thing, but at the same time that'd solve problems.
I'm glad that I'm not the only one to notice this contradiction. Oversized shield boosters are imbalanced by design. They DOUBLE the tank when fitted.
You cannot on one hand allow oversized shield boosters and on the other hand pretend like you're "balancing" armor tanking. It's not going to be balanced until they aren't miles apart in effectiveness. At that point you might as well disallow oversizing and balance the existing mods within each ship class.
The concept of oversized armor plates kind of works because because their effect on EHP isn't that drastic, and EANMs vs Invulnerability Fields go a long way to reduce the advantage. |
Roime
Shiva Furnace
1859
|
Posted - 2013.01.25 20:12:00 -
[892] - Quote
Jojo Jackson wrote: Just as EFT-playaround: try this with a Legion or Proteus (armor tanked) [Tengu, New Setup 1] 3*Ballistic Control System II Co-Processor II
1MN Afterburner II Pith X-Type X-Large Shield Booster(twice oversized modul !!!!) Shield Boost Amplifier II 2*Adaptive Invulnerability Field II EM Ward Field II
5*Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile [empty high slot]
Medium Anti-EM Screen Reinforcer I Medium Processor Overclocking Unit I Medium Semiconductor Memory Cell I
Tengu Defensive - Adaptive Shielding Tengu Engineering - Capacitor Regeneration Matrix Tengu Electronics - Emergent Locus Analyzer Tengu Offensive - Accelerated Ejection Bay Tengu Propulsion - Fuel Catalyst
2021 defence !!!! 42 sec cap with all active 593 Firepower CPU and PG left !!!!
Dude, you may have successfully oversized your booster, but undersized your afterburner
-á- All I really wanted was to build a castle among the stars - |
Mund Richard
296
|
Posted - 2013.01.25 20:37:00 -
[893] - Quote
Takeshi Yamato wrote:Aglais wrote:@Mund Richard:
Honestly, I think now that the root of this entire problem is the attempt to force armor and shields to be different by making them scale differently and also the inclusion of 'X-large' modules exclusive to one that don't exist in the other. 1600mm armor plate vs. LSE. X-large shield booster vs. large armor repairer. Honestly I think these are two sides of the same problem-coin here. By trying to state that one is built for active tanking but the other passive, and then trying to make them balanced... Well that doesn't sound easy, at all.
There have to be other ways to promote the fact that armor and shield are fundamentally different, but NOT by keeping them so asymmetrical like this. It'll add SOME homogenization which is not the greatest thing, but at the same time that'd solve problems. I'm glad that I'm not the only one to notice this contradiction. Oversized shield boosters are imbalanced by design. They DOUBLE the tank when fitted. You cannot on one hand allow oversized shield boosters and on the other hand pretend like you're "balancing" armor tanking. It's not going to be balanced until they aren't miles apart in effectiveness. At that point you might as well disallow oversizing and balance the existing mods within each ship class. Also what's strange is that armor tanking is described as more sustainable. This is technically false. A shield booster + boost amp has a slightly better efficiency than an armor rep. So where does the idea that armor is more sustainable come from? Because armor tanks can fit cap relays and cap rechargers, but in PvP this is never applicable unless you're flying a carrier. The concept of oversized armor plates kind of works because because their effect on EHP isn't that drastic, and EANMs vs Invulnerability Fields as well as the penalties and shield regeneration go a long way to reduce the advantage. Not to mention that XLASB is the norm for a shield BC, while for armor it's 2-3 MARs. Sure, with 3 MARs you get more rep than a single XLASB, but you also need a cap booster to run them. XLASB: 1 module, 200/500 fitting, at worst 84 hp/sec just after reload (when it's ready to operate again) x3MAR: 4 modules, 109/684 fitting, 106 hp/sec Does the XLASB need fitting modules? Ok, you have 3 more slots than the x3MAR+MCB. Would you also add a T2 SBA to it? suddenly at the cost of 2-3 modules, it reps better as well!
The new armor module won't change this ratio (and you will still need the cap booster), as it's worst-case scenario (and I did use it for the XLASB to show it in a bad light) is equal to a T2 repper within an acceptable margin of error. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Jojo Jackson
Dead Red Eye
178
|
Posted - 2013.01.25 20:49:00 -
[894] - Quote
Roime wrote:Jojo Jackson wrote: Just as EFT-playaround: try this with a Legion or Proteus (armor tanked) [Tengu, New Setup 1] 3*Ballistic Control System II Co-Processor II
1MN Afterburner II Pith X-Type X-Large Shield Booster(twice oversized modul !!!!) Shield Boost Amplifier II 2*Adaptive Invulnerability Field II EM Ward Field II
5*Heavy Assault Missile Launcher II, Caldari Navy Scourge Heavy Assault Missile [empty high slot]
Medium Anti-EM Screen Reinforcer I Medium Processor Overclocking Unit I Medium Semiconductor Memory Cell I
Tengu Defensive - Adaptive Shielding Tengu Engineering - Capacitor Regeneration Matrix Tengu Electronics - Emergent Locus Analyzer Tengu Offensive - Accelerated Ejection Bay Tengu Propulsion - Fuel Catalyst
2021 defence !!!! 42 sec cap with all active 593 Firepower CPU and PG left !!!!
Dude, you may have successfully oversized your booster, but undersized your afterburner Wooooops :D. And I wondered why this Tengu is THAT slow with active AB ;).
But shouldn't change to much as it's still very easy to fit with 10mn AB. Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
Bienator II
madmen of the skies
1460
|
Posted - 2013.01.25 21:26:00 -
[895] - Quote
so.... what if we would be able to disable our shields to increase cap recharge rate. Could be a fun option to buff active armor tanks, esp those with few medium slots. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |
Alticus C Bear
University of Caille Gallente Federation
131
|
Posted - 2013.01.25 22:11:00 -
[896] - Quote
EFT Warrioring.
Medium Guns, Oversized repper, think this fits.
1383dps overheated tank for as long as the repper has paste.
617dps, 1520m/s
[Proteus, Large Repper] Damage Control II Large Ancillary Armor Repairer Imperial Navy Energized Adaptive Nano Membrane Imperial Navy Energized Adaptive Nano Membrane Drone Damage Amplifier II Drone Damage Amplifier II Imperial Navy Energized Adaptive Nano Membrane
Corelum C-Type 10MN Microwarpdrive Republic Fleet Warp Scrambler Dark Blood Medium Capacitor Booster, Navy Cap Booster 800
Dual 150mm Railgun II, Caldari Navy Antimatter Charge M Small Nosferatu II Dual 150mm Railgun II, Caldari Navy Antimatter Charge M Dual 150mm Railgun II, Caldari Navy Antimatter Charge M Small Nosferatu II Dual 150mm Railgun II, Caldari Navy Antimatter Charge M
Medium Ancillary Current Router II Medium Ancillary Current Router II Medium Anti-Explosive Pump II
Proteus Defensive - Nanobot Injector Proteus Electronics - Friction Extension Processor Proteus Engineering - Power Core Multiplier Proteus Offensive - Drone Synthesis Projector Proteus Propulsion - Localized Injectors
Hammerhead II x2 Hobgoblin II x1 Ogre II x2 Valkyrie II x5
Seriously though you may be better with MAAR and Dual or single MAR setup, the Grid change is a nice little boost for active armour tanking without fancy gimmicks. |
Vladimir Norkoff
Income Redistribution Service
84
|
Posted - 2013.01.25 22:12:00 -
[897] - Quote
Aglais wrote:You're using electron blasters. You are almost all tank, not much gank. No range, either. And the Moa is also not notable for being fast, at all.
How much DPS does this thing have? How much tank does it have when you run out of cap boosters? Basically if you're in something that can lay down DPS onto the Moa and make it USE those cap boosters and get it into a point where it will have to reload, you'll probably just completely destroy it. You can actually do a XLASB Moa with Ions, MWD, Invuln, Web & Scram if you use 2 ACR an Overclock and CoPro. Does 500dps with faction AM, reps 1/3 of it's shields every booster cycle, goes 1500m/s+, and is cap stable without the MWD running. Still the tank is actually inferior to the dual-LSE Neutron Moa (unless the XLASB survives a reload). But ASB does have the advantage of lower Sig Radius and superior tackle. So XLASB isn't THAT broken on ships with no booster bonus. But put one (or two!) on a Sleip with it's T2 Minnie resists and it starts getting silly. |
Mund Richard
296
|
Posted - 2013.01.25 22:12:00 -
[898] - Quote
Bienator II wrote:so.... what if we would be able to disable our shields to increase cap recharge rate. Could be a fun option to buff active armor tanks, esp those with few medium slots. A reverse Shield Power Relay? Sounds fun, but mainly for PvE, as I'm not sure what kind of PvP fit would need such a "mild" bonus over a cap booster (assuming you can fit one at all). Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Mund Richard
296
|
Posted - 2013.01.25 22:19:00 -
[899] - Quote
Vladimir Norkoff wrote:But put one (or two!) on a Sleip with it's T2 Minnie resists and it starts getting silly. Not that I don't agree with the sentence (I do, even the Cyclone had crazy fits before it had it's grid toned down a bit), but it's sounding similar to what some shield-tankers say about armor buffering being OP: Double-plated armorpumped EAMN+DCd Damnation with it's Amarr resist profile, amarr resist bonus, and hull health bonus made even more glaring with slaves and it's Armored Warfare links going over 500k EHP. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Naomi Anthar
No Tax So Relax.
1
|
Posted - 2013.01.25 22:22:00 -
[900] - Quote
" Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below."
MAKE IT RANK 1 . I'm not asking. It's straight forward demand. I'm one of new players. But i can already tell you there is enough to train. Making it rank 3 is pain for training. It's like we train skill that shield tanking people don't need at all. There is no need to for it be rank 3 , not at all. Fix. Thanks. |
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Little Dragon Khamez
Guardians of the Underworld
48
|
Posted - 2013.01.25 22:47:00 -
[901] - Quote
Perihelion Olenard wrote: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?
Nope not at all, on the grounds that other penalties apply, such as inertia/agility and as mentioned in my other posts acceleration. If you are dumb enough to stick 1600mm plates on a frig then good luck, it would be so heavy and so difficult to move or point at anything those 1600mm plates wont matter that much. If plates mass more than the ship then that genuinely is stupid enough to warrant a Darwin award for naturally self selecting.
I just think that acceleration/agility/inertia can be made just as powerful as penalties as PG with the right mechanic. |
Little Dragon Khamez
Guardians of the Underworld
48
|
Posted - 2013.01.25 22:53:00 -
[902] - Quote
Naomi Anthar wrote:" Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below."
MAKE IT RANK 1 . I'm not asking. It's straight forward demand. I'm one of new players. But i can already tell you there is enough to train. Making it rank 3 is pain for training. It's like we train skill that shield tanking people don't need at all. There is no need to for it be rank 3 , not at all. Fix. Thanks.
I've already suggested that this skill be dropped and that this ability of reducing armour mass be included in the hull upgrades skill, so I fully support your suggestion. Indeed why not just reduce the mass of armour across the board fro everyone, why do we even need a new skill?
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Freighdee Katt
Center for Advanced Studies Gallente Federation
109
|
Posted - 2013.01.25 23:02:00 -
[903] - Quote
Little Dragon Khamez wrote:I've already suggested that this skill be dropped and that this ability of reducing armour mass be included in the hull upgrades skill, so I fully support your suggestion. Indeed why not just reduce the mass of armour across the board fro everyone, why do we even need a new skill? Even better; add a really nice role bonus to the armor boats designated for the "attack" role that reduces the plate mass penalty by 50 to 80%. No useless SP bloatage needed, and it would add a hell of a lot more appeal to the BCs and cruisers slotted for this role that are expected to armor tank. It would also make far more sense than the widely reviled rep bonus on the Brutix. In fact, with some really well thought out actual BALANCING of armor role bonuses like this, they could forget all the odd-plate mass hocus pocus and skills entirely, and the whole thing would come out simpler and better. |
Vladimir Norkoff
Income Redistribution Service
84
|
Posted - 2013.01.25 23:08:00 -
[904] - Quote
Mund Richard wrote:Not that I don't agree with the sentence (I do, even the Cyclone had crazy fits before it had it's grid toned down a bit), but it's sounding similar to what some shield-tankers say about armor buffering being OP: Double-plated armorpumped EAMN+DCd Damnation with it's Amarr resist profile, amarr resist bonus, and hull health bonus made even more glaring with slaves and it's Armored Warfare links going over 500k EHP. True. But that Damnation isn't going to be zipping around the field at 1200m/s+, kicking out 600+ dps, all while burst tanking ridiculous amounts of damage. Damnation is gonna sit there like a brick doing shiite for damage. Armor buffer is fine. It has good PG and speed limitations which balance it decently. And to some extent, so shield buffer is fine too (though it could use some tweaks). But active armor is horrible (outside of niche cases like the Myrm - which is awesome). Hopefully Fozzie will be able to solve it all.
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Fon Revedhort
Monks of War Out of Sight.
960
|
Posted - 2013.01.25 23:39:00 -
[905] - Quote
Vladimir Norkoff wrote:Mund Richard wrote:Not that I don't agree with the sentence (I do, even the Cyclone had crazy fits before it had it's grid toned down a bit), but it's sounding similar to what some shield-tankers say about armor buffering being OP: Double-plated armorpumped EAMN+DCd Damnation with it's Amarr resist profile, amarr resist bonus, and hull health bonus made even more glaring with slaves and it's Armored Warfare links going over 500k EHP. True. But that Damnation isn't going to be zipping around the field at 1200m/s+, kicking out 600+ dps, all while burst tanking ridiculous amounts of damage. How do you know? After CS overhaul Damnation is likely to become an unnerfed, armour-tanking NH and that would really rock. At least that's what I pesonally expect. 14 |
Edward Pierce
GoonWaffe Goonswarm Federation
39
|
Posted - 2013.01.25 23:43:00 -
[906] - Quote
Naomi Anthar wrote:" Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below."
MAKE IT RANK 1 . I'm not asking. It's straight forward demand. I'm one of new players. But i can already tell you there is enough to train. Making it rank 3 is pain for training. It's like we train skill that shield tanking people don't need at all. There is no need to for it be rank 3 , not at all. Fix. Thanks. Shield tank requires (9 skills): 4x Compensation Skills at 2 Shield Upgrades at 2 Shield Operation at 1 Shield Management at 3 Shield Compensation at 2 Tactical Shield Manipulation at 4
Armor tank requires (6 skills): 4x Compensation Skills at 2 Hull Upgrades at 2 Repair Systems at 1
Even if you completely ignore the TSM skill for shield tanking, training into armor tanking does not have that many skill requirements. Not sure what you're complaining about here. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
503
|
Posted - 2013.01.25 23:50:00 -
[907] - Quote
Active armour tanking also requires you to get injectors, fortify your cap, increase your grid etc. .. but it is true that the basic skills to use the repairers and get rudimentary resist mods require less time to train than shield ditto you just won't be able to tank so much as a gnat without all the secondary support skills. |
Edward Pierce
GoonWaffe Goonswarm Federation
40
|
Posted - 2013.01.26 00:02:00 -
[908] - Quote
Veshta Yoshida wrote:Active armour tanking also requires you to get injectors, fortify your cap, increase your grid etc. .. but it is true that the basic skills to use the repairers and get rudimentary resist mods require less time to train than shield ditto you just won't be able to tank so much as a gnat without all the secondary support skills. Which applies for active shield tanking as well.
You can arguably do without the cap boosters by using an ASB, but keep in mind that shield tanking requires more active hardeners than sub-BS armor tanking, and is therefore more dependent on good cap skills just to keep your resists up.
More training is never a popular thing to implement, but let's not come up with fake reasons why it "shouldn't" be done. |
Paul Maken
The Rising Stars Initiative Mercenaries
11
|
Posted - 2013.01.26 00:11:00 -
[909] - Quote
Mund Richard wrote:Bienator II wrote:so.... what if we would be able to disable our shields to increase cap recharge rate. Could be a fun option to buff active armor tanks, esp those with few medium slots. A reverse Shield Power Relay? Sounds fun, but mainly for PvE, as I'm not sure what kind of PvP fit would need such a "mild" bonus over a cap booster (assuming you can fit one at all). You mean like a Capacitor Power Relay? |
S'totan
Impen Reloaded
31
|
Posted - 2013.01.26 00:36:00 -
[910] - Quote
Armor Reps:New: GÇó Reduce the Powergrid requirements of all Medium Armor Repair units by 20% GÇó Reduce the Powergrid requirements of all Large Armor Repair units by 10%
Love you Fozzie, thank you for listening to my plee!
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Bienator II
madmen of the skies
1460
|
Posted - 2013.01.26 03:01:00 -
[911] - Quote
Paul Maken wrote:Mund Richard wrote:Bienator II wrote:so.... what if we would be able to disable our shields to increase cap recharge rate. Could be a fun option to buff active armor tanks, esp those with few medium slots. A reverse Shield Power Relay? Sounds fun, but mainly for PvE, as I'm not sure what kind of PvP fit would need such a "mild" bonus over a cap booster (assuming you can fit one at all). You mean like a Capacitor Power Relay? i mean no shields, no recharge, nothing. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |
Naomi Anthar
No Tax So Relax.
2
|
Posted - 2013.01.26 03:12:00 -
[912] - Quote
Edward Pierce wrote:Naomi Anthar wrote:" Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below."
MAKE IT RANK 1 . I'm not asking. It's straight forward demand. I'm one of new players. But i can already tell you there is enough to train. Making it rank 3 is pain for training. It's like we train skill that shield tanking people don't need at all. There is no need to for it be rank 3 , not at all. Fix. Thanks. Shield tank requires (9 skills): 4x Compensation Skills at 2 Shield Upgrades at 2 Shield Operation at 1 Shield Management at 3 Shield Compensation at 2 Tactical Shield Manipulation at 4 Armor tank requires (6 skills): 4x Compensation Skills at 2 Hull Upgrades at 2 Repair Systems at 1 Even if you completely ignore the TSM skill for shield tanking, training into armor tanking does not have that many skill requirements. Not sure what you're complaining about here.
Yeah sure you need 4 shield compensation skills ... oh wait you don't need at all. Or come post some brilliant fits where you use passive shield hardeners.( how the hell Goonswarm hold any SOV with thier passive shield hardener fleets?) Grand total of 1 compensation skill may, but will not be used : EM one. That really drops number of skills you did mention. And to clarify new skill is coming in + you forgot Reactive Armor Hardener skill too. That is going to be 8 skills vs 5 shield (+4 Lolpensations for shield tanking). And last but not least even after all those changes shield tanking is still superior. So i know what i'm complaining about. For those 5 shield skills you get superior active and passive tanking compared to armor. Wait i'm dumb there is no thing like armor passive tanking it doesn't regenerate on it's own.
Shorter version of my post : Fixing imbalance between shield and armor tanking shouldn't punish armor tanking players even further by forcing them to waste more time into new HIGH RANK skills. |
Mund Richard
297
|
Posted - 2013.01.26 03:27:00 -
[913] - Quote
Edward Pierce wrote: Shield tank requires (9 skills): 4x Compensation Skills at 2 Shield Upgrades at 2 Shield Operation at 1 Shield Management at 3 Shield Compensation at 2 Tactical Shield Manipulation at 4
Armor tank requires (6 skills): 4x Compensation Skills at 2 Hull Upgrades at 2 Repair Systems at 1
Even if you completely ignore the TSM skill for shield tanking, training into armor tanking does not have that many skill requirements. Not sure what you're complaining about here.
Well... Shield can fairly well pass on the 4 compensation or only train it to III-IV, since it's not like it's mandatory for the EANM, and TSM is only needed at rank IV.
Armor also has Mechanics at 1 (for reppers) Armor rigging at 3 (or pass on armor rigs unless you enjoy being in falloff of your blasters) And flying a battleship, you might want to consider the Armor Resistance Phasing at 3 ...Which surprises me that I say so, but it's fairly good instead of a 3rd T2 EAMN if you have the cap spare (for example with 6 lows triple rep, instead of the DC, assuming you manage to go 1v1, goes a long way possibly).
Interestingly, Repair Systems and Resistance Phasing skills increases the cap consumption. Kinda funny. Specially since the second one does nothing once adapted, just drink cap faster. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Krell Kroenen
Miners In Possession
121
|
Posted - 2013.01.26 04:19:00 -
[914] - Quote
CCP Fozzie wrote:New update, we're planning at the moment to reduce the powergrid use on medium and large armor reps.
Mediums by 20% Larges by 10%
We were hoping to get these and all the other latest versions of the changes up on Sisi today, but we had an unrelated issue with our Sisi build system. ETA for Sisi is as soon as possible, sorry for the delay.
Good to see some true love for active armor tanking that doesn't focus on a gimic module. |
Eija-Riitta Veitonen
Unicorn Enterprise
36
|
Posted - 2013.01.26 05:24:00 -
[915] - Quote
What about Energized Regenerative Membranes, CCP Fozzie? They're atm on top of the least used modules list. |
Akturous
Immortalis Inc. Shadow Cartel
68
|
Posted - 2013.01.26 05:32:00 -
[916] - Quote
Good start, now increase the base repair amount by 10% and decrease cycle time and cap use by 10% on both MARS and LARS and let's test that. |
Vizvig
Savage Blizzard Bora Alis
72
|
Posted - 2013.01.26 05:46:00 -
[917] - Quote
If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it. |
NetheranE
The Cariest Of Bears
29
|
Posted - 2013.01.26 05:58:00 -
[918] - Quote
Edward Pierce wrote:Veshta Yoshida wrote:Active armour tanking also requires you to get injectors, fortify your cap, increase your grid etc. .. but it is true that the basic skills to use the repairers and get rudimentary resist mods require less time to train than shield ditto you just won't be able to tank so much as a gnat without all the secondary support skills. Which applies for active shield tanking as well. You can arguably do without the cap boosters by using an ASB, but keep in mind that shield tanking requires more active hardeners than sub-BS armor tanking, and is therefore more dependent on good cap skills just to keep your resists up. More training is never a popular thing to implement, but let's not come up with fake reasons why it "shouldn't" be done.
What you completely missed is that armor tankers are REQUIRED to train their compensation skills, so thats 4 rank3 skills that MUST be trained to be effective.
Shied tankers can literally forget those until they are +50mil SP and lose practically no effectiveness in their ships.
Shield: 9 Armor: 10 Multipliers? Strongly in favour of shield. GG. |
PavlikX
You are in da lock
44
|
Posted - 2013.01.26 05:59:00 -
[919] - Quote
2CCP Fozzie What about skill (Let say Plating upgrades) reducing PG demands of armor plates? Rank 3-4, 5% per level. I guess that it will be good idea (Especially because in reality i can not understand how peace of metal consumes energy )
|
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
394
|
Posted - 2013.01.26 06:07:00 -
[920] - Quote
Vizvig wrote:If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it.
The same way you do now, a few nuets.
|
|
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
394
|
Posted - 2013.01.26 06:14:00 -
[921] - Quote
Akturous wrote:Good start, now increase the base repair amount by 10% and decrease cycle time and cap use by 10% on both MARS and LARS and let's test that.
Far too large of a buff imo. Cap usage and faction/dead space progression should be the next step.
|
Vizvig
Savage Blizzard Bora Alis
72
|
Posted - 2013.01.26 06:20:00 -
[922] - Quote
Jerick Ludhowe wrote: The same way you do now, a few nuets.
May be bring few motherships (with neuts) is will be better?
That thing fears only 4+ neuts. |
Takeshi Yamato
Ministry of War Amarr Empire
623
|
Posted - 2013.01.26 08:47:00 -
[923] - Quote
If I wanted to realistically max out shield tanking, I would train the following
Shield Operation V Shield Upgrades V Shield Management V Tactical Shield Manipulation IV Shield Compensation V All compensation skills IV
Most people won't max out the shield compensation skills.
Total sp: 2.58 milion
Dedicated frigate pilots might train EM compensation to V, which brings the total to 3 milion. If you decide to max out the shield compensation skills (a highly questionable investment), the total raises to 4.27 milion
For armor on the other hand I want max compensation skills because they will affect nearly every ship I fly.
Repair Systems V Armor Upgrades V Armor Resistance Phasing IV Mechanics V All compensation skills V
Total sp: 3.21 milion
If you decide to max out Armor Resistance Phasing (a highly questionable investment) then the total sp raises to 3.81 milion.
Realistically armor tankers will already invest more sp because the compensation skills are actually important for them. Similarly, the new Armor Upgrades skill will affect every buffer tanked armor ship. In contrast, the shield compensation skills are highly situational.
Recommendation: the new Armor Upgrades skill should at most be a rank 1 skill, or its effect baked into the existing plates. |
Rick Rymes
Caldari Advanced Technology Corporation
50
|
Posted - 2013.01.26 09:14:00 -
[924] - Quote
The ARR and its stupid restrictions (cap use and 1 per ship limit) these can be solved by giving the ASB the same handicaps.
At least some advantage is gained from using nanite paste instead of cap boosters. |
Mag's
the united Negative Ten.
13823
|
Posted - 2013.01.26 11:22:00 -
[925] - Quote
Let's face it, the new skill is unwanted and completely unnecessary.
The only time I would consider that skill to be worth it in game terms, is if it was 50% at level 5 instead of 25%. As I very much doubt that's going to happen, please take it out completely.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Mag's
the united Negative Ten.
13823
|
Posted - 2013.01.26 11:28:00 -
[926] - Quote
Rick Rymes wrote:The ARR and its stupid restrictions (cap use and 1 per ship limit) these can be solved by giving the ASB the same handicaps.
At least some advantage is gained from using nanite paste instead of cap boosters. I don't care much about the neut immunity of the ASB. What I don't like is that we can only fit 1 AAR, whereas they can fit as many as they like. Let's face it, shield module balance is just as important to this as armour itself.
They should restricted both to the maximum of 2 per ship or even just 1. Boosted the amount the AAR gives to 3 * t1, then reduced large armour rep PG fitting by 20%. If that happened, we'd start to see some actual improvements and I'd be happier.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Rick Rymes
Caldari Advanced Technology Corporation
50
|
Posted - 2013.01.26 11:45:00 -
[927] - Quote
Mag's wrote: I don't care much about the neut immunity of the ASB. What I don't like is that we can only fit 1 AAR, whereas they can fit as many as they like. Let's face it, shield module balance is just as important to this as armour itself.
They should restricted both to the maximum of 2 per ship or even just 1. Boosted the amount the AAR gives to 3 * t1, then reduced large armour rep PG fitting by 20%. If that happened, we'd start to see some actual improvements and I'd be happier.
It is the main weakness, and they are pre-nerfing the ARR with the limit, a limit that has been recommended to the ASB multiple times yet they instead remover charge amount completely destroying single ASB fits.
Cap use would be nice just so that neuts are more useful, and so that the neut resistance on cap boosters are more useful. |
wallenbergaren
Garoun Investment Bank Gallente Federation
62
|
Posted - 2013.01.26 11:47:00 -
[928] - 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. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later.
The play the same role in the tracking formula and it should perhaps be revised. With enough webbing signature radius becomes completely irrelevant. Perhaps this is intentional but with strength bonused webs it means that even the largest guns in the game can hit the smallest ships in the game and it's becoming a problem. In my opinion signature radius should provide a minimum damage reduction against larger turrets, the same way missiles work. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
22
|
Posted - 2013.01.26 11:50:00 -
[929] - Quote
I dont understand why you so over overexcite about active tanking. Its small part of PvP\PvE in EvE and (for me) not so important as buffer armor tank and ship balance that occurs because of this. Gallent ships is worse for fleet PvP. Ammar ships better but coz of the design of armor tanking (all their ridiculous penalty and deficiency of low slots for smth esle instead of tanking to be effective).
Most useful ships in pvp matar and caldari.
CCP, tell me. Why i want to chose armor tank instead of shield tank? Shield better in all ways. |
Akturous
Immortalis Inc. Shadow Cartel
68
|
Posted - 2013.01.26 11:50:00 -
[930] - Quote
Vizvig wrote:If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it.
You cannot balance ships around the insane tank they get with maxed t3 bonuses. If people think the tanks too much (which it f u c king isn't, because everyone brings a blob when they see a classic active tanked ship) then bonuses need addressing (which they are being).
You know without bonuses, just a lowely set of low grade crystals and a DG large booster, a sleip only tanks 551 dps and it's not even cap stable tanking that. So a command ship with a faction booster can't even tank a drake, a god damn drake. If you use asb you can't sustain your tank long enough now with the nerf to booster volume.
|
|
Rick Rymes
Caldari Advanced Technology Corporation
50
|
Posted - 2013.01.26 11:55:00 -
[931] - Quote
wallenbergaren wrote: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. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later. The play the same role in the tracking formula and it should perhaps be revised. With enough webbing signature radius becomes completely irrelevant. Perhaps this is intentional but with strength bonused webs it means that even the largest guns in the game can hit the smallest ships in the game and it's becoming a problem. In my opinion signature radius should provide a minimum damage reduction against larger turrets, the same way missiles work.
If a target is moving at no speed it will be hit regardless to signature radius. Your problem is with the tracking equation and/or webifier mechanics.
Plus this is the armor tanking forum so this is a bit redundant.
And if sig radus was such a problem then CCP would be changing the rig penalty's to mass/speed. and the TP would be a useful EWAR.
With the exception of dreadnought blapping, its not that big of a deal |
Mag's
the united Negative Ten.
13823
|
Posted - 2013.01.26 12:03:00 -
[932] - Quote
Rick Rymes wrote:Mag's wrote: I don't care much about the neut immunity of the ASB. What I don't like is that we can only fit 1 AAR, whereas they can fit as many as they like. Let's face it, shield module balance is just as important to this as armour itself.
They should restricted both to the maximum of 2 per ship or even just 1. Boosted the amount the AAR gives to 3 * t1, then reduced large armour rep PG fitting by 20%. If that happened, we'd start to see some actual improvements and I'd be happier. It is the main weakness, and they are pre-nerfing the ARR with the limit, a limit that has been recommended to the ASB multiple times yet they instead remover charge amount completely destroying single ASB fits. Cap use would be nice just so that neuts are more useful, and so that the neut resistance on cap boosters are more useful. My point is more about flavour. We have the advantage that we use paste and could carry more. They have the advantage that they are immune to neuts, but are limited to how many boosters they carry. That's why I'm fine with the neut immunity.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Rick Rymes
Caldari Advanced Technology Corporation
50
|
Posted - 2013.01.26 12:14:00 -
[933] - Quote
Mag's wrote: My point is more about flavour. We have the advantage that we use paste and could carry more. They have the advantage that they are immune to neuts, but are limited to how many boosters they carry. That's why I'm fine with the neut immunity.
Using nanite paste is great and all and if lets say they limited ASB's to 1 per ship then im all for giving them neut immunity.
But to get comparable repping power (with greater sustain for armor, burst for shield) you need a cap booster, which also holds charges along with the nanites for the ARR, which is susceptible to cap warfare, just seems a little lopsided.
Of courses the best outcome is if there was no cap for the ARR either, which would do volumes for the punisher, since its reliant on cap and can run it rep independent of its guns.
You are right but the are more angles to this, why should shield have better speed/damage and cap immunity. |
Mag's
the united Negative Ten.
13823
|
Posted - 2013.01.26 12:44:00 -
[934] - Quote
Rick Rymes wrote:Mag's wrote: My point is more about flavour. We have the advantage that we use paste and could carry more. They have the advantage that they are immune to neuts, but are limited to how many boosters they carry. That's why I'm fine with the neut immunity.
Using nanite paste is great and all and if lets say they limited ASB's to 1 per ship then im all for giving them neut immunity. But to get comparable repping power (with greater sustain for armor, burst for shield) you need a cap booster, which also holds charges along with the nanites for the ARR, which is susceptible to cap warfare, just seems a little lopsided. Of courses the best outcome is if there was no cap for the ARR either, which would do volumes for the punisher, since its reliant on cap and can run it rep independent of its guns. You are right but the are more angles to this, why should shield have better speed/damage and cap immunity. Oh I agree, which is why I mentioned the restriction we have of only 1 AAR while the ASB can fit multiple units. If those restrictions were equal, neut immunity can stay as far as I'm concerned. As it stands now you are right, it is too lopsided.
This may be an armour tanking thread, but the fact that the ASB is so OP in comparison to the new AAR, needs to be addressed at the same time. Not necessarily changed now, simply stating it will change would be fine and show balance is going to be made.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Roime
Shiva Furnace
1868
|
Posted - 2013.01.26 12:48:00 -
[935] - Quote
tl,dr; no need to buff armor reppers any more.
Ok, personal reality check after a shitload of quality time with pyfa, especially on cruiser level. I'll be backpedaling most of my criticism. Looking at AAR fits in more detail, I find them very viable indeed.
- speed issue of active armor is fixed with this buff, which is big - downgrading to Ions does not mean that a blaster ship is doing insignificant dps, quite contrary - MAAR+MAR reps can be better adjusted according to incoming damage than single ASBs - MAAR+MAR reps are easier to fit than either dual LASB or single XLASB on cruisers - MAAR+MAR peak burst is significantly longer than dual LASB or single XLASB - MAAR+MAR reps a lot more than dual LASB, and a bit more than single XLASB during burst, and doesn't drop to 0 after that. - capacitor always lasts longer than ASB charges
This was for example Moa vs Vexor realistic fits, Moa has that magical 5% resist bonus, Vexor has no bonuses to reps.
So I'm starting to see the light with AAR and not buffing the repper stats at all- check out MAAR+MAR fits on cruisers if you still think that med repper amount needs buffing
[Vexor, MAAR+MAR=LOVE]
Medium Ancillary Armor Repairer I Medium Armor Repairer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Experimental 10MN Microwarpdrive I Medium Capacitor Booster II, Navy Cap Booster 400 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M
Medium Ancillary Current Router I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5 Warrior II x5 Hornet EC-300 x5 Hammerhead II x2 Warrior II x1
Needs PG implant. Clearly my future favourite cruiser. Obviously vulnerable to neuts and the tank requires a lot of attention to economy, but 888,9 p/s burst tank, 473 base dps (HHs+CNAM) and 2466m/s with full tackle has to have a weakness.
Or a single MAAR Thorax. Neutrons, full tackle, more EHP than 1600mm II plate fit. 2891 m/s top speed. Yeah, more than the revered XLASB, which can't even fit Neutrons and requires lolamounts of fitting acrobacy.
If these kinds of fits would be unneutable, forums would be nothing but NERF GALLENTE!!!111 in no time. Which we might see anyway tbh.
Also, check out MAARMARMaller with RAH against two damage types
I also find the buffer tank buff very well balanced, it doesn't turn heavily plated ships into interceptors, but creates a new style of "light armor buffer" which is very interesting. 800mm fits are comparable to LSE tank in EHP and mobility, slightly less damage but with no mid slots lost. Sweet balance.
MAAR+MAR Exiled Myrm with armor link in a small gang gets a mad amount of EHP from just the burst period. Brutix can probably live up to it's design, rushing to target while repping the damage it receives during the sprint. I'm looking forward to ending this theorycrafting and getting my hands on the ships :)
-á- All I really wanted was to build a castle among the stars - |
Rick Rymes
Caldari Advanced Technology Corporation
52
|
Posted - 2013.01.26 12:51:00 -
[936] - Quote
Mag's wrote: Oh I agree, which is why I mentioned the restriction we have of only 1 AAR while the ASB can fit multiple units. If those restrictions were equal, neut immunity can stay as far as I'm concerned. As it stands now you are right, it is too lopsided.
This may be an armour tanking thread, but the fact that the ASB is so OP in comparison to the new AAR, needs to be addressed at the same time. Not necessarily changed now, simply stating it will change would be fine and show balance is going to be made.
A small victory for civil posting :) |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
6
|
Posted - 2013.01.26 12:52:00 -
[937] - Quote
wallenbergaren wrote: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. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later. The play the same role in the tracking formula and it should perhaps be revised. With enough webbing signature radius becomes completely irrelevant. Perhaps this is intentional but with strength bonused webs it means that even the largest guns in the game can hit the smallest ships in the game and it's becoming a problem. In my opinion signature radius should provide a minimum damage reduction against larger turrets, the same way missiles work.
I'm of the opinion that webs are a little OP they should be treated like e-war and only really useful on bonused ships and that there is some sort of counter personally i would advocate the afterburner for this give it some resistance to web strength aswell as a buff to speed and mass reducement having the same mass a a mwd makes no sense considering how much weaker it is. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
505
|
Posted - 2013.01.26 12:54:00 -
[938] - 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++ |
Roime
Shiva Furnace
1868
|
Posted - 2013.01.26 12:54:00 -
[939] - Quote
Also brb, buying more Astartes.
-á- All I really wanted was to build a castle among the stars - |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
6
|
Posted - 2013.01.26 12:57:00 -
[940] - Quote
Also wondering if the warfare links and all armour rigs will actually affect the MAAR as they don't all work with ASB's last time i checked on eve hq |
|
Roime
Shiva Furnace
1870
|
Posted - 2013.01.26 13:03:00 -
[941] - Quote
I'd blame EVE HQ
It's really not the best fitting tool imho. Pyfa and EFT are the industry standards.
-á- All I really wanted was to build a castle among the stars - |
B'reanna
Sniggerdly Pandemic Legion
18
|
Posted - 2013.01.26 13:43:00 -
[942] - Quote
from something fozzie said earlier i think there trying to to get active armor reaping were its ok on some ships completely useless on some bult for passive tanking and rather good on bonused ships.
if his last post about grid reductions applys to all armor repers not just the aar then wit the news skill and mass reductions this should be viable. after messing with a few fits a lot of he amarr ships still lend themselves to passive tanking were the bonuses gal ships can have some impressive tanks and still do decent dmg or go full ****** and have stupidly good tanks and little dps. the asb is still a much better 1 mod tank than the aar . when looking at a cyclone and brutix cyclone with 1 asb and brutic with 1 aar the cyclone tanks harder untill it runs outa boosters but the aar lasts alot longer were the balance seems to break down is the fact that the cyclone can fit a second asb and the brutix has to fit a nomal rep.
But how to fix this? being able to fit more aars would frrancly be even more op than the multiple asbs so we dont wanna go that rout. (unless we do?) personally im in favor of giving the asb back its original stats before it was nerfed(or at lest the storage) then limiting it to one per ship. thus the asb still provides a better "burst" tank but the aar has a clear advantage in staying power, which it dosnt necessarily have vs dual asb fits. |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
6
|
Posted - 2013.01.26 13:59:00 -
[943] - Quote
@ CCP Fozzie how about increasing the base rep amount on all armour reps including the the AAR? |
Mariner6
Agony Unleashed Agony Empire
106
|
Posted - 2013.01.26 14:13:00 -
[944] - Quote
Roime wrote:tl,dr; no need to buff armor reppers any more. Ok, personal reality check after a shitload of quality time with pyfa, especially on cruiser level. I'll be backpedaling most of my criticism. Looking at AAR fits in more detail, I find them very viable indeed. - speed issue of active armor is fixed with this buff, which is big - downgrading to Ions does not mean that a blaster ship is doing insignificant dps, quite contrary - MAAR+MAR reps can be better adjusted according to incoming damage than single ASBs - MAAR+MAR reps are easier to fit than either dual LASB or single XLASB on cruisers - MAAR+MAR peak burst is significantly longer than dual LASB or single XLASB - MAAR+MAR reps a lot more than dual LASB, and a bit more than single XLASB during burst, and doesn't drop to 0 after that. - capacitor always lasts longer than ASB charges This was for example Moa vs Vexor realistic fits, Moa has that magical 5% resist bonus, Vexor has no bonuses to reps. So I'm starting to see the light with AAR and not buffing the repper stats at all- check out MAAR+MAR fits on cruisers if you still think that med repper amount needs buffing [Vexor, MAAR+MAR=LOVE] Medium Ancillary Armor Repairer I Medium Armor Repairer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Experimental 10MN Microwarpdrive I Medium Capacitor Booster II, Navy Cap Booster 400 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Medium Ancillary Current Router I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I Hammerhead II x5 Warrior II x5 Hornet EC-300 x5 Hammerhead II x2 Warrior II x1 Needs PG implant. Clearly my future favourite cruiser. Obviously vulnerable to neuts and the tank requires a lot of attention to economy, but 888,9 p/s burst tank, 473 base dps (HHs+CNAM) and 2466m/s with full tackle has to have a weakness. Or a single MAAR Thorax. Neutrons, full tackle, more EHP than 1600mm II plate fit. 2891 m/s top speed. Yeah, more than the revered XLASB, which can't even fit Neutrons and requires lolamounts of fitting acrobacy. If these kinds of fits would be unneutable, forums would be nothing but NERF GALLENTE!!!111 in no time. Which we might see anyway tbh. Also, check out MAARMARMaller with RAH against two damage types I also find the buffer tank buff very well balanced, it doesn't turn heavily plated ships into interceptors, but creates a new style of "light armor buffer" which is very interesting. 800mm fits are comparable to LSE tank in EHP and mobility, slightly less damage but with no mid slots lost. Sweet balance. MAAR+MAR Exiled Myrm with armor link in a small gang gets a mad amount of EHP from just the burst period. Brutix can probably live up to it's design, rushing to target while repping the damage it receives during the sprint. I'm looking forward to ending this theorycrafting and getting my hands on the ships :)
Good post.
1) I don't know about you but I'm a bit weary of always needing a fitting implant for many of the Gal fits. Makes them much less attractive for use in null with the frequent loss of clones. Thus I find that flying Minnie usually seems an easier choice as I can fit very optimal fits with no implants. I think this needs to be looked at across the board for Gal boats.
2) So by your math am I right to understand this one active rep Vexor could still not hold up to 2 other Vexors or stabbers or what ever? I think I'll stick with buffer then no? I mean normally you are dealing with many more ships than 1-2 enemy and this tank won't hold. Particularly with the easy availability of cheap logi now. Also, can't see why I would choose this fit over an ASB boat or an armor buffer precisely because of neuting. You can put the largest cap-less guns, and be tank unnuetable in shield boats and brawl with less fear of cap loss. I really can't remember too many fights I've had where there wasn't someone nueting. So I still don't see this module as that great. Perhaps if the reps were capless it might see more use. Also look at how many slots both mid and low have to be devoted to tank (including the cap booster) vice an ASB boat. Using your Vexor as an example it still leaves an explosive hole, allows no space for even a single damage mod and eats up a mid. Again the buffer Vexor I think really outshines this as you can still get great tank and have a low and a mid still free for other uses and explosive hole filled with one rig slot devoted to that resist if yo like.
3) Most of the shield ASB fits can use the largest guns and it needs to be the same with the Gal boats particularly for the already anemic range and inability to project damage with guns. They also need to make the PvP Armor repper, this AAR, capable of being the only low slot repper required. The need to have 2-3 active repping mods is ridiculous and also becomes more of a heat issue (3 overheating mods burn out quicker than 1). It absolutely needs to be 100% fuel fed vice cap. Otherwise, its still going to see only very niche use.
|
Shepard Book
Underground Stargate
134
|
Posted - 2013.01.26 14:25:00 -
[945] - Quote
The armor changes are looking good. The rig changes to velocity and the new skill to are going to mix things up for sure |
Nikuno
Atomic Heroes The G0dfathers
89
|
Posted - 2013.01.26 15:00:00 -
[946] - Quote
So, we're getting close to a module, with the AAR, that will be second rate to the ASB but it will have it's own distinctive features and some use (though I still believe it makes standard reps the choice only for the 2nd or 3rd rep, never the first). One of those, which is good from a cargo and lore point of view, is the use of nanite paste. This has the knock on effect of making a cycle of over-rep on the AAR more expensive than the ASB.
The AAR was limited to 8 cycles when this change was decided, yet wouldn't it make more sense to have it run for 9 cycles? The balancing between 7 and 9 cycles is based on cost within the ASB - more expensive boosters have smaller volumes but no other gaming difference. So since the nanite paste is even more expensive I'd think a 9 cycle default would be perfectly sensible form a lore and performance perspective.
Please. |
Apostrof Ahashion
Viziam Amarr Empire
89
|
Posted - 2013.01.26 15:40:00 -
[947] - Quote
I really hope this entire burst active tanking modules shenanigans will be dropped completely. Active tanking is all about how much ehp will it get you in the timeframe of the fight. And whats the point of the whole approach, gives more at the start and then slowly falls behind, just fit a plate then. These modules will be impossible to balance, and even if you do balance them you will get something you already have in the game, buffer+rep fits. And they are not that great except maybe a couple, for example punisher fits made to solo cruisers/bc.
The opinion that active shield tanking is better because it repairs faster is wrong. Its better because it repairs more. LSBII+SBAII will repair 20% more than 2xMARII. Getting those repairs a couple of seconds faster will rarely save you in some situation but the real big difference is simply more ehp in a fight. It will take LSBII+SBAII a minute to catch up in repair with LASB, in a ship that has unlimited cap so you can run them constantly, so in practice it is much more, the fight will be already over before that happens. And since you can fit two of them they are better in pve as well. They are not better because they are "burstier", they are better because they give you more ehp. The same deal is with proposed MAAR, MARII will never catch up with it even if you have unlimited cap and can run them for the whole reload time of MAAR.
Why not just buff repair of regular reps to bring them in line with shield booster and nerf ancillary shield booster fitting (to bring it in line with shield booster+capacitor booster fitting requiraments) and limit to one per ship, that would fix active tanking completely, will not break anything or give you huge balancing problems in the future.
Also this does not adress the problems of buffer thanking at all, and that is where the real problems are. Speed has much bigger impact in damage calculation that signature, not to mention other benefits it bring. The problem is that mandatory propulsion mods, rig penalties for armor/shield tanking, mass of plates and mwd sig bloom basically negate the penalty of shield tanking and amplify the negative effects of armor tanking. This needs fixing.
|
Sigras
Conglomo IMPERIAL LEGI0N
361
|
Posted - 2013.01.26 16:55:00 -
[948] - Quote
NetheranE wrote:Edward Pierce wrote:Veshta Yoshida wrote:Active armour tanking also requires you to get injectors, fortify your cap, increase your grid etc. .. but it is true that the basic skills to use the repairers and get rudimentary resist mods require less time to train than shield ditto you just won't be able to tank so much as a gnat without all the secondary support skills. Which applies for active shield tanking as well. You can arguably do without the cap boosters by using an ASB, but keep in mind that shield tanking requires more active hardeners than sub-BS armor tanking, and is therefore more dependent on good cap skills just to keep your resists up. More training is never a popular thing to implement, but let's not come up with fake reasons why it "shouldn't" be done. What you completely missed is that armor tankers are REQUIRED to train their compensation skills, so thats 4 rank3 skills that MUST be trained to be effective. Shied tankers can literally forget those until they are +50mil SP and lose practically no effectiveness in their ships. Shield: 9 Armor: 10 Multipliers? Strongly in favour of shield. GG. you guys all ignore the shield compensation skills?
my neut domi, curse, bhaalgorn, and new prophecy would all like a word with you . . . |
Pinky Denmark
The Cursed Navy
317
|
Posted - 2013.01.26 17:04:00 -
[949] - Quote
ASB fittings are stupid, but that's no excuse to want stupid fittings for armor tankers... Keep the issues seperated plz |
Alticus C Bear
University of Caille Gallente Federation
131
|
Posted - 2013.01.26 18:28:00 -
[950] - Quote
Roime wrote:tl,dr; no need to buff armor reppers any more. Ok, personal reality check after a shitload of quality time with pyfa, especially on cruiser level. I'll be backpedaling most of my criticism. Looking at AAR fits in more detail, I find them very viable indeed. - speed issue of active armor is fixed with this buff, which is big - downgrading to Ions does not mean that a blaster ship is doing insignificant dps, quite contrary - MAAR+MAR reps can be better adjusted according to incoming damage than single ASBs - MAAR+MAR reps are easier to fit than either dual LASB or single XLASB on cruisers - MAAR+MAR peak burst is significantly longer than dual LASB or single XLASB - MAAR+MAR reps a lot more than dual LASB, and a bit more than single XLASB during burst, and doesn't drop to 0 after that. - capacitor always lasts longer than ASB charges This was for example Moa vs Vexor realistic fits, Moa has that magical 5% resist bonus, Vexor has no bonuses to reps. So I'm starting to see the light with AAR and not buffing the repper stats at all- check out MAAR+MAR fits on cruisers if you still think that med repper amount needs buffing [Vexor, MAAR+MAR=LOVE] Medium Ancillary Armor Repairer I Medium Armor Repairer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Experimental 10MN Microwarpdrive I Medium Capacitor Booster II, Navy Cap Booster 400 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Medium Ancillary Current Router I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I Hammerhead II x5 Warrior II x5 Hornet EC-300 x5 Hammerhead II x2 Warrior II x1 Needs PG implant. Clearly my future favourite cruiser. Obviously vulnerable to neuts and the tank requires a lot of attention to economy, but 888,9 p/s burst tank, 473 base dps (HHs+CNAM) and 2466m/s with full tackle has to have a weakness. Or a single MAAR Thorax. Neutrons, full tackle, more EHP than 1600mm II plate fit. 2891 m/s top speed. Yeah, more than the revered XLASB, which can't even fit Neutrons and requires lolamounts of fitting acrobacy. If these kinds of fits would be unneutable, forums would be nothing but NERF GALLENTE!!!111 in no time. Which we might see anyway tbh. Also, check out MAARMARMaller with RAH against two damage types I also find the buffer tank buff very well balanced, it doesn't turn heavily plated ships into interceptors, but creates a new style of "light armor buffer" which is very interesting. 800mm fits are comparable to LSE tank in EHP and mobility, slightly less damage but with no mid slots lost. Sweet balance. MAAR+MAR Exiled Myrm with armor link in a small gang gets a mad amount of EHP from just the burst period. Brutix can probably live up to it's design, rushing to target while repping the damage it receives during the sprint. I'm looking forward to ending this theorycrafting and getting my hands on the ships :) Curious I don't get those kind of defence numbers more like 458dps tank and something like 50seconds of cap with microwarpdrive off. How did you work it out?
|
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Roime
Shiva Furnace
1875
|
Posted - 2013.01.26 20:53:00 -
[951] - Quote
Overheat everything, it's a cruiser fight!
-á- All I really wanted was to build a castle among the stars - |
Takeshi Yamato
Ministry of War Amarr Empire
626
|
Posted - 2013.01.26 21:03:00 -
[952] - Quote
Roime wrote: [Vexor, MAAR+MAR=LOVE]
Medium Ancillary Armor Repairer I Medium Armor Repairer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Experimental 10MN Microwarpdrive I Medium Capacitor Booster II, Navy Cap Booster 400 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M Heavy Ion Blaster II, Federation Navy Antimatter Charge M
Medium Ancillary Current Router I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5 Warrior II x5 Hornet EC-300 x5 Hammerhead II x2 Warrior II x1
Needs PG implant. Clearly my future favourite cruiser. Obviously vulnerable to neuts and the tank requires a lot of attention to economy, but 888,9 p/s burst tank, 473 base dps (HHs+CNAM) and 2466m/s with full tackle has to have a weakness.
I don't know how you're getting a burst tank of 888, I'm only getting 459 overheated. I'm guessing your number is with ganglinks? |
Alticus C Bear
University of Caille Gallente Federation
131
|
Posted - 2013.01.26 21:11:00 -
[953] - Quote
Roime wrote:Overheat everything, it's a cruiser fight!
459 overheated, this is with treating the MAAR as 2.25 times medium armor repairer I. MAR II as normal. |
Alexander Sinclair
Space Exploitation Inc Get Off My Lawn
0
|
Posted - 2013.01.26 22:35:00 -
[954] - Quote
Aren't all the upgrade skills Rank 2 except for Advanced Weapons Upgrade which is Rank 6, wouldn't this make Armor Upgrade a odd skill to have at Rank 3? |
Pohbis
Neo T.E.C.H.
262
|
Posted - 2013.01.26 22:57:00 -
[955] - Quote
Mund Richard wrote:Come to think of it, why not just remove small shield boosters from the game, rename mediums to smalls, larges to medium, and XL to large? Then people couldn't complain about how armor cannot oversize, while shield can double-so. I think they should, then maybe you'd start looking at the bigger picture.
Shields have more options for burst-tanking because, I don't know, try and compare HP numbers on plates and extenders?
|
Roime
Shiva Furnace
1877
|
Posted - 2013.01.26 23:37:00 -
[956] - Quote
Takeshi Yamato wrote: I don't know how you're getting a burst tank of 888, I'm only getting 459 overheated. I'm guessing your number is with ganglinks?
No links or drugs there but something seems to be borked in my pyfa, the numbers are off. Was too good to be true
-á- All I really wanted was to build a castle among the stars - |
Wu Phat
Exanimo Inc Unclaimed.
35
|
Posted - 2013.01.26 23:39:00 -
[957] - Quote
Would the ARB be much better if it did not use charges in the way ASB mechanic works. I fell the ARB should work like siege modes using cap and fuel (nanite repair paste). when ether resources are low the ARB shuts off. I would increase the nanite paste use amount for the ARB if a change did happen . |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
505
|
Posted - 2013.01.26 23:45:00 -
[958] - Quote
Roime wrote:[quote=Takeshi Yamato]...No links or drugs there but something seems to be borked in my pyfa, the numbers are off. Was too good to be true You said it yourself, its a cruiser fight!
Those 4-500 tanked is still 100% of the enemy dps absorbed into heat damage and cap drain while he is hopefully unable to say the same.
Fights where the winner isn't on fire with everything red-lined when the loser pops are ganks!
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Viribus
Love Squad Confederation of xXPIZZAXx
120
|
Posted - 2013.01.27 00:34:00 -
[959] - Quote
The brutix is still going to be awful after these changes |
Roime
Shiva Furnace
1877
|
Posted - 2013.01.27 00:53:00 -
[960] - Quote
Looks like pyfa gets confused from lots tabs and removing and adding links, it shows boosted numbers for new fits until restarted.
So it looks like ASBs are still vastly better. Lol.
-á- All I really wanted was to build a castle among the stars - |
|
Mund Richard
302
|
Posted - 2013.01.27 04:52:00 -
[961] - Quote
Roime wrote:So it looks like ASBs are still vastly better. Lol. Oh noes! Who would have guessed!
Joke aside, the AAR does have one fun advantage due to how armor repping works:
ASB-s never beat their T2 variant, and don't even come close to it once a reload is done, due to how short their timer is compared to the reload (21/36/45 against 60, they don't rep THAT much).
With Armor reppers, the cycle time gets vastly longer (36/72/90 sec vs the 60sec reload), thus at LAAR level, 2,25X*90+0*60 is more than 1,333*X*(90+60). By a miniscule amount, but it is more (202,5 vs 200, so 1,25% better) MAR is worse, but it comes pretty close to a T2, while needing no cap.
Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module...
It helps with cap for active tanking, at BS level you need to worry about one less, at Cruiser/BC level you trade severe cap issues for a lesser repping (assuming you live long enough for the T2 version catching up and overtaking MAR to be an issue).
Can I forsee it upsetting the field as L/XLASB has? No, it still doesn't make any sense for a normally shield-tanked ship to use ONE of this module.
It's a band-aid that makes people experiment with armor fits, specially with the active rig change penalty. And it does make double/tripple active repping viable with one cap booster (though not cap-stable, vulnerable to neuts and cap issues).
Compared to the introduction of ASBs underwhelming, compared to nothing happening? Preferable. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Fon Revedhort
Monks of War Out of Sight.
961
|
Posted - 2013.01.27 05:23:00 -
[962] - Quote
Mund Richard wrote: Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module...
Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw. 14 |
Vizvig
Savage Blizzard Bora Alis
72
|
Posted - 2013.01.27 11:46:00 -
[963] - Quote
Akturous wrote:Vizvig wrote:If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it. You cannot balance ships around the insane tank they get with maxed t3 bonuses. If people think the tanks too much (which it f u c king isn't, because everyone brings a blob when they see a classic active tanked ship) then bonuses need addressing (which they are being). You know without bonuses, just a lowely set of low grade crystals and a DG large booster, a sleip only tanks 551 dps and it's not even cap stable tanking that. So a command ship with a faction booster can't even tank a drake, a god damn drake. If you use asb you can't sustain your tank long enough now with the nerf to booster volume. You know bonuses will never get nerfed, it's time to fix insane tank via nerf base rep amount, and deliver more madness to eve balance.
Why everyone bringing blob to chew classic aktive tanked ship? But not bringing blob when see regular passive tank lyke vagabond.
Fon Revedhort wrote: Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw.
200? May be you mean 600? |
Nevyn Auscent
Broke Sauce
122
|
Posted - 2013.01.27 12:08:00 -
[964] - Quote
Vizvig wrote: You know bonuses will never get nerfed, it's time to fix insane tank via nerf base rep amount, and deliver more madness to eve balance.
Why everyone bringing blob to chew classic aktive tanked ship? But not bringing blob when see regular passive tank lyke vagabond.
You mean those bonuses of 5% per level which are being crashed right down to 2% most likely by the winter expansion? CCP have already announced those intentions, though I guess if you change to a command ship instead you are still at 3%. But boosts are getting cut either way. And possibly brought on grid this year. |
Roime
Shiva Furnace
1880
|
Posted - 2013.01.27 13:43:00 -
[965] - Quote
Alticus C Bear wrote: Curious I don't get those kind of defence numbers more like 458dps tank and something like 50seconds of cap with microwarpdrive off. How did you work it out?
Correct number is 476 hp/s and 2m30s cap, which is nearly 200 hp/s less than dual LASB on a Moa. While it lasts much longer, it's not even enough to tank it's own dps.
I withdraw my argument of med & large reppers not needing a rep amount buff and do my theorycrafting in a spreadsheet from now on.
-á- All I really wanted was to build a castle among the stars - |
elitatwo
Congregatio
62
|
Posted - 2013.01.27 13:48:00 -
[966] - Quote
Apostrof Ahashion wrote:I really hope this entire burst active tanking modules shenanigans will be dropped completely. Active tanking is all about how much ehp will it get you in the timeframe of the fight. And whats the point of the whole approach, gives more at the start and then slowly falls behind, just fit a plate then. These modules will be impossible to balance, and even if you do balance them you will get something you already have in the game, buffer+rep fits. And they are not that great except maybe a couple, for example punisher fits made to solo cruisers/bc.
The opinion that active shield tanking is better because it repairs faster is wrong. Its better because it repairs more. LSBII+SBAII will repair 20% more than 2xMARII. Getting those repairs a couple of seconds faster will rarely save you in some situation but the real big difference is simply more ehp in a fight. It will take LSBII+SBAII a minute to catch up in repair with LASB, in a ship that has unlimited cap so you can run them constantly, so in practice it is much more, the fight will be already over before that happens. And since you can fit two of them they are better in pve as well. They are not better because they are "burstier", they are better because they give you more ehp. The same deal is with proposed MAAR, MARII will never catch up with it even if you have unlimited cap and can run them for the whole reload time of MAAR.
Why not just buff repair of regular reps to bring them in line with shield booster and nerf ancillary shield booster fitting (to bring it in line with shield booster+capacitor booster fitting requiraments) and limit to one per ship, that would fix active tanking completely, will not break anything or give you huge balancing problems in the future.
Also this does not adress the problems of buffer thanking at all, and that is where the real problems are. Speed has much bigger impact in damage calculation that signature, not to mention other benefits it bring. The problem is that mandatory propulsion mods, rig penalties for armor/shield tanking, mass of plates and mwd sig bloom basically negate the penalty of shield tanking and amplify the negative effects of armor tanking. This needs fixing.
Pretty much!
I you are concerned out that armor reps could get out of hand why don't we put a buffed version of the medium and large armor repairers on SiSi and see how it goes? Think of it as a trial and error on balancing active armor reps.
My proposals on medium and large armor reps would be: - medium armor repairer -> decreased cycle time from 12 to 8 seconds -> capacitor usage decreased from 160 to 80 capcitor (you still need two reppers to make them work which is 2x as taxing as one shield booster)
- large amor repairer -> decreased cycle time from 15 to 10 seconds -> decreased capacitor usage from 400 to 300 capacitor
If those changes would get out of hand with active reps we should know soon enough and you should have enough time to tweak some values across the board. Feel free to discuss.
Fitting tools can tell you only so much and your eft/pyfa values may tell you amazing things that will most likely never occur once you are in space and have to manage the mods
|
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
394
|
Posted - 2013.01.27 13:58:00 -
[967] - Quote
Roime wrote:
I withdraw my argument of med & large reppers not needing a rep amount buff and do my theorycrafting in a spreadsheet from now on.
I'd say that a modest increase to rep amount (no more than 10%) as well as a small decrease in cap consumption should be in order. Combined with the reduction in grid of medium and large reppers this should be enough to make the modules competitive w/o making anything glaringly over powered.
|
Roime
Shiva Furnace
1883
|
Posted - 2013.01.27 16:52:00 -
[968] - Quote
Jerick Ludhowe wrote:Roime wrote:
I withdraw my argument of med & large reppers not needing a rep amount buff and do my theorycrafting in a spreadsheet from now on.
I'd say that a modest increase to rep amount (no more than 10%) as well as a small decrease in cap consumption should be in order. Combined with the reduction in grid of medium and large reppers this should be enough to make the modules competitive w/o making anything glaringly over powered.
I agree that just a little bit of more reps would be enough. Then if the oversizing-related problem of XLASBs is fixed (they aren't OP on battleships), we'd be looking at a very much improved situation.
-á- All I really wanted was to build a castle among the stars - |
Takeshi Yamato
Ministry of War Amarr Empire
628
|
Posted - 2013.01.27 17:32:00 -
[969] - Quote
Armor repairers are meant to be more sustainable, whereas shield bosters are meant to have a higher peak tank.
If we compare the cap efficiency though, a shield booster + boost amp combo has slightly better cap efficiency (2.26 vs 2) while also having slightly better tank.
The only thing that makes armor repairs sustainable are cap recharge mods, which don't apply in PvP except on capitals. It applies to PvE, but in PvE armor tanks could use a buff anyway.
So reduce capacitor cost of small, medium and large armor repairers. It's only fair, armor tankers are generally using weapons that cost capacitor. |
Aralieus
Shadowbane Syndicate
83
|
Posted - 2013.01.27 21:23:00 -
[970] - Quote
Looks like I might have a reason to train Thermodynamics to V now Oderint Dum Metuant |
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Mag's
the united Negative Ten.
13846
|
Posted - 2013.01.27 21:39:00 -
[971] - Quote
Aralieus wrote:Looks like I might have a reason to train Thermodynamics to V now Indeed. It will help with all th ASBs I'll be fitting, if these changes don't improve.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Arkenai Wyrnspire
Turalyon Plus
148
|
Posted - 2013.01.27 22:48:00 -
[972] - Quote
Eh. The AAR seems a little weak compared to the ASB. It doesn't tank more and it's cap reliant. Sure, it can run a little longer and it has an ability to run on after the nanite paste runs out, but repping 45 hp per cycle isn't very good. Also, thinking about frigates, by the time the AAR runs out of paste there isn't enough cap to rep much more. That kind of negates the advantage, surely?
It's a nice buff, but it doesn't seem sufficient. |
Mund Richard
303
|
Posted - 2013.01.28 00:45:00 -
[973] - Quote
Fon Revedhort wrote:Mund Richard wrote:Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module... Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw. Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey).
Though for a Phoon kiting, you need the cap booster just to run the MWD. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Vladimir Norkoff
Income Redistribution Service
87
|
Posted - 2013.01.28 00:53:00 -
[974] - Quote
Mund Richard wrote:Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey). Though for a Phoon kiting, you need the cap booster just to run the MWD. Errr..... the AAR still requires cap to run. It's not capless. Same cap requirements as a normal armor repper. Just reps more when loaded, and less when not.
|
Mund Richard
303
|
Posted - 2013.01.28 00:57:00 -
[975] - Quote
Vladimir Norkoff wrote:Mund Richard wrote:Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey). Though for a Phoon kiting, you need the cap booster just to run the MWD. Errr..... the AAR still requires cap to run. It's not capless. Same cap requirements as a normal armor repper. Just reps more when loaded, and less when not. :mazzive facepalm:
Doubt I failed reading comprehension so badly since I started playing.
oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Vladimir Norkoff
Income Redistribution Service
87
|
Posted - 2013.01.28 01:02:00 -
[976] - Quote
Mund Richard wrote::mazzive facepalm:
Doubt I failed reading comprehension so badly since I started playing.
oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? Eh, pretty easy mistake to make tbh. Wouldn't sweat it.
As for the point of it? Reps more for a brief period of time. *shrug*
Personally I kinda like the suggestion of just applying the AAR mechanics to all current armor reps and forget adding in a new mod. But w/e. Fozzie will come up with something.
|
Edward Pierce
GoonWaffe Goonswarm Federation
40
|
Posted - 2013.01.28 01:03:00 -
[977] - Quote
Mund Richard wrote:Vladimir Norkoff wrote:Mund Richard wrote:Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey). Though for a Phoon kiting, you need the cap booster just to run the MWD. Errr..... the AAR still requires cap to run. It's not capless. Same cap requirements as a normal armor repper. Just reps more when loaded, and less when not. :mazzive facepalm:Doubt I failed reading comprehension so badly since I started playing. oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? You can load it with paste and it reps almost 3x what a normal repper will, so you can get the 3x rep effect from just 2 reps.
This effectively frees up a low and reduces the cap usage to 2/3 of what it would be if you had a 3x rep setup. |
Mund Richard
303
|
Posted - 2013.01.28 01:12:00 -
[978] - Quote
Edward Pierce wrote:Mund Richard wrote:oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? You can load it with paste and it reps almost 3x what a normal repper will, so you can get the 3x rep effect from just 2 reps. This effectively frees up a low and reduces the cap usage to 2/3 of what it would be if you had a 3x rep setup. 1) It fits easier than a T2 repper 2) While loaded, it reps 2,25/1,333 = 1,6875 times better than a T2 repper. 3) LAR level over time it still keeps up with the T2. Falls behind on SAR by a lot, MAR it's falling behind a lot slower. Takes 60 seconds to reload.
So I guess... LAR : Because it's just as good as T2 even in the long run. SAR : Because if you're lucky, the fight will be over before the T2 would catch up. MAR : Still thinking on that one. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Debir Achen
The Red Circle Inc.
45
|
Posted - 2013.01.28 04:22:00 -
[979] - Quote
Perhaps part of the issue with the ASB is missiles vs guns and CPU vs PG?
Compare: HAM II: 113 PG, 50 CPU Heavy Neutron Blaster II: 187 PG, 33 CPU 425mm Autocannon II: 154 PG, 25 CPU
On a missile boat, like a drake or caracal, I find myself limited more by CPU than by PG. Hardeners are cheap on PG, but chew CPU. After Shield Upgrades, an LASB consumes similar PG to a LSE II, but with over double the CPU.
In contrast, I find that PG is often the limiting factor on gunships. Swapping from an armour to shield tank on a gunship moves the primary tank limit from PG to CPU. If said ship happens to be tight on PG but has spare CPU, this is an immediate and noticeable booster.
I realise that gunships usually have more PG / less CPU than missile boats, but gunship with shield tank does allow some finessing options between the fitting limits than armor-tanked gunships and shield-tanked missile ships don't have. Aren't Caldari supposed to have a large signature? |
Vayn Baxtor
Community for Justice Paradox Trust
22
|
Posted - 2013.01.28 05:20:00 -
[980] - Quote
Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm? Would give the small ships some more interests in fitting them for armor tank reasons. Just a bone that could be tossed.
Overall, "sounds good to me", regarding these general armor changes.
Wish we could see a lot more use of PI-products as secondary ammo like with Nanite Repair Paste here. |
|
Allandri
Liandri Industrial Liandri Covenant
26
|
Posted - 2013.01.28 06:58:00 -
[981] - Quote
Replacing the speed penalty with an acceleration/agility penalty comes across as common sense. |
Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
259
|
Posted - 2013.01.28 07:52:00 -
[982] - Quote
Vayn Baxtor wrote:Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm? Would give the small ships some more interests in fitting them for armor tank reasons. Just a bone that could be tossed.
Overall, "sounds good to me", regarding these general armor changes.
Wish we could see a lot more use of PI-products as secondary ammo like with Nanite Repair Paste here. Such as an 'Energized 400mm Nanofiber Armour Plate'? Interesting concept, maybe sacrifice some of the raw armour bonus for a small resist buff... Certainly more helpful in solo active fits and fleet ops with logo support.
I almost exclusively use shields, and I think this could be something that would help armour tanking out. Making your armour count for more.
If the bonus was small, like only a 5% or even 10%, I wouldn't even bother with stacking penalties either. MODULAR DRONES
MORE ORE SHIPS |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
504
|
Posted - 2013.01.28 09:20:00 -
[983] - Quote
Vizvig wrote:Akturous wrote:[quote=Vizvig]If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it. You cannot balance ships around the insane tank they get with maxed t3 bonuses. If people think the tanks too much (which it f u c king isn't, because everyone brings a blob when they see a classic active tanked ship) then bonuses need addressing (which they are being). You know without bonuses, just a lowely set of low grade crystals and a DG large booster, a sleip only tanks 551 dps and it's not even cap stable tanking that. So a command ship with a faction booster can't even tank a drake, a god damn drake. If you use asb you can't sustain your tank long enough now with the nerf to booster volume. You know bonuses will never get nerfed, it's time to fix insane tank via nerf base rep amount, and deliver more madness to eve balance.
Why everyone bringing blob to chew classic aktive tanked ship? But not bringing blob when see regular passive tank lyke vagabond.
You know a Nerf has already been announced right? Both in amount and bringing them on grid. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
77
|
Posted - 2013.01.28 09:42:00 -
[984] - Quote
Vayn Baxtor wrote:Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm? +1 for this, under-sized plates should have some additional advantages. Furthermore, we can see some interesting dual-tanked fits (I mean active+passive tanking, not what you thought, weirdos!)
|
Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
356
|
Posted - 2013.01.28 10:43:00 -
[985] - Quote
Little Dragon Khamez wrote:Perihelion Olenard wrote: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? Nope not at all, on the grounds that other penalties apply, such as inertia/agility and as mentioned in my other posts acceleration. If you are dumb enough to stick 1600mm plates on a frig then good luck, it would be so heavy and so difficult to move or point at anything those 1600mm plates wont matter that much. If plates mass more than the ship then that genuinely is stupid enough to warrant a Darwin award for naturally self selecting. I just think that acceleration/agility/inertia can be made just as powerful as penalties as PG with the right mechanic.
Can you foresee a frigate taking more time to align and warp then a freighter? Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
KatanTharkay
Blue Republic RvB - BLUE Republic
7
|
Posted - 2013.01.28 11:00:00 -
[986] - Quote
Vayn Baxtor wrote:Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm?
That's something worth considering for the 800mm, 200mm and 50mm plates.
|
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
509
|
Posted - 2013.01.28 11:45:00 -
[987] - Quote
More EHP, either through resists or stat bumps, are unnecessary. The Dps/EHP ratio for frigates-cruisers is right where it should be, if anything the EHP on 400 plates should be reduced as it is the most commonly used oversizing option for frigs/destroyers. That said, the 800 plate is rarely used as most cruisers and all BC+ use 1600's but buffing one and not the others makes little sense. Were plates to have an additional benefit then let it synergize with AAR through a slight cap reduction on active mods (plate used as temporary capacitor) or increased rep amount (plate mass used for constructing additional nano-bots).
The convoluted way would be to give the various plates (Steel, Tungsten etc.) separate and unique bonuses while equalizing the EHP benefit across the board .. would boost market value for almost all the plates not currently used (ie. all but Tungsten) and could pose some interesting decisions in the fitting screen.
Plates should in no way, shape or form be buffed "on their own" beyond what has already been proposed (lowered mass) as it will exasperate the 'buffer everything' problem making this whole exercise to improve active tanking a waste of energy. |
raawe
Imperial Shipment Amarr Empire
1
|
Posted - 2013.01.28 11:52:00 -
[988] - Quote
CCP Fozzie wrote:
Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
Armor repair amount will need to be buffed cuz it's already tight fit on most dual rep fits
CCP Fozzie wrote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Great, will make those slow amarr ships more viable in PVP
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 Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer
When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
Same cycle time and fittings as T1 reps
Smalls use 1 paste per cycle, mediums 5, larges 10. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads
Limited to one per ship
Fitting req same as T1 reps?
Btw do you plan to add some armor rigs that will affect modules like Armor Thermic Hardener? (cap usage, increased resists or something like that)
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
77
|
Posted - 2013.01.28 12:32:00 -
[989] - Quote
Veshta Yoshida wrote:That said, the 800 plate is rarely used as most cruisers and all BC+ use 1600's but buffing one and not the others makes little sense. Were plates to have an additional benefit then let it synergize with AAR through a slight cap reduction on active mods (plate used as temporary capacitor) or increased rep amount (plate mass used for constructing additional nano-bots). When one module (or ship) is under-used, it needs buffing - and it makes sense. It was done to frigates and cruisers and everyone's happy. Tier-cide of modules is just a question of time, and I dont see a reason why we cant start now.
I like the idea of increasing rep amount by installing plates, not just for ancillary one (which must die), but for all reps. |
Edward Olmops
Sirius Fleet
41
|
Posted - 2013.01.28 12:39:00 -
[990] - Quote
An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. |
|
Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
260
|
Posted - 2013.01.28 13:44:00 -
[991] - Quote
Edward Olmops wrote:An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
A module similar to the shield boost amp, but for armour could be helpful. At preset, a triple rep fit is totally dependant on cap boosters, normaly being forced to use at least 2 at a time. With a module that grants 30% - 35% more per rep, that triple rep fit, especially combined with an AAR, could be viable with only two repping modules and probably only one cap booster. This would be workable on more hulls. MODULAR DRONES
MORE ORE SHIPS |
Mag's
the united Negative Ten.
13850
|
Posted - 2013.01.28 14:11:00 -
[992] - Quote
Hakan MacTrew wrote:Edward Olmops wrote:An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs. A module similar to the shield boost amp, but for armour could be helpful. At preset, a triple rep fit is totally dependant on cap boosters, normaly being forced to use at least 2 at a time. With a module that grants 30% - 35% more per rep, that triple rep fit, especially combined with an AAR, could be viable with only two repping modules and probably only one cap booster. This would be workable on more hulls. Agreed. I'm not keen on this module being reliant upon overheat. That mechanic is clunky enough and I don't need more reasons to need use of it.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Edward Olmops
Sirius Fleet
41
|
Posted - 2013.01.28 14:26:00 -
[993] - Quote
Hakan MacTrew wrote: Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
In hindsight, I should have put this problem on top of my posting since this is what my proposal is about. A split button may technically solve it, but I don't think the UI needs more tiny buttons. Also, I would bet that the "split button" idea would be way more complicated for the developers than connecting the charges to overheating (that's why I proposed it). Currently there is 2 mechanisms that allows us to operate modules in different ways - and these are heat and charges (with scripts as a specialized version of charges that never get spent). The AAR will already be using charges and for balancing reasons, the reload time will be 1 min.
The AAR (as announced in OP) will have four modes of operation:
1) vanilla: no charges, no heat - base efficiency, runs forever if cap-stable 2) overheated: heat, but no charges - +30% efficiency, but the module will melt after a while 3) loaded: charges will be spent - +200% efficiency, runs only 8 cycles, 1 min reload 4) loaded & overheated - +260% efficiency, the real burst tank! (yeah, melts & runs out of charges, but we aren't cowards, are we?)
I will happily forget modes 2 & 3 if that allows me to instantly switch from 1 to 4. One minute reload totally ruins this.
P.S.: and give the thing Thermodynamics I as Prerequisite - then no one can complain about not being able to overheat it. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
113
|
Posted - 2013.01.28 15:24:00 -
[994] - Quote
Edward Olmops wrote:[quote=Hakan MacTrew] Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I suggested several pages ago they should just add another tab, 180 degrees opposite from the heat tab, that means "burn charges." Call it the "blue tab," as opposed to the current green tab. If the blue tab is lit, then the module consumes charges when it is activated. You can light it when the module is on or off, same as heat works now. You can also un-light it at any time, with or without turning the module on or off. Without knowing all the black magic behind the current UI, it appears that a second tab would be a simpler and more conventional update to the UI than "split buttons."
The blue tab would apply to any module that has charges which you can selectively use or not use; both the ASB and AAR fall into this category now, although anyone running an ASB will probably have the blue tab lit at all times, since you never want to run it empty anyway, due to the heinous cap use. With the AAR though, the blue tab is a must have feature in order for the "normal" mode to make any sense at all. Without this control, you can never run the module except in burst mode, which defeats the entire point of its design.
Another thing the AAR needs to do is run in 3/4 rep gimp mode while reloading; otherwise, again, the point of it always burning cap and having a "normal" mode is defeated. Since they want this to work in a "different" way than the ASB, it needs to actually work in a different way, and that way needs to make sense. If not, then it's just some sort of gimp armor ASB with all the downsides and none of the advantages. |
Nikuno
Atomic Heroes The G0dfathers
90
|
Posted - 2013.01.28 15:26:00 -
[995] - Quote
Edward Olmops wrote:Hakan MacTrew wrote: Using an AAR without using up its charges is actually a very valid point. Splitting the button in half, one side for charges, the other for without, should do the job. I'm not sure about forcing the tie in with heat though. It means that unless you have trained in the heat skill, this mod would be useless. It gets a healthty benefit from heat already, as you pointed out about ASBs.
In hindsight, I should have put this problem on top of my posting since this is what my proposal is about. A split button may technically solve it, but I don't think the UI needs more tiny buttons. Also, I would bet that the "split button" idea would be way more complicated for the developers than connecting the charges to overheating (that's why I proposed it). Currently there is 2 mechanisms that allows us to operate modules in different ways - and these are heat and charges (with scripts as a specialized version of charges that never get spent). The AAR will already be using charges and for balancing reasons, the reload time will be 1 min. The AAR (as announced in OP) will have four modes of operation: 1) vanilla: no charges, no heat - base efficiency, runs forever if cap-stable 2) overheated: heat, but no charges - +30% efficiency, but the module will melt after a while 3) loaded: charges will be spent - +200% efficiency, runs only 8 cycles, 1 min reload 4) loaded & overheated - +260% efficiency, the real burst tank! (yeah, melts & runs out of charges, but we aren't cowards, are we?) I will happily forget modes 2 & 3 if that allows me to instantly switch from 1 to 4. One minute reload totally ruins this. P.S.: and give the thing Thermodynamics I as Prerequisite - then no one can complain about not being able to overheat it.
Split buttons are unlikely as it'd be a new function added solely for this module, but a script might be more realistic.
|
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
516
|
Posted - 2013.01.28 15:39:00 -
[996] - 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++ |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
396
|
Posted - 2013.01.28 15:45:00 -
[997] - Quote
Nikuno wrote:
Split buttons are unlikely as it'd be a new function added solely for this module, but a script might be more realistic.
CCP does not even know how to add a timer to their module UI, I highly doubt the suggested script will ever come to fruition.
|
Mike Voidstar
Voidstar Free Flight Foundation
64
|
Posted - 2013.01.28 15:54:00 -
[998] - Quote
The easiest solution is just not to make it a repairer in its own right, but a repair amplifier, perhaps an "Ancillary Nano Pump". When active it cuts the cap use of the repaired to a fraction of normal, and increases the speed and repair amount by enough to achieve the desired burst tanking effect. Divorcing the paste from the reps allows you to set the consumption rate to the desired time frame, allows the use of the rep at its full normal value without having to worry about extra fiddly buttons that don't exist yet, and allows the benefit to scale with whatever repairer you are using from t1 to officer mods.
|
Zyella Stormborn
Green Seekers
621
|
Posted - 2013.01.28 16:07:00 -
[999] - Quote
Takeshi Yamato wrote:Armor repairers are meant to be more sustainable, whereas shield bosters are meant to have a stronger peak tank.
If we compare the cap efficiency though, a T2 shield booster + boost amp combo has 13% higher cap efficiency compared to double reps of the equivalent size, while also having a 14.75% stronger tank.
The only thing that makes armor repairs "more sustainable" are cap recharge mods, which don't apply in PvP except on capitals.
The capacitor usage of of small, medium and large armor repairers should be reduced. That will give active armor tanking in PvP the edge in sustainability it is supposed to have. Active armor tanks in PvE could use the buff as well, since they are clearly less popular than shield tanks.
I agree with this There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly |
Gitanmaxx
Viziam Amarr Empire
80
|
Posted - 2013.01.28 16:10:00 -
[1000] - Quote
fozzie, if you fix armor tanking I will let you sleep with my girlfriend.
Please just make sure that after the changes amarr ships still have the PG to fit a tank and guns. The cruiser line finally is able to not have to fit undersized guns so a double check that the change to rigs won't restrict them back to using undersized guns is all I ask. |
|
Irya Boone
The Scope
161
|
Posted - 2013.01.28 16:27:00 -
[1001] - Quote
And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Improve C2 class WH More anos more signs ...RENAME null sec system With the name Of REAL Universe Stellar Name like KOI-730 etc etc It xill be awesome-á |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
22
|
Posted - 2013.01.28 17:08:00 -
[1002] - Quote
Irya Boone wrote:And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Agree. Its ridiculous to add new skill if you just can reduce mass of 1600 by 25% and mass of other plates by 45%. Btw i talk much with my FC about "let's use 800mm plates on HAC, they would faster!" And know what? It not an option. You need 2 800mm plates for getting similar EHP. And it doesn't cost that. You get few m\s amd lose tonn EHP for HAC. 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? |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
397
|
Posted - 2013.01.28 17:33:00 -
[1003] - Quote
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...
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
22
|
Posted - 2013.01.28 18:28:00 -
[1004] - 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 2 LSE, i invul, EM rig and 2 core ext rigs - and you have pretty nice shield pool with not bad resists. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
517
|
Posted - 2013.01.28 19:07:00 -
[1005] - 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++ |
Luc Chastot
Moira. Villore Accords
190
|
Posted - 2013.01.28 22:08:00 -
[1006] - Quote
CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option. Make it idiot-proof and someone will make a better idiot. |
Weasel Leblanc
Center for Advanced Studies Gallente Federation
11
|
Posted - 2013.01.29 06:11:00 -
[1007] - Quote
Luc Chastot wrote:CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option. As long as we're on the subject of Armor Modules That Don't Get Used, is there any way we can get non-energized resist plates to have more of a reason to be fit than "I ran out of CPU"? Not a buff to the resists themselves - that would just be trading one "Outright Better Than" for another - but some other benefit. Maybe a small percent HP bonus or an improvement to repper efficiency or something. |
Akturous
Immortalis Inc. Shadow Cartel
69
|
Posted - 2013.01.29 06:24:00 -
[1008] - Quote
Idea, I think no one would object to:
Turn the Energized Regenerative Membrane mod (called armour layering membrane now) into one that's equivalent to a shield boost amp. Since everyone who did previously use that mod (aeon, avatar, maybe archon) now uses the reactive armour hardener, this would simultaneously make a **** mod useful and buff all active armour tanking. Oh and change it's name back to regen, since that would fit with the rep amp theme.
Thoughts? |
Vladimir Norkoff
Income Redistribution Service
90
|
Posted - 2013.01.29 06:26:00 -
[1009] - Quote
Weasel Leblanc wrote:...is there any way we can get non-energized resist plates to have.... an improvement to repper efficiency .... That would actually be an interesting bonus to put on modules.
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
80
|
Posted - 2013.01.29 07:46:00 -
[1010] - Quote
Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread:
CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it.
|
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Hun Jakuza
Underworld Protection Agency Fatal Ascension
8
|
Posted - 2013.01.29 08:30:00 -
[1011] - Quote
Captain Semper wrote:Irya Boone wrote:And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Agree. Its ridiculous to add new skill if you just can reduce mass of 1600 by 25% and mass of other plates by 45%. Btw i talk much with my FC about "let's use 800mm plates on HAC, they would faster!" And know what? It not an option. You need 2 800mm plates for getting similar EHP. And it doesn't cost that. You get few m\s amd lose tonn EHP for HAC. 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?
+1 |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
508
|
Posted - 2013.01.29 09:10:00 -
[1012] - Quote
Captain Semper wrote:Irya Boone wrote:And no more skill to train to balance something obvious. make the changes affected By current skills in Game because it's unfair to be at the same level than shield tanking we have to learn more ?
Agree. Its ridiculous to add new skill if you just can reduce mass of 1600 by 25% and mass of other plates by 45%. Btw i talk much with my FC about "let's use 800mm plates on HAC, they would faster!" And know what? It not an option. You need 2 800mm plates for getting similar EHP. And it doesn't cost that. You get few m\s amd lose tonn EHP for HAC. 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?
Because having 2 ewar mids is totally overrated and all that..
Badness. |
Roime
Shiva Furnace
1895
|
Posted - 2013.01.29 09:50:00 -
[1013] - Quote
Captain Semper wrote: Well 2 LSE, i invul, EM rig and 2 core ext rigs - and you have pretty nice shield pool with not bad resists.
Cool if that works for you, I personally wouldn't even let that in the fleet because you don't have any kind of tackle, can't fit Neutrons and it has the sig of a battleruiser.
800mm Rax looks awesome after the mass reductions.
-á- All I really wanted was to build a castle among the stars - |
evXetwvi
FSPalm
1
|
Posted - 2013.01.29 09:59:00 -
[1014] - Quote
Well, if armortank vs shieldtank giving so many troubles, make armor modules for medium slots, and with some tweaks of pg/cpu, +- medium and low solts, it will eliminate that problem once and forever. What you think? Its just a ideia. |
Weasel Leblanc
Center for Advanced Studies Gallente Federation
11
|
Posted - 2013.01.29 10:18:00 -
[1015] - Quote
Sinzor Aumer wrote:Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread: CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. ...He says that, and yet the ASB is a thing. |
Lebaneur
Tribal Core Defiant Legacy
11
|
Posted - 2013.01.29 10:37:00 -
[1016] - Quote
As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
|
Roime
Shiva Furnace
1895
|
Posted - 2013.01.29 10:55:00 -
[1017] - Quote
Fozzie,
could you fix the error in the Armor Resistance Phasing skill as well? Currently lvl V skill causes you to consume more cap than lower levels (10% cycle time reduction, 5% cap usage). It should be 10% both.
-á- All I really wanted was to build a castle among the stars - |
Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
264
|
Posted - 2013.01.29 11:05:00 -
[1018] - Quote
Lebaneur wrote:As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
The news bulletin on the character screen says 31st is mass test day. That's when is my guess. MODULAR DRONES
MORE ORE SHIPS |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
399
|
Posted - 2013.01.29 12:57:00 -
[1019] - Quote
Lebaneur wrote:As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
As far as I can tell the power grid changes to medium and large armor reppers have gone through however the pen change on active armor rigs is still speed instead of grid pen. This seems a bit counter productive to me...
|
Mund Richard
304
|
Posted - 2013.01.29 13:08:00 -
[1020] - Quote
Mike Voidstar wrote:The easiest solution is just not to make it a repairer in its own right, but a repair amplifier, perhaps an "Ancillary Nano Pump". When active it cuts the cap use of the repaired to a fraction of normal, and increases the speed and repair amount by enough to achieve the desired burst tanking effect. Divorcing the paste from the reps allows you to set the consumption rate to the desired time frame, allows the use of the rep at its full normal value without having to worry about extra fiddly buttons that don't exist yet, and allows the benefit to scale with whatever repairer you are using from t1 to officer mods So basically, a shield boost amplifier, that is an active module, consumes charges, and messes with multiple stats of the repair modules?
How good would it have to be, to fit in one of the 6 lows of the Hyperion? How good would it have to be, for the pilot of the Hyper feel it justified for that long minute when he has only 5 lows having any effect? Plus it would have to be non-OP on several repper fits, nor too bad on single rep ones. I think this is where the problem really is. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
|
Freighdee Katt
Center for Advanced Studies Gallente Federation
113
|
Posted - 2013.01.29 13:12:00 -
[1021] - Quote
Weasel Leblanc wrote:Sinzor Aumer wrote:Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread: CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. ...He says that, and yet the ASB is a thing. Yeah, I love how they saw the light on neut-immunity, oversized fits, and multiple OP modules per hull only AFTER they put the ASB in, and now have no plans to change it. Oh, but they "learned their lesson" there, and now they "won't make the same mistakes again" with the AAR. So apparently the answer to every wrong turn they made with shield tanking in the last round is to pre-nerf everything they do to armor in this round, just to "balance it all out." |
Fon Revedhort
Monks of War Out of Sight.
963
|
Posted - 2013.01.29 13:17:00 -
[1022] - Quote
Weasel Leblanc wrote:Sinzor Aumer wrote:Looks like we're not getting any extra bonuses on existing mudules, reposting from the other thread: CCP Greyscale wrote:We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. ...He says that, and yet the ASB is a thing. Well, given that it is the same dude who buffed 1600mm plates right at the middle of these 'we need to make active tanking more viable' talks... v0v 14 |
TravelBuoy
Imperial Academy Amarr Empire
67
|
Posted - 2013.01.29 15:16:00 -
[1023] - Quote
Roime wrote:Captain Semper wrote: Well 2 LSE, i invul, EM rig and 2 core ext rigs - and you have pretty nice shield pool with not bad resists.
Cool if that works for you, I personally wouldn't even let that in the fleet because you don't have any kind of tackle, can't fit Neutrons and it has the sig of a battleruiser. 800mm Rax looks awesome after the mass reductions.
For a noob looks awesome
|
Lebaneur
Tribal Core Defiant Legacy
11
|
Posted - 2013.01.29 16:41:00 -
[1024] - Quote
Jerick Ludhowe wrote:Lebaneur wrote:As far as I could tell nothing to test yet on Sisi after todays patch... No new mods, skills or changes apparent. Any ETA on geting these into testing?
As far as I can tell the power grid changes to medium and large armor reppers have gone through however the pen change on active armor rigs is still speed instead of grid pen. This seems a bit counter productive to me...
At least the skill and changes to the rigs was updated on the second patch today. No new mods yet. |
Dredastttarm
Liberalitatibus
2
|
Posted - 2013.01.29 16:53:00 -
[1025] - Quote
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... |
Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.29 17:48:00 -
[1026] - 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. |
Mag's
the united Negative Ten.
13866
|
Posted - 2013.01.29 18:18:00 -
[1027] - Quote
Perihelion Olenard wrote:Dredastttarm wrote:Just me or are these ancillary armor reps going to cost a ton to keep online? its going to cost 100k isk for 1 rep cycle of the medium rep and 200k for the large one, this is outrageous, ccp needs to stop being lazy and make a new ammo type for the ancillary armor reps... Or they could just change nanite paste blueprint to make 100 per run so the price goes down to something reasonable... Otherwise this armor rep will cost ridiculous amount of isk to keep running... People kept asking for it, now we have to suffer the consequences of it. At least it doesn't take up much space. It's not cost that worries me about this module, it's their lack lustre performance.
I only hope changes will be made to improve things. But I do believe they intend on changes regarding PI and this could lower the cost of paste.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |
Aralieus
Shadowbane Syndicate
83
|
Posted - 2013.01.29 18:35:00 -
[1028] - Quote
Luc Chastot wrote:CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option.
+1
I found a use for them on a Legion but that's just 1 ship out of hundreds
Oderint Dum Metuant |
|
CCP Fozzie
C C P C C P Alliance
3781
|
Posted - 2013.01.29 18:56:00 -
[1029] - Quote
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.
Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 20:33:00 -
[1030] - Quote
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.
hmm droping them in a can outside of the station?
lmao that will end well i am sure of it...
At the end of the game both the pawn and the Queen go in the same box. |
|
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 20:35:00 -
[1031] - 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...
too expensive eh?
and whats the cost of loosing the ship vrs the 3 million in paste? At the end of the game both the pawn and the Queen go in the same box. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 20:44:00 -
[1032] - Quote
Luc Chastot wrote:CCP Fozzie, now that you're at it (fixing armor tanking), is there something you could do with Layered Platings? They are so terribly bad, that not even fail-fitters use them.
The only things I can think of that could find them useful are caps, but even then, EANMs could prove to be a better option.
i still say a skill bonus to these mods would be awesome... be it a ship skill or a separate one would be sick...
infact i would have prefered CCP made these mods better witha new skll then reducing mass for plates as a new skill...
At the end of the game both the pawn and the Queen go in the same box. |
Wivabel
Exanimo Inc Unclaimed.
104
|
Posted - 2013.01.29 20:50:00 -
[1033] - Quote
to bad CCP didnt use one of the underused PI products for fuel but ehh.
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.
The fitting changes however made a huge difference active fits will be much easier to fit. Bigger guns better range etc etc etc To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
JamesCLK
286
|
Posted - 2013.01.29 20:51:00 -
[1034] - Quote
Confirming making your own nanite paste is free! Malcanis, Marc Scaurus,-áMynnna and Ripard Teg for CSM 8! |
fukier
RISE of LEGION
767
|
Posted - 2013.01.29 21:00:00 -
[1035] - Quote
Wivabel wrote: to bad CCP didnt use one of the underused PI products for fuel but ehh.
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.
The fitting changes however made a huge difference active fits will be much easier to fit. Bigger guns better range etc etc etc
i am curious how it will look on a buffer fit domi...
i used to fit buffer fit domi with sentry and nuets...
i would probs use the laar without paste and only put some in if i needed the extra boost to kill the target...
or you can always go duel armor reps but have one as an aar... and burst it if needed At the end of the game both the pawn and the Queen go in the same box. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
521
|
Posted - 2013.01.29 21:06:00 -
[1036] - 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++ |
Aralieus
Shadowbane Syndicate
83
|
Posted - 2013.01.29 22:47:00 -
[1037] - Quote
CCP Fozzie wrote: I dropped some cans and wrecks outside the station
Reported for spamming cans Oderint Dum Metuant |
Altrue
Exploration Frontier inc
312
|
Posted - 2013.01.29 23:15:00 -
[1038] - Quote
Problem : So, one small AAR needs 1 nanite to run one cycle. One ASB needs 1 cap booster 50 for this very same cycle.
Taking in consideration that a ASB cycle is roughly 2.5 times short than an AAR, let's compare things :
One ASB needs then 2m3 per cycle, while an AAR needs 0.01m3 per cycle. Increase the gap by 2.5 and you have the possibility for an AAR to run 500 times longer than an ASB before emptying one's cargohold.
Hmm.. Seriously ?
Solution : A new item, nanite pack booster small, medium, large.
For the same rep size, one charge has the same volume than it's shield counterpart. Still keeping in mind that cycles are 2.5 times longer, it should be already enough. G££ <= Me |
mental maverick
Percussive Diplomacy Samurai Pizza Cats
37
|
Posted - 2013.01.29 23:43:00 -
[1039] - Quote
So I did some testing with the Ancillary Armor Repairer on the test server tonight and my first impression is that it is pretty awesome.
Previously i've mainly flown dual rep setups whenever I have gone for an armor tank, pretty much tried craming 2 reppers on every hull imaginable, but for the AARs I figured the plate/rep setup would be the best so thats what i've tested tonight. Used no implants or links and I have no EFT numbers or anything, this was just flying around pvping and getting the feel of it.
I tested mainly with a BS buffer/repper setup since I figured that kind of hybrid tank would be the one benefitting most from the AAR. Without implants or links I still felt it performed better then I expected, and this was on a Tempest and a Mega which neither have any kind of armor bonus. With just 1 cap booster, thus freeing up a mid slot, I still felt I had plenty of cap to spare for repositioning, semi kiting, smartbombing drones, neuting while at the same time running my repper, a luxury I usually dont have when running dual reps.
One thing I noticed a lot of times though is when I get 1 target tackled and I know he has friends incoming, I want to run my repper so he doesn't whittle away my buffer before his friends arrive but if I do that I use my "Nanite boost" before I really need it. So it's either having a low buffer when the gang lands but still have my "Nanite boost" available or have a topped up buffer but only maybe half of my Nanites left.
Would it make the AARs totally overpowered if we had the ability to turn the "Nanite boost" on and off in order to save it for when it's needed?
PS. sry about the "nanite boost" thingy, didn't know wtf to call it |
Mariticide
IronPig Sev3rance
6
|
Posted - 2013.01.30 00:37:00 -
[1040] - Quote
Altrue wrote:Problem : So, one small AAR needs 1 nanite to run one cycle. One ASB needs 1 cap booster 50 for this very same cycle.
Taking in consideration that a ASB cycle is roughly 2.5 times short than an AAR, let's compare things :
One ASB needs then 2m3 per cycle, while an AAR needs 0.01m3 per cycle. Increase the gap by 2.5 and you have the possibility for an AAR to run 500 times longer than an ASB before emptying one's cargohold.
Hmm.. Seriously ?
Solution : A new item, nanite pack booster small, medium, large.
For the same rep size, one charge has the same volume than it's shield counterpart. Still keeping in mind that cycles are 2.5 times longer, it should be already enough.
What we gain in cargohold we lose in the ISK equation. Nanites are much more expensive than cap boosters, even navy ones. In addition, while the modules are similar, there needs to be some difference in the two tanking methods. An armour tanker with an AAR must also have cargohold free to use standard cap boosters to run not only the AAR, but other modules. Since the ASB doesn't use cap at all, this is a lesser concern to shield tankers. AAR users must manage cap being used by the AAR module (which is significant) and also run prop, ewar, guns, et. al. |
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fukier
RISE of LEGION
767
|
Posted - 2013.01.30 01:09:00 -
[1041] - Quote
dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level At the end of the game both the pawn and the Queen go in the same box. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
513
|
Posted - 2013.01.30 01:10:00 -
[1042] - Quote
Mariticide wrote:..What we gain in cargohold we lose in the ISK equation... We can win that ISK equation if we can convince the powers that be to either make the AAR impervious to heat damage when burning nanites (makes sense) or tweak the PI processes to cut costs somewhat .. personally partial to the former option as it does not make heating something one does no matter what as in-space repairs will be cheap as hell.
At any rate. Armour tanking has always been 'hard mode', we elite few are perfectly happy with the prospect of paying for the privilege of getting to pwn face.
|
Seleucus Ontuas
Justified Chaos
12
|
Posted - 2013.01.30 01:22:00 -
[1043] - Quote
fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level
That's how it is on Tranquility. They changed it a while ago. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.30 01:24:00 -
[1044] - Quote
Seleucus Ontuas wrote:fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level That's how it is on Tranquility. They changed it a while ago.
oh opps... so why are people complain that the mod takes up too much cap then?
just got the skill so ... At the end of the game both the pawn and the Queen go in the same box. |
Mariticide
IronPig Sev3rance
6
|
Posted - 2013.01.30 01:31:00 -
[1045] - Quote
fukier wrote:Seleucus Ontuas wrote:fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level That's how it is on Tranquility. They changed it a while ago. oh opps... so why are people complain that the mod takes up too much cap then? just got the skill so ...
50% faster cycle @ 25% less cap means more cap use the higher you train the skill at the advantage of it adapting faster. |
fukier
RISE of LEGION
767
|
Posted - 2013.01.30 01:45:00 -
[1046] - Quote
Mariticide wrote:fukier wrote:Seleucus Ontuas wrote:fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level That's how it is on Tranquility. They changed it a while ago. oh opps... so why are people complain that the mod takes up too much cap then? just got the skill so ... 50% faster cycle @ 25% less cap means more cap use the higher you train the skill at the advantage of it adapting faster.
that seems fair since the mod does not stack right?
At the end of the game both the pawn and the Queen go in the same box. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
400
|
Posted - 2013.01.30 02:12:00 -
[1047] - Quote
fukier wrote:
that seems fair since the mod does not stack right?
It has a stacking pen with damage controls.
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Naomi Anthar
No Tax So Relax.
7
|
Posted - 2013.01.30 02:41:00 -
[1048] - Quote
Gotta say those changes are serious disapointment for PVE. So now MAR and LAR take 20% and 10% less pwg and rigs now take pwg instead of speed. Oh cmon is that ALL ?
Joke , huge disapointment. This ancilary thing ... i mean it's fine, but it's only for pvp and it doesn't fix any problem actually. Shield tanked ships often , i would say VERY often use capless weapon systems (projectile, missiles). So CCP logic is : give them capless shield booster(WTF). Now let's say amarrian ship super cap hungry with lasers gets ancilary armore repairer that still needs cap to cycle. Balance all the way.
There is straight and simple need to reduce MAR cycle time and/or increase amount repaired. If that is not going to happen then actually almost nothing will be done for pve activer armor tanking.
I would be big fan of small experiment : let's change so ancilary shield booster consumes cap/booster for more boosting and ancilary armor repaired does not take cap but paste. But hell no you use lasers, then you must also use cap for propulsion, neuting, ewar, reparing, hardeners to make things cool.
But i know why such things are going on. Amarrian ships got too many mid slots. I mean often 2 or 3. SOOOOOOOOOO many after propulsion and super obligatory cap booster there is so much possibilites. NOT. |
Sigras
Conglomo IMPERIAL LEGI0N
364
|
Posted - 2013.01.30 04:30:00 -
[1049] - Quote
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.
Im not seeing the "Armor Honeycombing" skill on the market anywere . . . i see it in the market browser but not any orders anywhere . . .
anyone else? |
Sigras
Conglomo IMPERIAL LEGI0N
364
|
Posted - 2013.01.30 04:32:00 -
[1050] - Quote
Naomi Anthar wrote:Gotta say those changes are serious disapointment for PVE. So now MAR and LAR take 20% and 10% less pwg and rigs now take pwg instead of speed. Oh cmon is that ALL ?
Joke , huge disapointment. This ancilary thing ... i mean it's fine, but it's only for pvp and it doesn't fix any problem actually. Shield tanked ships often , i would say VERY often use capless weapon systems (projectile, missiles). So CCP logic is : give them capless shield booster(WTF). Now let's say amarrian ship super cap hungry with lasers gets ancilary armore repairer that still needs cap to cycle. Balance all the way.
There is straight and simple need to reduce MAR cycle time and/or increase amount repaired. If that is not going to happen then actually almost nothing will be done for pve activer armor tanking.
I would be big fan of small experiment : let's change so ancilary shield booster consumes cap/booster for more boosting and ancilary armor repaired does not take cap but paste. But hell no you use lasers, then you must also use cap for propulsion, neuting, ewar, reparing, hardeners to make things cool.
But i know why such things are going on. Amarrian ships got too many mid slots. I mean often 2 or 3. SOOOOOOOOOO many after propulsion and super obligatory cap booster there is so much possibilites. NOT. LOL
PvE in this game is already LOLZ easy mode, if you're having problems PvEing in this game before or after the changes, youre doing it wrong. |
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Byson1
Zan Industries ZADA ALLIANCE
0
|
Posted - 2013.01.30 04:58:00 -
[1051] - Quote
The passive shield tankers have always been better overall in my opinion, I see nothing is going to change. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
80
|
Posted - 2013.01.30 06:27:00 -
[1052] - Quote
Naomi Anthar wrote:Gotta say those changes are serious disapointment for PVE. So now MAR and LAR take 20% and 10% less pwg and rigs now take pwg instead of speed. Oh cmon is that ALL ? I'm going to try new HAM Legion as soon as I skill for it. Change of rigs penalty is very appreciated. Also, I plan to have 1 rep loaded of nanites on my WH battleship, for emergency situations. Sleepers can hit hard, you know. Furthermore, in wormhole, PVE can easily escalate to PVP. So in general, I'm happy to meet those changes both for PVP and PVE.
That being said, I still hate the whole ancillary idea for armor tanking. Make all reps charge-able with nano-paste and we're perfectly fine. |
Apostrof Ahashion
Viziam Amarr Empire
91
|
Posted - 2013.01.30 09:01:00 -
[1053] - Quote
Naomi Anthar wrote:Gotta say those changes are serious disapointment for PVE. So now MAR and LAR take 20% and 10% less pwg and rigs now take pwg instead of speed. Oh cmon is that ALL ?
Joke , huge disapointment. This ancilary thing ... i mean it's fine, but it's only for pvp and it doesn't fix any problem actually. Shield tanked ships often , i would say VERY often use capless weapon systems (projectile, missiles). So CCP logic is : give them capless shield booster(WTF). Now let's say amarrian ship super cap hungry with lasers gets ancilary armore repairer that still needs cap to cycle. Balance all the way.
There is straight and simple need to reduce MAR cycle time and/or increase amount repaired. If that is not going to happen then actually almost nothing will be done for pve activer armor tanking.
I would be big fan of small experiment : let's change so ancilary shield booster consumes cap/booster for more boosting and ancilary armor repaired does not take cap but paste. But hell no you use lasers, then you must also use cap for propulsion, neuting, ewar, reparing, hardeners to make things cool.
But i know why such things are going on. Amarrian ships got too many mid slots. I mean often 2 or 3. SOOOOOOOOOO many after propulsion and super obligatory cap booster there is so much possibilites. NOT.
Fit two co proc in the lows instead of reppers and two xlasb in the mids instead of cap boosters on your abbadon, then add two hardeners in the mids and fill lows with heatsinks/tracking enhancers. Better tank, much better damage and better efficiency in cap batteries use. ASB everywhere, as intended. |
Rented
Hunter Heavy Industries
52
|
Posted - 2013.01.30 12:51:00 -
[1054] - Quote
fukier wrote:dont see this mentioned but on sisi the skill armor resistance phasing now reduces RAT by 10% for cycle and 5% to cap usuage per level
As it has for months, on tranquility no less. |
JamesCLK
287
|
Posted - 2013.01.30 13:30:00 -
[1055] - Quote
Active tanks in DUST 514 have the repairs spread across 5 pulses in the duration of the cycle.
I'm wondering if this would be appropriate for Armour tanking in EVE... Instead of getting the repairs at the end of the cycle, distribute them into pulses across the cycle. Malcanis, Marc Scaurus,-áMynnna and Ripard Teg for CSM 8! |
Nagarythe Tinurandir
Tormented of Destiny Zombie Ninja Space Bears
104
|
Posted - 2013.01.30 13:50:00 -
[1056] - Quote
edit: stupid me... nevermind |
Fon Revedhort
Monks of War Out of Sight.
963
|
Posted - 2013.01.30 13:55:00 -
[1057] - Quote
JamesCLK wrote:Active tanks in DUST 514 have the repairs spread across 5 pulses in the duration of the cycle.
I'm wondering if this would be appropriate for Armour tanking in EVE... Instead of getting the repairs at the end of the cycle, distribute them into pulses across the cycle. That will destroy all the fun of active tanking. It's fun precisely cause it doesn't regenerate like a fugly drake, but pumps HP in large chunks instead. 14 |
Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
275
|
Posted - 2013.01.30 16:42:00 -
[1058] - Quote
Fon Revedhort wrote:JamesCLK wrote:Active tanks in DUST 514 have the repairs spread across 5 pulses in the duration of the cycle.
I'm wondering if this would be appropriate for Armour tanking in EVE... Instead of getting the repairs at the end of the cycle, distribute them into pulses across the cycle. That will destroy all the fun of active tanking. It's fun precisely cause it doesn't regenerate like a fugly drake, but pumps HP in large chunks instead. Actually, I think he may be onto something.
Even if there were only 2 pulses, it would be more in line with the 'constant' of armour tanking over the 'burst' of shield tanking. Keep the AAR to one burst, but all other armour reppers could give 50% of their gain half way through a cycle and the other 50% at the end.
This effect is already emulated by staggering reppers, why not make it part of single reppers functionality. MODULAR DRONES
MORE ORE SHIPS |
Goldensaver
Marsuud And Sons Industries
128
|
Posted - 2013.01.30 17:29:00 -
[1059] - Quote
mental maverick wrote:So I did some testing with the Ancillary Armor Repairer on the test server tonight and my first impression is that it is pretty awesome. Previously i've mainly flown dual rep setups whenever I have gone for an armor tank, pretty much tried craming 2 reppers on every hull imaginable, but for the AARs I figured the plate/rep setup would be the best so thats what i've tested tonight. Used no implants or links and I have no EFT numbers or anything, this was just flying around pvping and getting the feel of it. I tested mainly with a BS buffer/repper setup since I figured that kind of hybrid tank would be the one benefitting most from the AAR. Without implants or links I still felt it performed better then I expected, and this was on a Tempest and a Mega which neither have any kind of armor bonus. With just 1 cap booster, thus freeing up a mid slot, I still felt I had plenty of cap to spare for repositioning, semi kiting, smartbombing drones, neuting while at the same time running my repper, a luxury I usually dont have when running dual reps. One thing I noticed a lot of times though is when I get 1 target tackled and I know he has friends incoming, I want to run my repper so he doesn't whittle away my buffer before his friends arrive but if I do that I use my "Nanite boost" before I really need it. So it's either having a low buffer when the gang lands but still have my "Nanite boost" available or have a topped up buffer but only maybe half of my Nanites left. Would it make the AARs totally overpowered if we had the ability to turn the "Nanite boost" on and off in order to save it for when it's needed? PS. sry about the "nanite boost" thingy, didn't know wtf to call it I was actually thinking something along the lines of this. Perhaps if charges were only used if overheated or something in order to use minor boosts up until you need the large burst. That is, of course, assuming that there is no way to code a toggle so that it either consumes charges or not.
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DJWiggles
Eve Radio Corporation
38
|
Posted - 2013.01.30 18:00:00 -
[1060] - Quote
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 Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
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Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.30 18:26:00 -
[1061] - 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. |
DJWiggles
Eve Radio Corporation
39
|
Posted - 2013.01.30 18:28:00 -
[1062] - Quote
Perihelion Olenard wrote: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.
Yep looks like a bonus is not being applied correctly somewhere Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
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CCP Fozzie
C C P C C P Alliance
3801
|
Posted - 2013.01.30 20:51:00 -
[1063] - Quote
Thanks for the report with the Hyperion. Its bonus to rep amount was being applied in a different and less clean way than most other rep bonuses and that was indeed not applying to the AAR. I'm updating the affected effects now.
The Myrm bonus uses the correct effect and I've tested it both in our internal test server as well as just now on Sisi. It's working fine as far as I can see. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Perihelion Olenard
Federal Navy Academy Gallente Federation
139
|
Posted - 2013.01.30 21:20:00 -
[1064] - 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. |
DJWiggles
Eve Radio Corporation
39
|
Posted - 2013.01.30 21:34:00 -
[1065] - Quote
CCP Fozzie wrote:Thanks for the report with the Hyperion. Its bonus to rep amount was being applied in a different and less clean way than most other rep bonuses and that was indeed not applying to the AAR. I'm updating the affected effects now.
The Myrm bonus uses the correct effect and I've tested it both in our internal test server as well as just now on Sisi. It's working fine as far as I can see.
I havnet tried all boats but will do once im off the radio Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
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CCP Fozzie
C C P C C P Alliance
3805
|
Posted - 2013.01.30 21:57:00 -
[1066] - Quote
DJWiggles wrote:CCP Fozzie wrote:Thanks for the report with the Hyperion. Its bonus to rep amount was being applied in a different and less clean way than most other rep bonuses and that was indeed not applying to the AAR. I'm updating the affected effects now.
The Myrm bonus uses the correct effect and I've tested it both in our internal test server as well as just now on Sisi. It's working fine as far as I can see. I havnet tried all boats but will do once im off the radio
We're aware that the Hype, Paladin, Kronos and Vangel, as well as Exile boosters are broken on that Sisi build. All fixed internally. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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DJWiggles
Eve Radio Corporation
39
|
Posted - 2013.01.30 22:14:00 -
[1067] - Quote
CCP Fozzie wrote:DJWiggles wrote:CCP Fozzie wrote:Thanks for the report with the Hyperion. Its bonus to rep amount was being applied in a different and less clean way than most other rep bonuses and that was indeed not applying to the AAR. I'm updating the affected effects now.
The Myrm bonus uses the correct effect and I've tested it both in our internal test server as well as just now on Sisi. It's working fine as far as I can see. I havnet tried all boats but will do once im off the radio We're aware that the Hype, Paladin, Kronos and Vangel, as well as Exile boosters are broken on that Sisi build. All fixed internally.
Yep all good and gravy just checked the ones i can and its reporting good :) happy to be of service
Also just worked out that i can get 2859.96 HP every 11.25 seconds on brutix with a large on there that is before boosters but with rigs and top grade implants Live on Eve Radio Wednesdays 20:00 GMT with me & friends blabbering on about Eve and stuff-áFollow me on twitter http://twitter.com/WigglesGRN, like me on facebook http://facebook.com/wigglesGRN or check out my blog http://wiggles.gamingradio.net/blog
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Vaju Enki
Secular Wisdom
414
|
Posted - 2013.01.30 22:56:00 -
[1068] - Quote
Don't overbuff armor. If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |
TravelBuoy
Imperial Academy Amarr Empire
67
|
Posted - 2013.01.30 23:38:00 -
[1069] - Quote
Vaju Enki wrote:Don't overbuff armor. +1 |
Naomi Anthar
No Tax So Relax.
10
|
Posted - 2013.01.30 23:58:00 -
[1070] - Quote
TravelBuoy wrote:Vaju Enki wrote:Don't overbuff armor. +1 -1 , sure keep shield dominating forever , soon abaddons will go shield tanked. |
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Sergeant Acht Scultz
School of Applied Knowledge Caldari State
521
|
Posted - 2013.01.31 00:03:00 -
[1071] - 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++ |
Goldensaver
Marsuud And Sons Industries
128
|
Posted - 2013.01.31 00:32:00 -
[1072] - Quote
Sergeant Acht Scultz wrote: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.
Naomi Anthar wrote:TravelBuoy wrote:Vaju Enki wrote:Don't overbuff armor. +1 -1 , sure keep shield dominating forever , soon abaddons will go shield tanked.
I don't know if he's so much saying "don't keep fixing armour so it's not clearly inferior" so much as "please don't make armour the way shield is now, the clear winner in most cases", and most certainly: "don't make armour OP."
Probably just a matter of asking CCP to be careful with what they do, rather than accidentally jump into something headfirst and release a module even MORE OP than the ASB's were. Those were bad enough, y'know?
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. |
Naomi Anthar
No Tax So Relax.
10
|
Posted - 2013.01.31 00:40:00 -
[1073] - Quote
"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."
And also many people including me are afraid that CCP is already "too careful what they do". Meaning they will fail to balance situation. If armor will even will slightly be better, then it's better than keeping shield only choice forever. Tho i'm bigger fan of those 2 systems being equally powerful... but if we need something to be overpowered for sake of what is all sacred it cannot be shield once again. |
Goldensaver
Marsuud And Sons Industries
128
|
Posted - 2013.01.31 00:50:00 -
[1074] - Quote
Naomi Anthar 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."
And also many people including me are afraid that CCP is already "too careful what they do". Meaning they will fail to balance situation. If armor will even will slightly be better, then it's better than keeping shield only choice forever. Tho i'm bigger fan of those 2 systems being equally powerful... but if we need something to be overpowered for sake of what is all sacred it cannot be shield once again.
Oh how I would love perfect balance. But that's a tough thing to do. I don't mind if they overpower armour a bit. I just don't want them jumping in and rather than just making it stronger than shield, they make it so the only feasible option is armour tanking. Sure, armour tanking is inferior right now. Sure, there aren't a lot of reasons to armour tank (though some do exist, including AHAC fleets, slowcats, Archons in general, etc.) but what I don't want to see is a day of Armour tanking where there is literally no reason at all to fly shields, not even that you have better skills because a 10 minute train in armour makes it so clearly a better choice than shield.
I do want balance, and if they make armour too strong in the process I'm willing to live with it. But varying degrees of too strong. "Oops, shield is inferior" versus "Oops, armour BS's can now fit 4 million EHP with a 4 slot tank while moving as fast as shield BS's". |
Naomi Anthar
No Tax So Relax.
10
|
Posted - 2013.01.31 01:04:00 -
[1075] - Quote
I do understand you and i'm glad some people are not afraid of changes. Honestly, tho i'm armor tanking trained i want to fly some shield tanking ships in the future too. And overral i think they should be both good where there is no clear winner as it is now. Those changes so far are for me not enough. But it's my personal oppinion. For me it looks like it's gallente lovefest. To somehow make them happy with thier armor rep bonus. If we don't count ancilary armor repairer then there is not much done. Sure some armor is "less heavy" etc and some rigs also does not make us so slow now. But still hp per second provided by shield boosters is really too superior compared to what reps give.
I will say something i said already. If you not use ancilary armor repairer - is that pve or pvp then you got no upgrade to repairing time or rep amount at all. Some cosmetical changes that do help but nothing really boosted.
Just because you intruduce ancilary thing once again shouldn't make reps we got now completly useless. They need some more love than oh well it's not 150pwg now but 120. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
515
|
Posted - 2013.01.31 08:09:00 -
[1076] - Quote
Naomi Anthar wrote:... For me it looks like it's gallente lovefest. To somehow make them happy with thier armor rep bonus.. I am of Amarr and don't fly anything but Amarr/Khanid and I too feel the love, so it is not just the designer-turd flying population it is meant for but rather the *shock* armour population. Resist bonus will lose out to the straight rep bonus in the short term, but has benefits beyond and Amarr hulls generally have better capacitors and slightly more base armour.
Don't underestimate the effect of lowered fittings on MAR/LAR, will still require sacrifices but only the one child and not the whole family .. having 'proper' gear, even if downsized, in all slots instead of having to top up with fitting rigs/modules is huge! Only thing I would like to see is fitting for buffer modules being ramped up, especially now that their penalties are being reduced, buffering will still be the best option in most situations as neuting is omni-present (AAR cap dependent) and armour ships generally need their cap to bite peoples faces off .... a +25-50% to plate fitting requirements would suffice, 1600's still more than viable on BCs but not on cruisers (without sacrifice). It is one thing to make active viable, but making people abandon what is more often than not the better option is a whole other can.
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JamesCLK
289
|
Posted - 2013.01.31 08:47:00 -
[1077] - Quote
Vaju Enki wrote:Don't overbuff armor. I agree, we should nerf shield tanking too. Malcanis, Marc Scaurus,-áMynnna and Ripard Teg for CSM 8! |
Maeltstome
Mentally Assured Destruction
314
|
Posted - 2013.01.31 08:53:00 -
[1078] - Quote
I've left this sitting for a while but i have some comments and questions i'd like to address:
AARGÇÖs GÇô I felt at first this was a little un-inventive, but the separation of PVE and PVP is something many MMOGÇÖs are scared to do - and Ancillary modules do this in a way that makes sense. However there are several issues with this. The first of which is something CCP cannot change, but still the player base is restricted to.
Cap boosters Vs.Nanite Paste: On XL -shield and L-armor, large AAR cost twice as much isk per cycle (paste is 20k per unit x 10, navy boosters are 100k per unit x1). This means 2 things:
1.ItGÇÖs MUCH more expensive to run an AAR and 2.The lack of GÇÿNavy PasteGÇÖ means that either large AARGÇÖs have a disadvantage over XL-ASBGÇÖs or, if you are balancing these rep amounts against *assumed* navy cap boosters, small AARGÇÖs have an advantage over small ASBGÇÖs (there is no navy 25 booster). Does this make any sense?
With that in mind, IGÇÖll simply say: DonGÇÖt complicate things just because you want armour and shield to be distinct. Balance is more important than distinction as long as things are not homogenisedGǪ which is not an issue with these 2 modules. Make AARGÇÖs use cap boosters until you have a better way of fuelling them without these issue arising.
ASBGÇÖs are amazing, although they offer good GÇÿburst tankGÇÖ they do not give more EHP in their first cycle than shield extenders/resists. The 2 advantages they instead offer are:
1.Lower sig radius. 2.Zero capacitor cost.
By making AARGÇÖs using cap AND charges, you are pre-nerfing them. Amarr especially suffer from large cap issues as well as being generally quite heavy and slow. The AAR solves the speed issue by replacing plates with an ancillary module, but ANY cap cost is too severe versus a plated tank. Most Amarr ships struggle to be cap stable using guns never mind anything else. This necessitates the use of a cap booster, which defeats the primary benefit of a fuelled booster.
Neut pressure is a huge deal also. Most plated, totally passive ships fit a cap booster just to let them fire guns under neut pressure. AARGÇÖs are just a way of getting delayed EHP under light to moderate incoming DPS so they really are just GÇÿplates but in a different wayGÇÖ. The benefit of an AAR is that you donGÇÖt lose speed, the benefit of a plate is that you canGÇÖt be alphaGÇÖd as easily. Adding cap use to the AAR just makes it not worth fitting on most ships that donGÇÖt already fit an active repper. Yes, IGÇÖm sure 1 large AAR and 2 normal LAR IIGÇÖs on a tri-rep, dual cap injected hyperon will r0x0r, but on ships such as the Omen/Zealot or Deimos they still will prefer a plate or simply a passive shield tank.
HonestlyGǪ remove the cap usage. Beginning of cycle versus end of cycle HP gains balances out the AARGÇÖs superior cap viability when out of charges when measured against the lower cap efficiency but higher EHP gain of the ASB when out of charges.
On another note: The rig changes are excellent. |
Seranova Farreach
Caldari Provisions Caldari State
414
|
Posted - 2013.01.31 09:36:00 -
[1079] - Quote
Jerick Ludhowe wrote:"As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way."
Sorry fozzie, but the only service it provided was to completely turn the current balance of the game upside down... ASBs have honestly done nothing positive for the game other than making omg bbq setups that even further break the disparity between pilots with links and not. Also, no one really uses normal shield boosters for pvp anymore....
ASB was a mistake from day one, if you and the rest of your team have trouble understanding this it's because you're simply sticking your head in the sand and ignoring any kind of reason.
There is no reason to add "a new flavor to armor tanking" when the current flavor is broken at it's core. Go and fix broken stuff before you do something silly like adding new overpowered t1 only bandaid crap.
"The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments."
The solution is to either un gimp other tanking bonuses, or simply nerf the extremely overpowered resistance bonus... There is a reason resistance bonus ships have been the mainstay in fleets in the past and will be for the foreseeable future...
quit whineing Ancill shield boosters are what shield ships needed to break the monopoly armor ships had on pvp as a whole. |
Seranova Farreach
Caldari Provisions Caldari State
414
|
Posted - 2013.01.31 09:41:00 -
[1080] - Quote
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. |
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Takeshi Yamato
Ministry of War Amarr Empire
633
|
Posted - 2013.01.31 11:11:00 -
[1081] - Quote
Seranova Farreach wrote: quit whineing Ancill shield boosters are what shield ships needed to break the monopoly armor ships had on pvp as a whole.
You've got it backwards. Shield was already dominating sub-BS ship warfare in both PvP and PvE by the time the ASB was introduced. Armor tanked ships were and are still preferred on the battleship and capital level and the ASB did nothing to change that. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
525
|
Posted - 2013.01.31 11:16:00 -
[1082] - 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++ |
Nikuno
Atomic Heroes The G0dfathers
90
|
Posted - 2013.01.31 11:22:00 -
[1083] - 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.
Except that in a fleet you have dedicated tackle leaving the shield tanking ships with mids for tank and propulsion/eccm/sebo according to fleet type and lots of lows for damage mods.
It's always a trade-off, and at the most basic level before you consider mods the shield and armour are reasonably balanced considering slots and resists. The problem armour tankers have over the ASB is that it does too much for a single slot. It's like giving every ship that uses one an extra 2 mids. It's a shield booster+shield boost amp+cap booster all in one.
The AAR is only an armour repairer that can work a bit harder for a short time. It doesn't grant any 'free' slots in it's design. It doesn't make active tanking free from ship capacitor use. Armour tankers are still forced to use a mid slot for a cap booster, 2 if the dual or triple rep.
What the AAR does is to give you the performance of an X-type/A-type rep for an 8 cycle window at the cost of some nanite paste. I think the cargo space saved by using nanite paste instead of cap boosters is easily worth the additional isk cost and no complaints about that change being made. I do still feel the AAR is underwhelming. I feel the thing that would continue with the notion of making it different to the ASB but more effective for armour tanking would be the choice of running the rep at the low or boosted level at will. Some way to have it loaded with nanite, but opting to run it at the 0.75x level. Give us this and you have something that brings more flexibility to help offset the inherent problems associated with a module that continues to use ship's cap while it works.
Other than that, the only real help armour tankers are going to get is the easier fitting of using T1 over T2 for that first rep. Not to belittle that, it's a big help, but the module just needs that little something extra to make it really worthwhile over strapping an ASB to every ship even if they have an armour repair bonus. You just know the whole thing is still out of whack when that's the best option. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
525
|
Posted - 2013.01.31 11:25:00 -
[1084] - 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++ |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
85
|
Posted - 2013.01.31 12:17:00 -
[1085] - Quote
Maeltstome wrote:1.ItGÇÖs MUCH more expensive to run an AAR and 2.The lack of GÇÿNavy PasteGÇÖ means that either large AARGÇÖs have a disadvantage over XL-ASBGÇÖs or, if you are balancing these rep amounts against *assumed* navy cap boosters, small AARGÇÖs have an advantage over small ASBGÇÖs (there is no navy 25 booster). Does this make any sense? Typical example of space-poor. Go ask donations in Jita. Also, people that load vanilla boosters instead of navy into ASB - deserve to die in a fire.
Maeltstome wrote:HonestlyGǪ remove the cap usage. I repeat - die in a fire.
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raawe
Imperial Shipment Amarr Empire
1
|
Posted - 2013.01.31 12:57:00 -
[1086] - Quote
Sinzor Aumer wrote: I repeat - die in a fire.
Constructive
Let's face it. Armor is inferior atm in PVP. Slow heavy cap using ships and something needs to be done so i welcome every armor change. When ASB came around i was like OMG really add something for armor as well and all they added was stupid phased plating. Suggested changes are not perfect but it's a start. They should add more options to armor, make ships at least a little more maneuverable and comparable to shield tanked ones in PVP and PVE. I suggest lowering cap need of AAR's (like 50% of T1 reppers when loaded). Rig changes are great altho there might be some fitting problems now but if that means i'll be able to do more pvp in armor tanked ships i'll take it. |
Pinky Denmark
The Cursed Navy
334
|
Posted - 2013.01.31 14:19:00 -
[1087] - Quote
I would love for ASB and AAR to copy the fitting requirements of their "vanilla" counterparts... |
Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.01.31 14:43:00 -
[1088] - 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. |
Crazy KSK
Tsunami Cartel Gank for Profit
28
|
Posted - 2013.01.31 15:39:00 -
[1089] - Quote
has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi? Quote CCP Fozzie: ... The days of balance and forget are over.
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CCP Fozzie
C C P C C P Alliance
3820
|
Posted - 2013.01.31 15:42:00 -
[1090] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Takeshi Yamato
Ministry of War Amarr Empire
633
|
Posted - 2013.01.31 15:55:00 -
[1091] - Quote
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 improves both rep amount and cycle time bonuses provided by overheating. |
fukier
RISE of LEGION
768
|
Posted - 2013.01.31 15:59:00 -
[1092] - Quote
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... At the end of the game both the pawn and the Queen go in the same box. |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
15
|
Posted - 2013.01.31 16:08:00 -
[1093] - 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...
Another problem is the reduced cycle time when overheating an armour repper as if cap consumption wasn't high enough to begin with. |
Wivabel
Exanimo Inc Unclaimed.
112
|
Posted - 2013.01.31 16:25:00 -
[1094] - Quote
raawe wrote:Sinzor Aumer wrote: I repeat - die in a fire.
Constructive Let's face it. Armor is inferior atm in PVP. Slow heavy cap using ships and something needs to be done so i welcome every armor change. When ASB came around i was like OMG really add something for armor as well and all they added was stupid phased plating. Suggested changes are not perfect but it's a start. They should add more options to armor, make ships at least a little more maneuverable and comparable to shield tanked ones in PVP and PVE. I suggest lowering cap need of AAR's (like 50% of T1 reppers when loaded). Rig changes are great altho there might be some fitting problems now but if that means i'll be able to do more pvp in armor tanked ships i'll take it.
I have been flying dual repper astartes and brutixes on the test server (im lucky enough to have a stack of AARs) and I have been pretty happy. With the AAR added your cap is actually more stable because you are not perma running the AAR unless you are under overwhelming DPS. I make sure to fit medium cap boosters with navy 400s. this seems to be enough to tank and fend off 1 medium neut. The brutix with its utility high can now rather easily fit either a nos or a neut which allows for defensive or offensive cap warfare. The gal ships are comparably fast when active armor tanked ~1200m/s.
As far as tank strength I took a dual rep tanked Astarte up against a dual xl asb sleipner on the test server and did really well. Random other dudes crashed the party but the ships were pretty even.
http://sisi.griefwatch.net/index.php?p=details&kill=14936 astarte loss missing slot is AAR of course. http://sisi.griefwatch.net/index.php?p=details&kill=14937 Sleipner loss
Sure fits can be argued but it went pretty well.
Go check out the new changes and then come back and comment you may be surprised at what you find. I have not done enough testing myself but it deffinetly feels much much better now armor tanking that is.
Edit. I also agree with the idea that the AAR should be able to be run at either the reduced rep rate or the nanite repair rate. It should be selectable. It would really solidify this module.
Wiv To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
518
|
Posted - 2013.01.31 16:40:00 -
[1095] - Quote
Wivabel wrote:raawe wrote:Sinzor Aumer wrote: I repeat - die in a fire.
Constructive Let's face it. Armor is inferior atm in PVP. Slow heavy cap using ships and something needs to be done so i welcome every armor change. When ASB came around i was like OMG really add something for armor as well and all they added was stupid phased plating. Suggested changes are not perfect but it's a start. They should add more options to armor, make ships at least a little more maneuverable and comparable to shield tanked ones in PVP and PVE. I suggest lowering cap need of AAR's (like 50% of T1 reppers when loaded). Rig changes are great altho there might be some fitting problems now but if that means i'll be able to do more pvp in armor tanked ships i'll take it. I have been flying dual repper astartes and brutixes on the test server (im lucky enough to have a stack of AARs) and I have been pretty happy. With the AAR added your cap is actually more stable because you are not perma running the AAR unless you are under overwhelming DPS. I make sure to fit medium cap boosters with navy 400s. this seems to be enough to tank and fend off 1 medium neut. The brutix with its utility high can now rather easily fit either a nos or a neut which allows for defensive or offensive cap warfare. The gal ships are comparably fast when active armor tanked ~1200m/s. As far as tank strength I took a dual rep tanked Astarte up against a dual xl asb sleipner on the test server and did really well. Random other dudes crashed the party but the ships were pretty even. http://sisi.griefwatch.net/index.php?p=details&kill=14936 astarte loss missing slot is AAR of course. http://sisi.griefwatch.net/index.php?p=details&kill=14937 Sleipner loss Sure fits can be argued but it went pretty well. Go check out the new changes and then come back and comment you may be surprised at what you find. I have not done enough testing myself but it deffinetly feels much much better now armor tanking that is. Edit. I also agree with the idea that the AAR should be able to be run at either the reduced rep rate or the nanite repair rate. It should be selectable. It would really solidify this module. Wiv
Links don't work mate. |
Wivabel
Exanimo Inc Unclaimed.
112
|
Posted - 2013.01.31 16:54:00 -
[1096] - Quote
they work if you copy paste lol
Wiv To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
Aralieus
Shadowbane Syndicate
83
|
Posted - 2013.01.31 18:38:00 -
[1097] - Quote
@CCP Fozzie
Not sure if this has been asked yet but will the skills Nanite Operation and Nanite Interfacing have any effect on the AAR and the way we use it? Oderint Dum Metuant |
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CCP Fozzie
C C P C C P Alliance
3824
|
Posted - 2013.01.31 19:32:00 -
[1098] - Quote
Aralieus wrote:@CCP Fozzie
Not sure if this has been asked yet but will the skills Nanite Operation and Nanite Interfacing have any effect on the AAR and the way we use it?
Nope those skills will continue to just affect repairing of heat damaged modules. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
85
|
Posted - 2013.01.31 19:49:00 -
[1099] - Quote
raawe wrote:Sinzor Aumer wrote:Maeltstome wrote:HonestlyGǪ remove the cap usage. I repeat - die in a fire. Constructive Capacitor management is one of the most interesting features of internet spaceships. Unfortunately, it is already deteriorated in most sub-capitals, as you'd rather simply use a no-brainer like cap-booster rather than mess with recharge. I realize that it's not possible to rely on natural recharge in PVP fits, and even with cap-boosting we still have things to play with - so status quo is pretty much appropriate. But when I see people urge for further marginalizing of capacitor-related issues, I cant stand but say stfu>fo.
If anything, I'd rather see capacitor implemented in new POS system - it'd be really awesome. Fixed numbers are boring, capacitor instead would bring so much diversity... but so much pain in balancing it as well. |
Zarnak Wulf
In Exile.
1011
|
Posted - 2013.01.31 20:04:00 -
[1100] - Quote
Have the AAR's been seeded in the market yet? I have not been able to get any in the last two days I've visited the test server. |
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Takeshi Yamato
Ministry of War Amarr Empire
634
|
Posted - 2013.01.31 20:24:00 -
[1101] - Quote
Zarnak Wulf wrote:Have the AAR's been seeded in the market yet? I have not been able to get any in the last two days I've visited the test server.
I contracted some to you.
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Zarnak Wulf
In Exile.
1011
|
Posted - 2013.01.31 20:52:00 -
[1102] - Quote
Takeshi Yamato wrote:Zarnak Wulf wrote:Have the AAR's been seeded in the market yet? I have not been able to get any in the last two days I've visited the test server. I contracted some to you.
Awesome! Thanks! |
MailDeadDrop
Rage and Terror Against ALL Authorities
150
|
Posted - 2013.01.31 20:55:00 -
[1103] - Quote
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 |
Goldensaver
Marsuud And Sons Industries
129
|
Posted - 2013.01.31 21:31:00 -
[1104] - 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 Navy cap boosters don't boost shield any more, nor do they boost cap any more when consumed in cap boosters. They simply take up less space in the booster allowing you to fill them with more.
And as far as the jelly: nanite paste costs enough already. As interesting as it would be, it would make the AAR's obscenely expensive to use if you needed a faction variant of paste. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
527
|
Posted - 2013.01.31 22:45:00 -
[1105] - 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 -
[1106] - 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++ |
fukier
RISE of LEGION
768
|
Posted - 2013.02.01 00:04:00 -
[1107] - Quote
Sergeant Acht Scultz wrote: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.
10 paints eh?
post with your main...
how is a rig that reduces heat damage a bad idea... your post was filled with cheeto neckbeard rage but lacked any real insight other then your inability to press more then one button...
hint if you have nothing helpfull to post and can only post cheeto rage then try not posting at all... At the end of the game both the pawn and the Queen go in the same box. |
Wivabel
Exanimo Inc Unclaimed.
114
|
Posted - 2013.02.01 00:40:00 -
[1108] - Quote
Fozzie would it be possible to get a comment on the idea of having the AAR rep amount selectable.
ie The ability to choose to rep at either the 3/4 amount or the 3x amount(as long as nanite repair paste is loaded in the module). Even if it was something as simple as the module only uses the 3x boosted nanite repair paste amount when overheating (Until the paste runs out of course). Some have suggested that maybe when overheated with nanite paste loaded it would not cause heat damage maybe something to think about.
I really believe adding this functionality will be the difference in the usefulness of this module. As it stands right now you essentially have a 1 rep tank with the ability to burst tank for a bit. This forces you to use your burst right away and hope you can burn your enemy down rather than truly saving the burst for the perfect moment where it may tip the scales in your favor. If we could have a 1 and 3/4 repper tank until burst was needed it would help to flesh out the repper and allow burst to be used in more extreme cases rather than right at the beginning of a fight.
Otherwise I have tested the new repper alot and it is better than just another T2 rep but the flavor really is not there.
Wiv To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
Violous
Vae Caudex Corporation
8
|
Posted - 2013.02.01 01:28:00 -
[1109] - Quote
I was able to test the MAAR and the LAAR on a few ships and I ran into a few Issues.
First you cannot select when to rep without using nanites. On the test server its not a big deal but on TQ it would be beneficial to maybe have a half load option.
Second on both Gal/Amarr it was extremely hard to maintain any sort of tank under neut/nos pressure. Since to make any sort of tank you certainly need at least one rep and one AAR. Thankfully the extra cargo provided by the nanite paste leaves some room for boosters but even then you balance cap/tank. The extra nanite cost is worth it in cargo.
Third even putting 2-3 reps on bonused hulls it was easier (both cost/fitting) to put on an almost equivalent XLASB/LASB combo (not including silly crystal set). Even if shield repped less than the MAAR, especially on Amarr ships I would definitely be hard pressed to choose armor reps over the XLASB's simply due to the extra cap it makes available.
Unfortunately I only got honeycombing to 4 (since i did have alot of fun in some MAAR legions) and ran out of reimbursement sp....But even so the extra 30m/s and 2-3 s align (no idea on actual numbers) are noticeable and very welcome to plated ships. This is by far the best change to armor tanking so far. |
Sigras
Conglomo IMPERIAL LEGI0N
367
|
Posted - 2013.02.01 07:16:00 -
[1110] - Quote
Sergeant Acht Scultz wrote: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. Is this lorem ipsum? can anyone figure out what this idiot is trying to say?
From what i can gather from the incoherent drivel that is this terrible post is that he's too lazy or too idiotic to press more than one button and manage overheating his modules, so he doesnt want anything put into the game that he cant understand or make work . . .
Thats a great reason to not want a change . . . totally unbiased . . . |
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
23
|
Posted - 2013.02.01 09:43:00 -
[1111] - Quote
Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? |
ITTigerClawIK
Galactic Rangers R O G U E
192
|
Posted - 2013.02.01 09:58:00 -
[1112] - Quote
on a side note and just general question to our devs here, why exactly do plates need grid to fit and also why so much of it, i honestly dont understand why it would need power to use a plate you quite literealy just weld onto the side of your ship pretty much. |
Nikuno
Atomic Heroes The G0dfathers
93
|
Posted - 2013.02.01 10:36:00 -
[1113] - Quote
ITTigerClawIK wrote:on a side note and just general question to our devs here, why exactly do plates need grid to fit and also why so much of it, i honestly dont understand why it would need power to use a plate you quite literealy just weld onto the side of your ship pretty much.
Game mechanics. Plain and simple. Every choice you make has to have some sort of cost within the game - for fitting this is in pg or cpu. The bigger the benefit the bigger the cost. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
116
|
Posted - 2013.02.01 11:10:00 -
[1114] - Quote
Nikuno wrote:ITTigerClawIK wrote:on a side note and just general question to our devs here, why exactly do plates need grid to fit and also why so much of it, i honestly dont understand why it would need power to use a plate you quite literealy just weld onto the side of your ship pretty much. Game mechanics. Plain and simple. Every choice you make has to have some sort of cost within the game - for fitting this is in pg or cpu. The bigger the benefit the bigger the cost. They have a cost: speed. That's more than enough penalty on its own. Guns and reppers cost tons of PG because they do something that logically requires power, and they don't slow your ship down. If you want to drop seven 1600mm plates onto your ship and turn it into a freighter, with the glacial 60s align time and 50 m/s speed that goes along, then so be it. |
Maeltstome
Mentally Assured Destruction
315
|
Posted - 2013.02.01 11:23:00 -
[1115] - Quote
Sergeant Acht Scultz wrote: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
Slaves work on capitals.
1,000,000 DPS tank with 1,000,000 EHP doesn't help you when a fleet co-ordinates 1,000,001 damage on you, despite only doing 50,000 DPS
Also remote repping is more effective, efficient and generally better than local repping. Fitting buffer increases the effectiveness of this even more and allows fitting bigger guns due to low PG costs. |
Maeltstome
Mentally Assured Destruction
315
|
Posted - 2013.02.01 11:27:00 -
[1116] - Quote
Sinzor Aumer wrote:Maeltstome wrote:1.ItGÇÖs MUCH more expensive to run an AAR and 2.The lack of GÇÿNavy PasteGÇÖ means that either large AARGÇÖs have a disadvantage over XL-ASBGÇÖs or, if you are balancing these rep amounts against *assumed* navy cap boosters, small AARGÇÖs have an advantage over small ASBGÇÖs (there is no navy 25 booster). Does this make any sense? Typical example of space-poor. Go ask donations in Jita. Also, people that load vanilla boosters instead of navy into ASB - deserve to die in a fire. Maeltstome wrote:HonestlyGǪ remove the cap usage. I repeat - die in a fire.
I'm not space poor - i'm pointing out an imbalance. And i like how you didn't address the main point: The discrepancy in the lack of availability of navy paste caused by navy boosters being an option in the other ancillary tanking module type.
You should crawl into a hole and die, or better yet, jump out of the window of your parent's attic and hope that your troglodyte body dies from impact damage before you burn to death from the first sun-light you've felt in 40 years. |
Maeltstome
Mentally Assured Destruction
315
|
Posted - 2013.02.01 12:54:00 -
[1117] - Quote
Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"?
Pretty much hit the nail on the head, i made a post highlighting this but received no reply. Instead, standard CCP 'quote the guy who asked a stupid question that's already been answered' tactics where employed.
I remember why i don't post in feedback threads, intelligent people raise amazingly well thought out concerns and i'm like "Wow, i never thought of that". Then in the next post CCP are like:
CCPDev wrote:UselessNoobCommenter wrote: HUR DURR WHAT DOES IT COST ON MARKET
Exactly what it says in the OP
And i go all 'Jackie Chan face' Meme on my computer |
|
CCP Fozzie
C C P C C P Alliance
3831
|
Posted - 2013.02.01 13:11:00 -
[1118] - Quote
Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"?
This is the whole point of the AAR, as stated clearly in the OP.
It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence". Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
400
|
Posted - 2013.02.01 13:14:00 -
[1119] - Quote
CCP Fozzie wrote:Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? This is the whole point of the AAR, as stated clearly in the OP. It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence".
I know this is a bit off topic however... I was wondering if you and your team have been looking at the effectiveness of nos and intend on any changes in the near or distant future. Thanks fozzie!
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
89
|
Posted - 2013.02.01 13:16:00 -
[1120] - Quote
Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? What's the use of MWD if 1 scram switches it off? |
|
Maeltstome
Mentally Assured Destruction
315
|
Posted - 2013.02.01 13:19:00 -
[1121] - Quote
CCP Fozzie wrote:Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? This is the whole point of the AAR, as stated clearly in the OP. It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence".
Respect lost. You opened pandora's box and now you're trying to shut it without destroying what came out.
Until Bhaalghorhs, Talisman's, egress rigs and passive tanking are totally overhauled, nothing you trying to impliment will take off.
P.s.
I pay to play this game, and reserve the right to be a d*ck on the forums of my peers. You on the other hand get payed to develop this game and communicate with it's playerbase, and everything you say reflect on CCP as a whole - with that in mind i'd like to point out this is the second time you resorted to under-hand and borderline insulting comments against it's players. No one is ever 100% happy with changes or addition, get over it or get a new job. |
Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
513
|
Posted - 2013.02.01 13:42:00 -
[1122] - Quote
Maeltstome wrote:Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? Pretty much hit the nail on the head, i made a post highlighting this but received no reply. Instead, standard CCP 'quote the guy who asked a stupid question that's already been answered' tactics where employed.
We already have a form of tanking that does not require cap, it's called buffer tanking.
Making ASBs cap-free was a fundamental mistake that shouldn't be repeated. If true active tanking (and I don't regard ASBs as true active tank mods here) is too vulnerable to neuting, then making Nos more powerful and easier to fit would be sensible, along with introducing a module that offered some degree of immunity to neuting. Cap batteries have this, but they're far too hard to fit, in terms of both slots and PC/CPU, and the effect is not strong enough anyway. |
Mike Voidstar
Voidstar Free Flight Foundation
68
|
Posted - 2013.02.01 13:59:00 -
[1123] - Quote
CCP Fozzie wrote:Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? This is the whole point of the AAR, as stated clearly in the OP. It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence".
If this is the case, you are past it with the ASB modules. Unless all ships are made equally capable of sheild and armor tanking, making it a choice of style over substance, then the 2 styles need to be equivalent. Making shields capable of being both cap free and massive repair and leaving armor in the cold isn't balanced unless you want to make the HP bonus of plates equal to what an ASB puts out during one full load of charges. Then you can swap that repair bonus on Gallente ships for a similar %HP bonus to give parity on the % resist of Amarr hulls.
I honestly think making the Ancillary modules repairers in their own right is the wrong way to go. You disrupt less in the balance of current tanking by making them boost regular booster/repairers. You gain flexability by making them a sort of amplifier because then the boost scales with current modules, you can better control the burst tank timeframe, better manage fuel cost, and you allow for logical use of an emergency ancillary system rather than forcing us to replace our current tank with the new one.
If the issue the ASB is supposed to address is lack of mids for tackle and ewar, then address that. Give extra mids, or better yet give us better tactical weapons to cover those needs, like missles that disable warp drives for a set time (reducable by skills), scriptable targeting computers (highslot version?) that add ewar/tackle effects to turret fire to simulate direct fire on propulsion or sensors, improve ewar drones to usability, move most projected ewar to high slots (mids were supposed to be close or local effects) or other things to relieve pressure on midslots, rather than dirupting the balance of tanking. |
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CCP Fozzie
C C P C C P Alliance
3834
|
Posted - 2013.02.01 14:06:00 -
[1124] - Quote
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. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Freighdee Katt
Center for Advanced Studies Gallente Federation
119
|
Posted - 2013.02.01 14:20:00 -
[1125] - Quote
Gypsio III wrote:Making ASBs cap-free was a fundamental mistake that shouldn't be repeated. This is a great point. They made a mistake. SO UNMAKE IT. There is this unstated premise in every CCP post here about the ASB / AAR that the mistakes made with the ASB can't be undone. It's your game. Change it. People told you neut immunity was a problem when the module came out. Now you admit neut immunity is a problem, and you say you're not going to go down that road with the AAR. Fine. No problem. Good move. Mission Accomplished: Learn From Your Mistakes.
So when are you going to fix the problem you created by making the mistake in the first place? |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
90
|
Posted - 2013.02.01 14:31:00 -
[1126] - Quote
Freighdee Katt wrote:Gypsio III wrote:Making ASBs cap-free was a fundamental mistake that shouldn't be repeated. This is a great point. They made a mistake. SO UNMAKE IT. It's not in the development schedule. |
Wivabel
Exanimo Inc Unclaimed.
115
|
Posted - 2013.02.01 14:35:00 -
[1127] - Quote
Freighdee Katt wrote:Gypsio III wrote:Making ASBs cap-free was a fundamental mistake that shouldn't be repeated. This is a great point. They made a mistake. SO UNMAKE IT. There is this unstated premise in every CCP post here about the ASB / AAR that the mistakes made with the ASB can't be undone. It's your game. Change it. People told you neut immunity was a problem when the module came out. Now you admit neut immunity is a problem, and you say you're not going to go down that road with the AAR. Fine. No problem. Good move. Mission Accomplished: Learn From Your Mistakes. So when are you going to fix the problem you created by making the mistake in the first place?
I do not think cap free ASBs are a total mistake. it is all but impossible to fit any kind of a cap booster on to Shield ships. Armor gets enough mids for prop full tackle and a cap booster on most ships. I think the main disparity comes into play when you realize that armor ships under heavy neut pressure basicly are completely shut down. They cannot shoot they cannot tank and they cannot move. While most shield ships can still tank and shoot under heavy neuts. These days neuts are less of a problem since the 1 cookie cutter ship that everybody has been flying no longer has the ability to fit 2 neuts(Hurricane). We should see less neuts overall in space so it should limit the perceived weakness some. CCP should look into lowering the fitting requirements of nos and maybe cap batteries right now they are challenging to fit to most ships.
Wiv To be a part of future EVE intrigue check us out. Sov in the south. Small gang pew is what we do when we are-ánot defending our space.-á
Join "Exan-áRecruitment"-áin game |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
90
|
Posted - 2013.02.01 14:53:00 -
[1128] - Quote
Wivabel wrote:I do not think cap free ASBs are a total mistake. it is all but impossible to fit any kind of a cap booster on to Shield ships. Dont you find it amusing that you can fit 2 kinds of boosters, and it operates equally well with both? Sure, merging shield booster with cap-booster is a matter of survival for PVP. But I'd expect the following implementation (example of X-L variant): 1) Activation cost without charge = 1000 GJ. 2) Activation with 800 boosters = 200 GJ. 3) Activation with 400 boosters = 600 GJ. And that 1 minute recharge... so contrived. Anyway, what's done is done. It's really not that awful, also it could be better. |
Lili Lu
676
|
Posted - 2013.02.01 15:21:00 -
[1129] - Quote
Maeltstome wrote:CCP Fozzie wrote:Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? This is the whole point of the AAR, as stated clearly in the OP. It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence". Respect lost. You opened pandora's box and now you're trying to shut it without destroying what came out. Until Bhaalghorhs, Talisman's, egress rigs and passive tanking are totally overhauled, nothing you trying to impliment will take off. P.s. I pay to play this game, and reserve the right to be a d*ck on the forums of my peers. You on the other hand get payed to develop this game and communicate with it's playerbase, and everything you say reflect on CCP as a whole - with that in mind i'd like to point out this is the second time you resorted to under-hand and borderline insulting comments against it's players. No one is ever 100% happy with changes or addition, get over it or get a new job. Maeltstome, I think you have misinterpreted Fozzie's statement. I think he was making an oblique and grudging admission that they understand that ASBs have presented a problem. In light of that I think your verbal dressing down is misapplied and inappropriate in itself. I do not see an intended insult in what Fozzie posted.
Now you may get more hackles and decide to dismiss me as a Fozzie fanboy. But I agree with you that ASBs (as well as the continuing existence of op BC passive shield regen) have created a problem for cap warfare in small scale engagements. As another poster has requested, we hope they will review the nos mechanics. Neuting can shut off resist modules but yes if the hp regenerating modules and mechanics of ASBs and passive shield regen can be set up to out tank a hefty incoming dps there is a still a problem.
As for being a Fozzie fanboy I was elated to see the long overdue HM nerf. I was mostly pleased with the work Fozzie, Ytterbium, and the team have done with frigates and cruisers. However, I would not call myself an uncritical responder to their work. They have left some missile and mid slot blessed frigates with an advantage through the use of TDs that neuter turrets but still can't affect missiles. At that level missiles remain without a counter, while there is a single module that can counter turrets quite well without needing any ship bonuses. Also, the BC changes and these new active armor additions leave me unconvinced that shield BCs (drakes, feroxes, and cyclones) won't still be preferable, and that the Gallente active armor rep bonuses have any utility, still. And I've said so in some possibly dickish posts, although I try not to be. But I think accusing Fozzie of insulting players and suggesting he quit his job is over the top. |
Commander Ted
Sudden Buggery Swift Angels Alliance
456
|
Posted - 2013.02.01 16:10:00 -
[1130] - Quote
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.
Fozzie, I don't know much about programing but after all the frustration of trying to get an AAR on sisi I must ask what kind of effort is required to put a new module on the market?
Also can you please stop seeding limited edition ships? I have had five to many adrestias warp on top of me. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
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Thallius O'Quinn
Dreddit Test Alliance Please Ignore
4
|
Posted - 2013.02.01 16:50:00 -
[1131] - Quote
CCP Fozzie wrote:Captain Semper wrote:Few minutes ago i tested AAR... Is it ok that AAR still need cap for use even if it charged? What a point make one more simple armor repair if 1 neut counter you "mega burst armor tank"? This is the whole point of the AAR, as stated clearly in the OP. It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence". Best. |
Nikuno
Atomic Heroes The G0dfathers
93
|
Posted - 2013.02.01 16:58:00 -
[1132] - Quote
Well, having fitted and flown the brutix round sisi briefly I can confirm that it does handle better with the altered rig penalty, but I'd also agree with the other posters that the pg is way too tight. It's difficult to fit a dual rep tank with ions, neutrons are totally out of the equation. Given that this means you either go lower dps and range and get a tank that's decent but not fantastic, or you go with a tank that's still subpar even with the maar to try get neutrons on, or you go with the asb as so many already do. I'm still going ASB I suspect. The continued vulnerability to neuts is such a major drawback with the maar that it really is still a no-brainer.
So if Fozzie thinks the capless active tanking is a step too far he needs to remove the asb. I've said it already, so have others. It was part of the reasoning behind the way ccp was seeding bpcs from rat drops rather than bpos on the markets. It's time to change the asb to use cap or get rid of it. I don't want the aar buffed to be cap-free, i just want a level playing field. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.01 17:22:00 -
[1133] - 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. |
Zarnak Wulf
In Exile.
1012
|
Posted - 2013.02.01 17:36:00 -
[1134] - Quote
The Myrm and Brutix are different play styles. The Myrm is the tanker. The Brutix is mostly gank with some tank mitigation. |
Maximus Andendare
Future Corps Sleeper Social Club
85
|
Posted - 2013.02.01 17:50:00 -
[1135] - Quote
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??
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
23
|
Posted - 2013.02.01 18:06:00 -
[1136] - Quote
CCP Fozzie wrote: This is the whole point of the AAR, as stated clearly in the OP.
It modulates rep but not cap use, because we're at or past our limit for "game mechanics that other players cannot influence".
What point? To be unbalance? Ok. This is my point: Burst tanking gives you high quality survival at extremely situations. What is extremely situation? It is: You taking a tonn of dps from 3-4 source. You rappidly lose your cap because of neuts---> your active resists will going down and your tank will be instantly parish. "But armor tank could fit cap boosters to their mid" Cap boosteries just support armor reps for be cap stable. When you lose capa because of neuts - cap boosters cannot help you.
So what we finaly have?
ASB immune to neuts and this why its totaly cool. Yeah your tank will be less w\o capa if you use active resist (let be honest - all shield ships mostly uses active res) but you still have great survival thing - ASB. AAR get neuts and you die because cant do anything. You rep cycle will be equal to cap b. cycle (cap b. cycle> then rep cycle so...). Why? Because you will have capa for use your AAR only when cap b. give you it. For heavy - 12 sec (or 9,6 overheat, and I still at all didn't mention about fit problems with heavy cap b.). Today i were killd like 3-4 times at Sisi only because cap b. was reloading and i cant use AAR. And ofc dont forget perfect thing. That shield boos bonus ships are matars that use art\auto that dont need cap for shoot. So even totaly neuts and 0 capa cyclone still have his full dps and full tank.
"Balance!" -¬-¬P |
Vaju Enki
Secular Wisdom
419
|
Posted - 2013.02.01 18:41:00 -
[1137] - Quote
This armor changes should've been done before the ship rebalance started, it looks like it's back to square one. If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.01 18:48:00 -
[1138] - 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. |
Zarnak Wulf
In Exile.
1012
|
Posted - 2013.02.01 19:28:00 -
[1139] - Quote
The capacitor batteries at the medium level actually slide in pretty nicely compared to cap boosters. Is there any chance of further buffing to make them worthwhile? |
Maeltstome
Mentally Assured Destruction
316
|
Posted - 2013.02.01 19:39:00 -
[1140] - Quote
Zarnak Wulf wrote:The capacitor batteries at the medium level actually slide in pretty nicely compared to cap boosters. Is there any chance of further buffing to make them worthwhile?
You're entirely missing the point. Cap battery's dont help against neuts.
"But hey they reflect neuts"
Yea they do, but when a neut boat filled with cap boosters makes it their goal to pump 400m-¦ of cap 800's into some nuets, cap battery's only delay the process by a few cycles at most.
p.s. i also agree with taking limited edition ships off of sisi. It achieves nothing other. Also faction ships. I enjoy the vindicator and machariel to fly, but how can you ever test re-balanced ships if there is no reason to fly something that isn't faction or pirate. of course you will loose to them, they are designed to be superior. |
|
David Laurentson
Laurentson INC StructureDamage
39
|
Posted - 2013.02.01 20:15:00 -
[1141] - Quote
Sinzor Aumer wrote:Wivabel wrote:I do not think cap free ASBs are a total mistake. it is all but impossible to fit any kind of a cap booster on to Shield ships. Dont you find it amusing that you can fit 2 kinds of boosters, and it operates equally well with both? Sure, merging shield booster with cap-booster is a matter of survival for PVP. But I'd expect the following implementation (example of X-L variant): 1) Activation cost without charge = 1000 GJ. 2) Activation with 800 boosters = 200 GJ. 3) Activation with 400 boosters = 600 GJ. And that 1 minute recharge... so contrived. Anyway, what's done is done. It's really not that awful, also it could be better.
I kinda like that it works best with the smaller charges. It creates an interesting market dynamic, since you almost never want to down-scale what you load in a cap booster mod. |
Bouh Revetoile
Barricade.
230
|
Posted - 2013.02.01 20:37:00 -
[1142] - Quote
Maeltstome wrote:Zarnak Wulf wrote:The capacitor batteries at the medium level actually slide in pretty nicely compared to cap boosters. Is there any chance of further buffing to make them worthwhile? You're entirely missing the point. Cap battery's dont help against neuts. "But hey they reflect neuts" Yea they do, but when a neut boat filled with cap boosters makes it their goal to pump 400m-¦ of cap 800's into some nuets, cap battery's only delay the process by a few cycles at most. p.s. i also agree with taking limited edition ships off of sisi. It achieves nothing other. Also faction ships. I enjoy the vindicator and machariel to fly, but how can you ever test re-balanced ships if there is no reason to fly something that isn't faction or pirate. of course you will loose to them, they are designed to be superior. That's only true for dedicated neuting ships ; most ships are not those ; most ships with neut are simply ship with utility high and often no cap booster.
Problem is that only large battery compensate for the cap efficiency of a meta4 neutralizer, and they are insaley difficult to fit. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
23
|
Posted - 2013.02.01 21:47:00 -
[1143] - Quote
Bouh Revetoile wrote: That's only true for dedicated neuting ships ; most ships are not those ; most ships with neut are simply ship with utility high and often no cap booster.
Problem is that only large battery compensate for the cap efficiency of a meta4 neutralizer, and they are insaley difficult to fit.
Many times i saw hypers, maels, brutix and even vindic that just fit 2-3 neut instead of turrets. All battery (S,M,L) must have same bonus for neut reduction. And not 12,5% (why it 25% for vamps that rarely use and 12,5% on neuts? Switch plz) 25% for all. Small and medium need less CPU (50 and 75 for T2? Srsly?). |
Pinky Denmark
The Cursed Navy
334
|
Posted - 2013.02.01 22:47:00 -
[1144] - Quote
Sinzor Aumer wrote:What's the use of MWD if 1 scram switches it off? Getting fast into combat with short range weapons and/or being able to kite outside web/scram range on slower ships? |
Commander Ted
Sudden Buggery Swift Angels Alliance
461
|
Posted - 2013.02.02 06:00:00 -
[1145] - Quote
Perhaps ASB's should use cap when loaded? I mean not even that much, like as much as a single blaster? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
Sigras
Conglomo IMPERIAL LEGI0N
367
|
Posted - 2013.02.02 10:59:00 -
[1146] - Quote
Pinky Denmark wrote:Sinzor Aumer wrote:What's the use of MWD if 1 scram switches it off? Getting fast into combat with short range weapons and/or being able to kite outside web/scram range on slower ships? i believe that remark was a sarcastic retort to the whine that AARs still take cap and are therefore vulnerable to neuts |
Vaju Enki
Secular Wisdom
422
|
Posted - 2013.02.02 12:00:00 -
[1147] - Quote
ASB and AAR should be vulnerable to cap warfare. If you want instant gratification, go stimulate your genitals. EvE is Hard, deal with it. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
516
|
Posted - 2013.02.02 12:04:00 -
[1148] - Quote
Is it possible to code it so that a booster won't fire without a certain amount cap, without actually expensing said cap? |
Takeshi Yamato
Ministry of War Amarr Empire
639
|
Posted - 2013.02.02 13:47:00 -
[1149] - Quote
Veshta Yoshida wrote:Is it possible to code it so that a booster won't fire without a certain amount cap, without actually expensing said cap?
That weird mechanics like the one you're describing are being considered in a desperate attempt to fix the problem just goes to show what a horrible idea cap warfare immune ASBs are.
Instead of the ASB being a shield booster plus cap booster in one, moving Shield Boost Amps to a low slot might have been a better way to give shield tanks an extra mid.
That way shield tanks don't get a freebie slot and are subject to cap warfare in the same way as everyone else. |
Mag's
the united Negative Ten.
13924
|
Posted - 2013.02.02 14:14:00 -
[1150] - Quote
Takeshi Yamato wrote:Veshta Yoshida wrote:Is it possible to code it so that a booster won't fire without a certain amount cap, without actually expensing said cap? That weird mechanics like the one you're describing are being considered in a desperate attempt to fix the problem just goes to show what a horrible idea cap warfare immune ASBs are. Instead of the ASB being a shield booster plus cap booster in one, moving Shield Boost Amps to a low slot might have been a better way to give shield tanks an extra mid. That way shield tanks don't get a freebie slot and are subject to cap ware in the same way as everyone else. That's actually a simply, yet elegant solution. Personally I'm not to bothered by the cap issue, but if it were to change that would be a great idea.
Vote Malcanis for CSM 8 |
|
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
516
|
Posted - 2013.02.02 15:12:00 -
[1151] - Quote
Takeshi Yamato wrote:Veshta Yoshida wrote:Is it possible to code it so that a booster won't fire without a certain amount cap, without actually expensing said cap? That weird mechanics like the one you're describing are being considered in a desperate attempt to fix the problem just goes to show what a horrible idea cap warfare immune ASBs are.... Want to hear the other brain-fart, the really out-of-box one?
Extenders as is. Boosters as is.
ASB to be remodelled to act like the old-school RPG mana-shield, all damage absorbed, every 2-4 (meta level?) points of damage burns one cap. - Ultimate burst tanking, severely limited by first the fitting of the mod itself and second by injectors and their slower 'speed', plus of course cargo requirement. - Only good for short engagements (like active armour) as everything as you know turns off when cap dry, micro nightmare to click everything on next charge going in. - Major rewiring results in base shields being halved so once dry it collapses even faster (hardeners/DCU gone as well). - Only really worthwhile Caldari/Minmatar due to their mainly capless weapons (ASB Abaddon will be risky as hell).
So you see, I just gave the the one I thought was most palatable |
Omnathious Deninard
Extrinsic Operations
492
|
Posted - 2013.02.02 16:00:00 -
[1152] - Quote
Did anyone else notice that the AAR description on Sisi saysQuote: Prototype Inferno module. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Beaver Retriever
Science and Trade Institute Caldari State
0
|
Posted - 2013.02.02 17:53:00 -
[1153] - Quote
Omnathious Deninard wrote:Did anyone else notice that the AAR description on Sisi says Quote: Prototype Inferno module. The same as all the other new modules since Inferno then.
Also, Fozzie, any chance for meta and T2 Reactive Armor Hardeners in 1.1? |
Marcel Devereux
Aideron Robotics
199
|
Posted - 2013.02.02 18:52:00 -
[1154] - Quote
A Thorax with a 1600mm Reinforced Rolled Tungsten Plates I with 3 Medium Trimark Armor Pump IGÇÖs currently has a base speed of 1570 m/s with a microwarpdrive. With the proposed skill at level V the speed becomes 1618 m/s. That is a 48 m/s improvement or 9.6 m/s per skill level. For each skill level you are improving the speed by 0.06%.
A Thorax with 800mm Reinforced Steel Plates II with 3 Medium Trimark Armor Pump IGÇÖs 6 currently has a base speed of 1632 m/s. With the proposed stat change and skill at level V the speed becomes 1691 m/s. That is a 59 m/s improvement or 11.8 m/s per skill level. Without the skill trained and the mass change the speed is 1661 m/s. That is a 30 m/s improvement or a 6 m/s per skill level. For each skill level you are improving the speed by 0.03%
A 0.06% and 0.03% speed improvement for training up a rank 3 skill seems kind of silly. If that was actually a 5% speed increase I would say that it is worth it. But introducing a skill that gives such a small increase does not seem like a good thing to do. |
Marcel Devereux
Aideron Robotics
199
|
Posted - 2013.02.02 18:58:00 -
[1155] - Quote
More math.
A base MWD Thorax goes 2028 m/s. The 1600mm case is going from a 77% of speed to a 79% of the speed. The 800mm case is going from a 82% of the speed to 83% of the speed. The proposed skill only marginally helps the speed penalty problem. Please do not add it. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
516
|
Posted - 2013.02.02 19:33:00 -
[1156] - Quote
Marcel Devereux wrote:More math... If you don't consider the proposed skill worthwhile then why not just refrain from buying and training it?
You are right, that it doesn't do much for straight line speed but mass is more than a speed hindrance. Close fights are often won/lost because of a few seconds of indecision or outright mistake of one of the pilots involved .. a few extra m/s and a slightly tighter turning radius may not look awesome on paper but it can mean the world in those close fights.
But it is all besides the point, plate buffering is being buffed which is just plain wrong even if active tanks are being made a lot more viable. Sacrifices for plating are quite simply not severe enough to make up for the benefits they bestow on their users (easy fittings (comparatively), capless etc.) .. just thank your lucky stars/rabbit's foot/whatever that I am not the one calling the shots
|
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
24
|
Posted - 2013.02.02 19:45:00 -
[1157] - Quote
Marcel Devereux wrote:A Thorax with a 1600mm Reinforced Rolled Tungsten Plates I with 3 Medium Trimark Armor Pump IGÇÖs currently has a base speed of 1570 m/s with a microwarpdrive. With the proposed skill at level V the speed becomes 1618 m/s. That is a 48 m/s improvement or 9.6 m/s per skill level. For each skill level you are improving the speed by 0.06%.
A Thorax with 800mm Reinforced Steel Plates II with 3 Medium Trimark Armor Pump IGÇÖs 6 currently has a base speed of 1632 m/s. With the proposed stat change and skill at level V the speed becomes 1691 m/s. That is a 59 m/s improvement or 11.8 m/s per skill level. Without the skill trained and the mass change the speed is 1661 m/s. That is a 30 m/s improvement or a 6 m/s per skill level. For each skill level you are improving the speed by 0.03%
A 0.06% and 0.03% speed improvement for training up a rank 3 skill seems kind of silly. If that was actually a 5% speed increase I would say that it is worth it. But introducing a skill that gives such a small increase does not seem like a good thing to do. Fozzie, plz look at this... x3 skill that give you 48m\s on crus while MWD on. And 1600mm plate significantly increase thorax mass... |
Maeltstome
Mentally Assured Destruction
322
|
Posted - 2013.02.03 01:36:00 -
[1158] - Quote
Captain Semper wrote:Marcel Devereux wrote:A Thorax with a 1600mm Reinforced Rolled Tungsten Plates I with 3 Medium Trimark Armor Pump IGÇÖs currently has a base speed of 1570 m/s with a microwarpdrive. With the proposed skill at level V the speed becomes 1618 m/s. That is a 48 m/s improvement or 9.6 m/s per skill level. For each skill level you are improving the speed by 0.06%.
A Thorax with 800mm Reinforced Steel Plates II with 3 Medium Trimark Armor Pump IGÇÖs 6 currently has a base speed of 1632 m/s. With the proposed stat change and skill at level V the speed becomes 1691 m/s. That is a 59 m/s improvement or 11.8 m/s per skill level. Without the skill trained and the mass change the speed is 1661 m/s. That is a 30 m/s improvement or a 6 m/s per skill level. For each skill level you are improving the speed by 0.03%
A 0.06% and 0.03% speed improvement for training up a rank 3 skill seems kind of silly. If that was actually a 5% speed increase I would say that it is worth it. But introducing a skill that gives such a small increase does not seem like a good thing to do. Fozzie, plz look at this... x3 skill that give you 48m\s on crus while MWD on. And 1600mm plate significantly increase thorax mass...
I have a feeling he's been smashed into the absolute minimum of replies since the last few pages are mostly hardcore critisism :S
Now you know why ghostcrawler stopped posting on the forums! |
Naomi Anthar
No Tax So Relax.
19
|
Posted - 2013.02.03 03:58:00 -
[1159] - Quote
"Limited to one per ship " ... WHY ?!!!!! As far as my knowledge can tell me , there is NOTHING wrong with putting more than 1 ASBs and putting oversized ASBs aswell.
I'm starting to think that problem does not lie within armor, but within shield. Fozzie desperately admitted that they don't want to give AAR treatment of ASB because "we already have stuff that is immune to neuts and we don't want to repeat this mistake" - he did not said that, but anyone who got clue knows that it's exactly that.
Maybe it's high time to make topic Shield tanking 1.5. Because blindly and desperately buffing armor can cause more problems than good things. The problem is not withing armor tanking actually. Shield tanking is so retardely op atm , without any single drawback to begin with, that devs actually have no idea how to match this. Just go for shields and nerf across the board and problem is solved , no need to buff armor more than you proposed. |
Bienator II
madmen of the skies
1479
|
Posted - 2013.02.03 05:58:00 -
[1160] - Quote
AARs are at the current state far inferior to ASBs.
Since AARs have additional penalties (cap use, low performance, one per ship) why can't they have a better reload time? Reduce it to 20s or something.
edit: or make it reloadable while it is active and empty. This would be still in line with the "short burst but weak sustainable tank" idea a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |
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Takeshi Yamato
Ministry of War Amarr Empire
639
|
Posted - 2013.02.03 09:34:00 -
[1161] - Quote
Some more thoughts on the ASB
What was the intent with introducing ASBs? Many ships didn't have enough mid slots for active shield tanks to be effective, as such the ASB was to combine shield booster plus cap booster in one module. This created twobig problems:
1. The ASB mounted on ships with capless weapons is a hard counter to fits that due to low-mediocre dps must use energy neutralizers to break tanks. Being able to hard counter another fit should have some downsides, namely being hard countered by something else. ASBs aren't hard countered by anything and don't have to give up anything either for their supremacy. While ASB ships became popular, the fits that the ASB hard counters became unpopular. So the ASB isn't really making more ships viable for solo/small gangs, it's just changing which ships are viable.
2. Oversized shield boosters are limited by their capacitor use. A XL-SB on a battlecruiser must still be fed with a medium cap booster because oversizing cap boosters is impossible. As such oversized shield boosters are especially vulnerable to energy neutralizing, as it should be.
An oversized ASB on the other hand is at the same time also an oversized cap booster and any cap problems normally related to oversizing disappear.
3. Multiple ASBs end up being ridiculously effective.
So what's the way out of this? The ASB must be changed. It violates a basic design principle (hard counters without being countered by something else or having a downside) and oversized ASBs are just overpowered. The original problem of active shield tanks requiring too many mid slots must still be adressed though.
It has been suggested to make the ASB cost some cap even when loaded. That sounds very reasonable at first, but it would make ASB fits MORE vulnerable to energy neutralizing compared to a SB+cap booster combo. Once they get low on cap, there is no recovery because they wouldn't be able to fire the ASB even with charges loaded. Not a good idea.
It has been suggested to introduce a low or high slot cap booster instead to free up a mid slot for active shield tanks. That also sounds reasonable as long as limit ourselves to shield tanks. However it would massively affect many ships, especially Amarr, giving them more flexibility than intended. Not a good idea, unless some severe and artificial restrictions are placed on this low/high slot cap booster to limit its use to shield tanks.
I suggested moving shield boost amps to a low slot to free up a mid for shield tanks. This is a simply and elegant solution but with the problem that frigates who don't usually fit boost amps won't benefit much if at all.
Personally I favor a solution that lets active shield tankers move a module from a mid to a low (details to be decided), with an ASB that mirrors the AAR and thus requires a cap booster to be used while consuming nanite paste. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
93
|
Posted - 2013.02.03 11:05:00 -
[1162] - Quote
Takeshi Yamato wrote:It has been suggested to make the ASB cost some cap even when loaded. That sounds very reasonable at first, but it would make ASB fits MORE vulnerable to energy neutralizing compared to a SB+cap booster combo. Once they get low on cap, there is no recovery because they wouldn't be able to fire the ASB even with charges loaded. Not a good idea. Fair enough. Alright, what about this: 1) Base activation (without charge) = 600 GJ. 2) Activation with 400 boosters = 200 GJ. 3) Activation with 800 boosters = negative 200 GJ, i.e. your cap increases. Now you have to decide either to fit more charges and be neut-vulnerable, or less charges and have spare cap.
As for over-sizing, lets just increase PG requirements up to a level of appropriate cap-booster, for example XL-ASB would take 1750 MW. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
24
|
Posted - 2013.02.03 11:12:00 -
[1163] - Quote
Sinzor Aumer wrote: As for over-sizing, lets just increase PG requirements up to a level of appropriate cap-booster, for example XL-ASB would take 1750 MW.
Or reduce PG req for LAR\LAAR to 500. I want oversized armor rep on crus\BC |
Maeltstome
Mentally Assured Destruction
322
|
Posted - 2013.02.03 12:50:00 -
[1164] - Quote
Over sizing is a huge issue in this argument. Almost every ship has very similar PG - CPU tends to double with each hull size increase, but powergrid increase by a factor of 10 or so. This means that the fitting restrictions of larger modules being put on smaller ships is largely dictated by PG and not CPU. So shield tanking is massively high on CPU usage, but low on PG usage. This allows smaller hulls than a battleship to squeeze on BS sized tanking modules. However this does not translate to armor rep's.
Regardless we are left with a situation where shield tanking doesn't need lo-slots to be effect, but armor tanking DOES need mid slots to be effective (via cap boosters). So i have an idea, since active shield tanking does need toned down:
1) Decrease the rep per cycle of shield boosters, also reduce cap usage to compensate. Why?) This means they keep cap stability but need to fit more slots somewhere else on the ship to tank more DPS 2) Change Power Diagnostics to increase shield boost amount significantly, around 10%-15% per module (standard stacking penalties) Why?) Now to achieve more tank, lo-slots have to be used, which balances out ships with 3-4 mids using over-sized ASB's and lots of damage mods - Also means that ships with more mids will fit SBA's instead of the obligatory second ASB or just more resists.
This make any sense? |
Takeshi Yamato
Ministry of War Amarr Empire
639
|
Posted - 2013.02.03 13:24:00 -
[1165] - Quote
In addition to my previous post, another "obvious" alternative is to disallow oversizing of ASBs. |
Naomi Anthar
No Tax So Relax.
19
|
Posted - 2013.02.03 14:53:00 -
[1166] - Quote
Captain Semper wrote:Sinzor Aumer wrote: As for over-sizing, lets just increase PG requirements up to a level of appropriate cap-booster, for example XL-ASB would take 1750 MW.
Or reduce PG req for LAR\LAAR to 500. I want oversized armor rep on crus\BC
You still don't get it ? You may think ASB is overpowered and broken atm. But this is false. ASB is in such state that i actually miss words to describe level of retardness this module provides.
Let's say they let you put oversized LAR/LAAR ... and so what ? The most undeserved and broken advantage of ASB is that it requires no cap to use. Be it small asb or XL asb. And your LAR will consume such amounts of cap on your cruiser, that you will have to shutdown it after first cycle. There is absolutely nothing that can be done atm to make AAR as good as ASB. ASB is win / win , no penalties , no drawbacks, no sacrifices, no cap usage, close to joke fitting requirements allowing you to oversize this module almost as much as you want.
You may think i whine. And you are 100% right. I do complain. Devs try to fix armor, but they need to deal with shields in first place.
Edit: Oh well i'm starting to be tired in my crusade, i could point out advantages of shields on all aspects not only "ancilary". Nah i give up for now. Time to put dem shield skills in training queue and just live with it. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
127
|
Posted - 2013.02.03 16:13:00 -
[1167] - Quote
Quote:because they wouldn't be able to fire the ASB even with charges loaded This is exactly how the AAR works, and it is the entire point of taking away the neut immunity. |
Captain Semper
The xDEATHx Squadron Legion of xXDEATHXx
24
|
Posted - 2013.02.03 16:15:00 -
[1168] - Quote
Naomi Anthar wrote:Captain Semper wrote:Sinzor Aumer wrote: As for over-sizing, lets just increase PG requirements up to a level of appropriate cap-booster, for example XL-ASB would take 1750 MW.
Or reduce PG req for LAR\LAAR to 500. I want oversized armor rep on crus\BC You still don't get it ? You may think ASB is overpowered and broken atm. But this is false. ASB is in such state that i actually miss words to describe level of retardness this module provides. Let's say they let you put oversized LAR/LAAR ... and so what ? The most undeserved and broken advantage of ASB is that it requires no cap to use. Be it small asb or XL asb. And your LAR will consume such amounts of cap on your cruiser, that you will have to shutdown it after first cycle. There is absolutely nothing that can be done atm to make AAR as good as ASB. ASB is win / win , no penalties , no drawbacks, no sacrifices, no cap usage, close to joke fitting requirements allowing you to oversize this module almost as much as you want. You may think i whine. And you are 100% right. I do complain. Devs try to fix armor, but they need to deal with shields in first place. Edit: Oh well i'm starting to be tired in my crusade, i could point out advantages of shields on all aspects not only "ancilary". Nah i give up for now. Time to put dem shield skills in training queue and just live with it. Ohoh. Easy man i just kidding. But with ASB that use 0 capa for activation - its ok. So maybe AAR will need 0 capa too at least? |
Marcel Devereux
Aideron Robotics
199
|
Posted - 2013.02.03 19:02:00 -
[1169] - Quote
Veshta Yoshida wrote:Marcel Devereux wrote:More math... If you don't consider the proposed skill worthwhile then why not just refrain from buying and training it? You are right, that it doesn't do much for straight line speed but mass is more than a speed hindrance. Close fights are often won/lost because of a few seconds of indecision or outright mistake of one of the pilots involved .. a few extra m/s and a slightly tighter turning radius may not look awesome on paper but it can mean the world in those close fights. But it is all besides the point, plate buffering is being buffed which is just plain wrong even if active tanks are being made a lot more viable. Sacrifices for plating are quite simply not severe enough to make up for the benefits they bestow on their users (easy fittings (comparatively), capless etc.) .. just thank your lucky stars/rabbit's foot/whatever that I am not the one calling the shots
In the 1600mm Thorax case the align time goes from 6.4s to 6.1s with no MWD and from 8.7s to 8.4s with a MWD on. In the 800mm case the align time goes from 6s to 5.6s with no MWD and from 8.3s to 7.9s. Compared to the shield fits of 5.2s with no MWD and 7.5s with MWD (4.4s/6.3s with on NIS2) the proposed skill is a joke.
My point is that shield tanking has the advantage of tank+low slots+speed. Armor tanking has the advantage of tank+med slots. The low slots can be used to give more tank, more speed, more range, and more DPS. The med slots can be used for EWar. Shield ships will always be faster than armor ships because they can use low slots to make them faster. They can do this without sacrificing tank and they can usually can do it along side of DPS. If a armor ships wants more DPS it has so sacrifice tank. If it wants more speed it has to sacrifice tank. |
Takeshi Yamato
Ministry of War Amarr Empire
639
|
Posted - 2013.02.03 19:14:00 -
[1170] - Quote
Freighdee Katt wrote:Quote:because they wouldn't be able to fire the ASB even with charges loaded This is exactly how the AAR works, and it is the entire point of taking away the neut immunity.
There is a difference. If you get low on cap with the AAR, the cap booster that you are expected to carry will let you keep going but the neuts will eat some cap from each cycle.
An ASB with cap usage on the other hand will shut down completely as soon as the capacitor is low, even if you have charges left. |
|
Pinky Denmark
The Cursed Navy
335
|
Posted - 2013.02.03 19:24:00 -
[1171] - Quote
The problem is that even if we have AAR and ASB, normal active tanking doesn't provide you half the lifespan of buffer fits. Simply put I still believe all armor reppers and shield boosters should give ~20% more hitpoints repaired pr minute than currently. Obviously balanced with a look into wether cap use should be changed with it...
I would at the same time look into pirate implants and nerf them to about 50% of what they give today. 50+ % armor buffer or shield boosting is tipping the game balance and I think Snakes, Slaves and Crystals would still be hugely attractive doing half what they do now. You know in todays game all armor supers/titans HAVE to use slaves and crystals are actually the only time active shield boosting gets viable in pvp when combined with faction gear...
Pinky |
Fon Revedhort
Monks of War Out of Sight.
967
|
Posted - 2013.02.04 00:57:00 -
[1172] - Quote
Pinky Denmark wrote:The problem is that even if we have AAR and ASB, normal active tanking doesn't provide you half the lifespan of buffer fits. Simply put I still believe all armor reppers and shield boosters should give ~20% more hitpoints repaired pr minute than currently. Obviously balanced with a look into wether cap use should be changed with it...
I would at the same time look into pirate implants and nerf them to about 50% of what they give today. 50+ % armor buffer or shield boosting is tipping the game balance and I think Snakes, Slaves and Crystals would still be hugely attractive doing half what they do now. You know in todays game all armor supers/titans HAVE to use slaves and crystals are actually the only time active shield boosting gets viable in pvp when combined with faction gear...
Pinky Why would anyone bother with a ~13% snake set when a single implant in the 6th slot (currently taken by Omega) can provide 8%? Add CAs and a cheap-ass combination of 3 implants already outperforms a full pirate set. lol?
Also, Crystals don't work on capitals. If anything, they can give the same treatment to the rest of sets, if that is such of a big issue.
Seems you've missed the key failure of ASBs - they are such a bad game concept precisely cause they lack any high-end variations and everyone is forced to use the same expendable solution even when fitting a faction ship, which is sheer moronity. 14 |
Pinky Denmark
The Cursed Navy
335
|
Posted - 2013.02.04 02:30:00 -
[1173] - Quote
Fon Revedhort wrote:Why would anyone bother with a ~13% snake set when a single implant in the 6th slot (currently taken by Omega) can provide 8%? Add CAs and a cheap-ass combination of 3 implants already outperforms a full pirate set. lol?
Also, Crystals don't work on capitals. If anything, they can give the same treatment to the rest of sets, if that is such of a big issue.
Seems you've missed the key failure of ASBs - they are such a bad game concept precisely cause they lack any high-end variations and everyone is forced to use the same expendable solution even when fitting a faction ship, which is sheer moronity.
It's a long time since I looked at snake numbers - but 13% for a LG set and 25% for HG set seems fine... Obvisouly you cannot balance something without having to do minor adjustments to other things. We had this discussion before but I still think it's a shame to require faction mods, implant sets and pills to be pvp competitive and only the most elitist can afford to pvp with those outside empire and lowsec. And elitist people should not be allowed to pay for 50% more armor or shield boost where most players can't. All other modules are built up about giving MINOR advantages for a big cost... Pirate implants aren't just giving you a minor advantage. Nothing should be balanced just because it cost a lot.
Also I never said crystals work at capitals - I know they don't...
And the Key failure for ASB is the balance. 1 minute reload is more than most fights take from the beginning. Thats because they balanced them so dual ASB setups wouldn't be too powerfull - however suddenly doing a single ASB setup as originally intended isn't competitive with buffer tanks and you might as well buffer tank. As a result the potential buff to active shield tanking from no longer being dependant on a cap booster is useless. I don't get why they didn't just made it a single module pr ship and adjusted the amount of cap boosters.
Besides I am sure when ASB's are deemed balanced more meta and faction variants...
ASB and AAR are still the most horrible attempta to fix active tanking though. They would be great alternative on top of a generic boost, however as single shot solutions the game play around active tanking is still in a sorry state.
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Tsukinosuke
Id Est
6
|
Posted - 2013.02.04 11:20:00 -
[1174] - Quote
CCP Fozzie wrote: Armor Rigs
UPDATE: Overheating Rig is pulled while I re-evaluate the method used to apply the bonus.
GÇóChange the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
Plates
GÇóAdd a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below. GÇóReduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Armor Reps:New:
GÇóReduce the Powergrid requirements of all Medium Armor Repair units by 20% GÇóReduce the Powergrid requirements of all Large Armor Repair units by 10%
Ancillary Armor Repairer
GÇóNot the same mechanic as the ASB, please read to the end. GÇóAlways uses the same cap as a normal (T1/T2/Named) Armor Repper GÇóWhen not loaded with Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer GÇóWhen loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded) GÇóSame cycle time and fittings as T1 reps GÇóSmalls use 1 paste per cycle, mediums 5, larges 10. Can hold 8 cycles worth of paste at a time.
good and logical changes, i cant believe that i would say "good" for work of team five0.. your "improved" crimewatch2, blah... |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
532
|
Posted - 2013.02.04 12:36:00 -
[1175] - 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++ |
Vulfen
Snuff Box
7
|
Posted - 2013.02.04 14:02:00 -
[1176] - Quote
@ CCP Fozzie
Would it be a good bonus for the AARs could have the ability that when loaded with nanite paste when you overheat them they use twice the paste for the rep but it does not suffer heat damage? After all nanite paste is used for repairs.
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CCP Fozzie
C C P C C P Alliance
3849
|
Posted - 2013.02.04 14:41:00 -
[1177] - Quote
A lot of questions have been coming in concerning alternate modes for the AAR such as being able to toggle the more powerful rep. That's not something we can do for 1.1 and we'd have to take time to consider it more fully but I won't rule out the idea.
One change we have decided to make is slightly decreasing the Paste consumption of the medium and large AARs. We'll have the mediums eat 4 per cycle and the larges eat 8. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Moonaura
The Dead Rabbit Society
272
|
Posted - 2013.02.04 14:49:00 -
[1178] - Quote
Will repair paste be cheaper to produce? Not looking forward to the pricing when all this hits the fan. We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061
http://www.thedeadrabbitsociety.com |
Mund Richard
304
|
Posted - 2013.02.04 15:20:00 -
[1179] - Quote
Beaver Retriever wrote:Omnathious Deninard wrote:Did anyone else notice that the AAR description on Sisi says Quote: Prototype Inferno module. The same as all the other new modules since Inferno then. Also, Fozzie, any chance for meta and T2 Reactive Armor Hardeners in 1.1? Would be interesting to see the T2
Based on it's stats, it could be a bigger buff to armor tanking than this whole AAR thing and the plate skill together.
Or is that why it won't happen. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
517
|
Posted - 2013.02.04 15:22:00 -
[1180] - Quote
Moonaura wrote:Will repair paste be cheaper to produce? Not looking forward to the pricing when all this hits the fan. How can you (and others) still be worried about price?
BS numbers: Lets say paste triples in price after the AAR is released, the LAAR will consume 64 units before going dry with a total price of <4M (20k x 3 x 64) which is less than a single gun, equal to roughly 2000 units of faction ammo .. total value of the ship will probably be somewhere in the 250-300M bracket
Now consider that the AAR allows you to win fights that would otherwise be lost .. even with insurance, the loss of mods, spare ammo and hull far exceeds any deficit incurred by the cost of the paste. Hell, if it allows you to win just 10% (random %, probably far lower) more than usual you are already making loads of money on the investment.
In short: Think of the cost of paste as an opt-in to the insurance, ABS brakes to the airbag and seatbelt .. it may not prevent calamity but significantly reduces the risk and in the even of "fail" minimizes the economic damage.
Even shorter: As long as CCP (read: Fozzie) keeps an eye on market price and is prepared to order tweaks to PI formulas if the need arises it is literally a non-issue. |
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Moonaura
The Dead Rabbit Society
272
|
Posted - 2013.02.04 15:33:00 -
[1181] - Quote
Your argument sounds great when applied to Battleships.
Please consider that not every ship is a battleship lol.
A T1 Cruiser fit, will cost around 20-30m ISK. You're talking about an increase in costs of 10-20% total. Added up, thats quite a lot of ISK being spent.
Personally though I think this is all part of the plan for CCP to sell more Plex's. ;) So far they have done nothing to stop the inflation issues the game is having or bringing in mechanics to counter the unfairness of the cartel that just makes the rich richer.
http://www.dailymotion.com/video/xex9rz_gordon-gekko-greed-is-good-full-spe_shortfilms#.UQ_UlFrMfoo
We are recruiting talented pilots for innovative small gang PvP
https://forums.eveonline.com/default.aspx?g=posts&t=175061
http://www.thedeadrabbitsociety.com |
Callic Veratar
Power of the Phoenix
322
|
Posted - 2013.02.04 16:11:00 -
[1182] - Quote
I just did a quick look at some Vargur fits on battleclinic. Most of them have about 10-15 CPU left over after a dual XLASB fit. A sufficient nerf to the ASB may be to increase the fitting requirements to be on par with the T2 boosters rather than the T1.
30 more CPU and 50 more PG isn't much for a battleship, but it would likely be crippling to a cruiser. DirectX 11, it's not rocket appliance! |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
518
|
Posted - 2013.02.04 16:24:00 -
[1183] - Quote
Moonaura wrote:Your argument sounds great when applied to Battleships... Goes for all ships, cruisers load will cost <2M and carry maybe 2 reloads .. they already carry similar value in faction/T2 ammo and their fittings make up the bulk of initial cost ..
Again, if the cost of the 2-3 paste loads lets you win just one or two fights more out of 10-20 you are already in the black.
Cost efficiency of investing in paste goes through the roof when you hit frigate/dessie level due to hulls being practically free compared to fits and AAR output being almost equal to the dps levels involved.
It makes little difference which hull size you focus on, the investment in paste will be more than covered if said investment lets you have just one mail rather than becoming one.
PS: Note that I went with the 'outside' event of paste tripling in price, personally doubt it will more than double (over time, not counting initial speculation buys) if that so numbers will likely be even more in favour of my argument.
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
93
|
Posted - 2013.02.04 16:49:00 -
[1184] - Quote
CCP Fozzie wrote:A lot of questions have been coming in concerning alternate modes for the AAR such as being able to toggle the more powerful rep. That's not something we can do for 1.1 and we'd have to take time to consider it more fully but I won't rule out the idea. Any chance that we will see regular reps being loaded with nano-paste, in the future? |
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CCP Fozzie
C C P C C P Alliance
3850
|
Posted - 2013.02.04 16:56:00 -
[1185] - Quote
Sinzor Aumer wrote:CCP Fozzie wrote:A lot of questions have been coming in concerning alternate modes for the AAR such as being able to toggle the more powerful rep. That's not something we can do for 1.1 and we'd have to take time to consider it more fully but I won't rule out the idea. Any chance that we will see regular reps being loaded with nano-paste, in the future?
Anything is possible. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Commander Ted
Sudden Buggery Swift Angels Alliance
464
|
Posted - 2013.02.04 20:48:00 -
[1186] - Quote
How come I can't fit more than one AAR? I can fit multiple oversized ASB modules that use zero capacitor, but not multiple armor reppers? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
Karl Hobb
Stellar Ore Refinery and Crematorium
943
|
Posted - 2013.02.04 21:15:00 -
[1187] - Quote
Commander Ted wrote:How come I can't fit more than one AAR? I can fit multiple oversized ASB modules that use zero capacitor, but not multiple armor reppers? Apparently the ASB is so OP that CCP doesn't want to make the same mistake twice. Also because people who armor-tank can't have nice things. If you're not already part of a bloc, this is the best guy for CSM8. |
Freighdee Katt
Center for Advanced Studies Gallente Federation
129
|
Posted - 2013.02.04 22:22:00 -
[1188] - Quote
Commander Ted wrote:How come I can't fit more than one AAR? I can fit multiple oversized ASB modules that use zero capacitor, but not multiple armor reppers? They learned their lesson about making an overpowerd, neut-immune, oversizeable, multiple-fittable rep module with the ASB. So to fix the mistake they made with the new OP shield tanking module, they decided to pre-nerf the new armor tanking module.
See? All better now. |
James Amril-Kesh
4S Corporation RAZOR Alliance
3639
|
Posted - 2013.02.04 22:25:00 -
[1189] - Quote
Yeah, let's not fix the broken module... let's just make sure any similar module is nerfed into obsolescence before it's introduced. Malcanis for CSM 8 Phrases like "you can't nerf / buff X EVE is a Sandbox" have the same amount of meaning as "If this is a sack of potatoes then you can not carrot." - Alara IonStorm |
Commander Ted
Sudden Buggery Swift Angels Alliance
475
|
Posted - 2013.02.05 05:17:00 -
[1190] - Quote
Freighdee Katt wrote: They learned their lesson about making an overpowerd, neut-immune, oversizeable, multiple-fittable rep module with the ASB. So to fix the mistake they made with the new OP shield tanking module, they decided to pre-nerf the new armor tanking module.
See? All better now.
so why didn't they nerf the asb..
https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
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Hakan MacTrew
Caledonian Light Industries
289
|
Posted - 2013.02.05 05:43:00 -
[1191] - Quote
Commander Ted wrote:Freighdee Katt wrote: They learned their lesson about making an overpowerd, neut-immune, oversizeable, multiple-fittable rep module with the ASB. So to fix the mistake they made with the new OP shield tanking module, they decided to pre-nerf the new armor tanking module.
See? All better now.
so why didn't they nerf the asb.. They might, but then again they might not. Imagine the ranting and the tears in the forum's if they announced they were! MODULAR DRONES
MORE ORE SHIPS |
Luc Chastot
Zero Excavations You Failed the Mumble Test
197
|
Posted - 2013.02.05 06:46:00 -
[1192] - Quote
ASBs should take like 5 minutes to reload. Make it idiot-proof and someone will make a better idiot. |
Meditril
T.R.I.A.D
236
|
Posted - 2013.02.05 10:51:00 -
[1193] - Quote
I propose you guys calm down a bit.
ASB has been nerved a lot with the last patch. Pre-patch in FW nearly every shield frigate was fitted with an ASB. Now I rarely see people use ASB. So at least within the context of FW the ASB is not that much overpowered any more.
With regards to the AAR, I think the general approach is right. Even though I think that it is too much pre-nerved. Either the rep factor should be higher, current rep factor of 2.25x a T1 repairer when loaded which equals 1.66 of a T2 repairer, which is not much especially if taking into account that a small repairer just runs for 8 x 4.5s = 36s (assuming full skills).
Since the small reppers have a repair cycle which is half of the medium and large ones I think they should be able to hold twice the amount of paste, which means for 16 cycles. Alternatively the small repairers should have a rep factor which is twice that high as it currently is, so that they are intended to be used in burst mode. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
519
|
Posted - 2013.02.05 13:04:00 -
[1194] - Quote
Meditril wrote:...Since the small reppers have a repair cycle which is half of the medium and large ones I think they should be able to hold twice the amount of paste, which means for 16 cycles. Alternatively the small repairers should have a rep factor which is twice that high as it currently is, so that they are intended to be used in burst mode. SAAR is the least of the problems as everything is pretty well balanced on the frig/dessie level to begin with, ie. the dps/ehp ratios are spot on. Thirty seconds is in the upper range of the average frig/dessie fight duration so again, spot on. Any longer and you are going from buffing armour tanking to buffing a specific hull exclusively, namely the Incursus (Punisher does not have cap or slots to get cap for much longer than 30s). Same applies if you double the rep amount and although that would include the Punisher it would still be be a big FU to all other frigs/dessies.
Can be argued that MAAR/LAAR should have room for more than 8 cycles as dps/ehp ratio tends to be skewed due to more people being involved, but increasing rep amount modifier should be done/considered very carefully as you don't want to create an environment where extreme neuting is mandatory for anything to get done (as Amarr only, it is bad enough as is) .. the HP/cap with extra rep amount risks awarding a massive advantage to ships with cap to spare.
Speaking of the Punisher/Incursus .. I'd really like a third mid on my Punisher for an injector or in the very least a hefty cap bump. Falls far behind in the cap race at the mere mention of a small neut
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Freighdee Katt
Center for Advanced Studies Gallente Federation
131
|
Posted - 2013.02.05 13:09:00 -
[1195] - Quote
Commander Ted wrote:so why didn't they nerf the asb No need to. They nerfed the AAR instead to balance it. |
Naomi Anthar
No Tax So Relax.
22
|
Posted - 2013.02.05 13:29:00 -
[1196] - Quote
Guys and girls please stop giving feedback they don't care. They think asb is fine , maybe they will even buff it for lolz. cmon - i'm mad at myself now. I was thinking our feedback and most notably valid arguments can shift or change anything - no they can't. Train shield skill skills and move along. Game is still fun even with this part broken i guess. |
Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
360
|
Posted - 2013.02.05 16:40:00 -
[1197] - Quote
Naomi Anthar wrote:Guys and girls please stop giving feedback they don't care. They think asb is fine , maybe they will even buff it for lolz. cmon - i'm mad at myself now. I was thinking our feedback and most notably valid arguments can shift or change anything - no they can't. Train shield skill skills and move along. Game is still fun even with this part broken i guess.
you guess?
But, indeed, CCP should read more the forums...
There would be no need for the CSM to exist if everyone in CCP were listening what we say here...
And don't forget... for now, CCP Fozzie is the best DEV iin this category... He really listen to people here!
But once ha makes a decision, he needs to develop on that, put on sisi, see if it worked, and then move on or rework it...
so have some patience with him...(but not with the rest of CCP )
Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
360
|
Posted - 2013.02.05 17:15:00 -
[1198] - Quote
CCP Fozzie wrote:
Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship. Armor Reps:New: Reduce the Powergrid requirements of all Medium Armor Repair units by 20%
Reduce the Powergrid requirements of all Large Armor Repair units by 10%
This mean that for BS the things will be the same at the start and will be better in the late game??
Finally a Good Buff to the armor system! It is a shame lacking powergrid and dps becouse of the tank... Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
Haifisch Zahne
Hraka Manufacture GmbH
193
|
Posted - 2013.02.05 17:15:00 -
[1199] - Quote
Maybe suggested, but I am not going through 60+ pages of posts, sorry.
Give armor repper's an additional bonus of 5% to all armor resists (per some skill level?) .
(My luck, no one reads this thread anymore. Or, better still, only trolls.) |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
401
|
Posted - 2013.02.05 17:24:00 -
[1200] - Quote
Commander Ted wrote:How come I can't fit more than one AAR? I can fit multiple oversized ASB modules that use zero capacitor, but not multiple armor reppers?
It's a simple admittance that listening to the community when it comes to the introduction of new modules produced for a fail "new modules idea" sticky thread was an astoundingly "mongoloidish" idea.
The reality is that ccp is finally beginning to pull their heads out of the communal ass they've been stuck in for so many years. In essence, don't expect CCP to correct unquestionable mistakes of the past by introducing more content destroying "content". |
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PavlikX
You are in da lock
46
|
Posted - 2013.02.05 18:37:00 -
[1201] - Quote
Can we hope on T2 and other meta versions of AAR and RAH? I reaaly hope so. New modules needs more versions. |
Mund Richard
304
|
Posted - 2013.02.05 19:02:00 -
[1202] - Quote
PavlikX wrote:Can we hope on T2 and other meta versions of AAR and RAH? I reaaly hope so. New modules needs more versions. T2 RAH has been brought up a few times already in this thread, so far no response.
Even though it would be possibly a huge buff for armor, and one folk would see use for.
Then again, in essence, it would become an invuln field for armor, and that would be bad because... it would be good? Specially with Invuln loosing it's passive resist. Although Faction/Deadspace invuln resists remain crazy still while you have the cap, which you don't need for the repper anyways. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
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CCP Fozzie
C C P C C P Alliance
3868
|
Posted - 2013.02.05 19:22:00 -
[1203] - Quote
Creating T2 versions of any number of the Inferno/Retri prototype modules is definitely an option, I don't think CCP Soniclover has made any hard decisions about when and what the next steps will be with them quite yet. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Pinky Denmark
The Cursed Navy
339
|
Posted - 2013.02.05 20:15:00 -
[1204] - Quote
It will definately make it easier to balance - test the most powerfull option and then introduce full scale with the less powerfull but easier to fit options later... Will CCP Soniclover be debating the ASBs again in a near future? They are really hard to use unless you use 2 - Then suddenly your only real drawback is one less medslot and some fitting... |
Thorne Zyman
Between the lines Beyond The Dark
2
|
Posted - 2013.02.05 20:19:00 -
[1205] - Quote
Thorne Zyman wrote:Here's my version of armour tanking 2.0.
Buffer Tanking:
For all plates:
1Increase the PG required by a factor of 2 - 2.5 (eg, 1600 now takes 1250 pg) 2Add 5 to the CPU required. 3Increase the mass by a factor of 1.5. 4Increase the HP gained by a factor of 2 (eg, 800mm plate will provide the benefit of the old 1600mm).
This will provide a sharp line between low mass, low hp and high mass high hp plates at each ship level (except Battleship level where the mass difference between 800 & 1600 is lower).
50mm plates will still be more or less unused, but 100mm/200m will do the same job the 200mm/400mm do at frigate level but with a sharper mobility difference. 400mm/800mm will provide a genuine choice at Cruiser level. 1600mm becomes a Battleship only module (though fitable on some niche bait cruiser / battlecruiser fits), with 800mm also being viable for a more mobile Battleship.
Active Tanking:
I personally don't think there's much wrong with active tanking, except the modules take too much pg to fit. SAR are fine, MAR could be taken down a touch in pg(15%?), and LAR down a bit more(20%?).
Rep amount is ok, maybe increase MAR and LAR a touch (10%?).
For short term burst tank, significantly increase the heat bonuses to something like +100% rep amount, with no change to duration.
In addition to this, look into the deadspace options for shield and armour tanking and bring them closer together (but still leave shield boosting more) by nerfing deadspace shield boosters down and bumping deadspace armour reps up. In addition, look into the resists provided by high end deadspace modules.
Reduce the cap use of the RAH to make it usable on cruisers. Introduce a T2 version with higher resists.
Rigs:
Change shield rig penalty to -10% armour and armour rig to -10% shield. This makes the penalty pretty much a non-issue, but it has a nice symmetry to it. Add a stacking penalty to CDFE & Trimarks.
Change astro rigs to -10% structure, to make them usable with an armour tank if desired. just going to leave this here again, was missed from about 20 pages ago... |
Mund Richard
304
|
Posted - 2013.02.05 20:47:00 -
[1206] - Quote
Thorne Zyman wrote:Thorne Zyman wrote:Here's my version of armour tanking 2.0. *snip* just going to leave this here again, was missed from about 20 pages ago... Well yes, but it started a bit "crazy".
Many people complain about either the mass or the EHP added by 1600s being too high. And then you suggest both get buffed.
I do see the sense in it: accept that armor is bad at mobility, and make it be good at being a brick. However, it totally nullifies any chance shield users have for a brawl, or armor to make dictating range at least a bit harder. Think of the hybrid-damage/resist caldari line. So I disagree.
Bringing plates/extenders and active modules closer together would be interesting, except that the original idea is (I think) that one trades longevity (from being able to repair) for being able to equip larger guns. That (T2) logis changed the landscape completely, and people rather fit multiple buffers most of the time, is "a separate issue". As are dual-oversized-ASBs.
Active tank heat bonus change: Well,it would burn out slower (which is good), but boost less often. Only place I see that as a problem is with oversized modules, where a cycle reps all your buffer (I exaggerate), so faster cycles are the way to go, less damage seeping through.
Rebalancing Faction/Deadspace armor AND shield modules: YES, please!
Meta/T2 RAH, and cost rebalance: Yes!
Armor/Shield rig penalty to be the other one: Balance-minded that makes sense. Flavor loss I can sometimes live with. And active armor is already being changed, so why not go a step further? Shield "drawback" does not exist at the moment as soon as the MWD is turned on. And apart from the Cane and other lowslot-heavy ships, shield ones tend to have less "excess" armor (having LOTS of EHP in shield instead), than Gallente do hull for instance.
Stacking penalty to CDFE/Trimark: I imagine what that would achieve, is that people would use two, and the third would plug a resist hole. Or something. And no real change on T2. Possibly not worth the bother. Makes sense though, but by that logic you could also start calling for stacking on plates/extenders.
Astro rig -10% structure: On one hand, anything making armor more viable is good in my book. On the other hand, structure... Immediately I think of poor Taranis. 571 armor and 879 hull at all V, tanking is done by slapping on a DC in many cases. Would hurt there a lot, and who needs mobility more, than frigates? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Thorne Zyman
Between the lines Beyond The Dark
2
|
Posted - 2013.02.05 21:12:00 -
[1207] - Quote
Thanks for the reply.
The buffer changes will make everything lighter. I'm suggesting giving 800 plates roughly the same fitting and buffer as the current 1600, but a bit lighter, and the 400 plate roughly the buffer of the current 800 plate, but much much lighter and easier to fit. Not at a pc atm, but can post the exact values later.
The basic idea was to make a sharp difference between solid buffer / heavy weight / hard to fit and light buffer / light weight / easy to fit. |
Mund Richard
304
|
Posted - 2013.02.05 21:19:00 -
[1208] - Quote
Well, with multiple plate fits, it would rather translate into a "free" lowslot, for a bit of a fitting difficulty increase. I think many would be happy to have that difficulty. Still disagreeing, sorry. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
PavlikX
You are in da lock
46
|
Posted - 2013.02.06 03:58:00 -
[1209] - Quote
CCP Fozzie wrote:Creating T2 versions of any number of the Inferno/Retri prototype modules is definitely an option, I don't think CCP Soniclover has made any hard decisions about when and what the next steps will be with them quite yet. Well, thanks for reply. But you have mentioned T2 meta 5 level only ... Is your answer valid for other meta levels? |
Roime
Shiva Furnace
1907
|
Posted - 2013.02.06 07:51:00 -
[1210] - Quote
It still looks like triple rep is required to get any mileage out of active armor tank on BC/BC level. This means five slots just for the repairers, then you use all other lows and rig slots to buff them on a competitive level.
Managing 5 modules and the heat generated my them, losing all damage and having even more isk in your full cargohold just to run a tank that compares to 4-slot XLASB tank but with a web feels like a rather harsh tradeoff.
-á- All I really wanted was to build a castle among the stars - |
|
raawe
Imperial Shipment Amarr Empire
1
|
Posted - 2013.02.06 08:21:00 -
[1211] - Quote
Not to mention cap issue... |
Yavax Zavro
Unseen Nomads Exiled Ones
0
|
Posted - 2013.02.06 09:06:00 -
[1212] - Quote
What's the point in reducing plates mass? I don't get it. 1600mm is so popular because of it's HP bonus, changing smaller plates mass won't make them popular (I guess it's the main reason of doing so). People still will be trying to fit 1600mm in their ships anyway . |
raawe
Imperial Shipment Amarr Empire
1
|
Posted - 2013.02.06 11:38:00 -
[1213] - Quote
Yavax Zavro wrote:What's the point in reducing plates mass? I don't get it. .
need for speed! No really plate mass needs to be reduced a little bit at least or given some extra resistances.
|
Yavax Zavro
Unseen Nomads Exiled Ones
1
|
Posted - 2013.02.06 14:05:00 -
[1214] - Quote
raawe wrote:Yavax Zavro wrote:What's the point in reducing plates mass? I don't get it. . need for speed! No really plate mass needs to be reduced a little bit at least or given some extra resistances. Penalty for speed is so small that I don't think there's a point of changing it. Maybe in smaller plates there is, but in 800mm? Nope.
|
Kahega Amielden
Rifterlings
625
|
Posted - 2013.02.06 14:31:00 -
[1215] - Quote
CCP Fozzie wrote:Creating T2 versions of any number of the Inferno/Retri prototype modules is definitely an option, I don't think CCP Soniclover has made any hard decisions about when and what the next steps will be with them quite yet.
So, I'm curious.
Presumably when you release these modules you intend them to be balanced and competitive with other options, which is for most people going to be tech 2 stuff. Ancillary shield boosters, for example, are meant to be competitive with t2 shield extenders. How could you release tech 2 versions of these mods without breaking this balance? |
Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
516
|
Posted - 2013.02.06 14:51:00 -
[1216] - Quote
Kahega Amielden wrote:CCP Fozzie wrote:Creating T2 versions of any number of the Inferno/Retri prototype modules is definitely an option, I don't think CCP Soniclover has made any hard decisions about when and what the next steps will be with them quite yet. So, I'm curious. Presumably when you release these modules you intend them to be balanced and competitive with other options, which is for most people going to be tech 2 stuff. Ancillary shield boosters, for example, are meant to be competitive with t2 shield extenders. How could you release tech 2 versions of these mods without breaking this balance?
Easy, introduce T2 versions with the same stats as the current T1 versions, then nerf the current T1 versions. The net result is to increase the cost of fitting your ship.
Of course, that's a total waste of time. |
Spugg Galdon
APOCALYPSE LEGION
274
|
Posted - 2013.02.06 15:04:00 -
[1217] - Quote
Gypsio III wrote:Kahega Amielden wrote:CCP Fozzie wrote:Creating T2 versions of any number of the Inferno/Retri prototype modules is definitely an option, I don't think CCP Soniclover has made any hard decisions about when and what the next steps will be with them quite yet. So, I'm curious. Presumably when you release these modules you intend them to be balanced and competitive with other options, which is for most people going to be tech 2 stuff. Ancillary shield boosters, for example, are meant to be competitive with t2 shield extenders. How could you release tech 2 versions of these mods without breaking this balance? Easy, introduce T2 versions with the same stats as the current T1 versions, then nerf the current T1 versions. The net result is to increase the cost of fitting your ship. Of course, that's a total waste of time.
T2 Ancillary rep/shield booster will probably just hold 1 or two more cycles of charges with same boosting stats and higher fitting reqs
You heard it here first. |
Roime
Shiva Furnace
1911
|
Posted - 2013.02.06 15:24:00 -
[1218] - Quote
Any word on fixing the Armor Resistance Phasing skill error? Level V currently causes increased cap usage.
-á- All I really wanted was to build a castle among the stars - |
Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.06 16:29:00 -
[1219] - Quote
. I wear my sunglasses at night. |
Shpenat
Pafos Technologies
35
|
Posted - 2013.02.06 16:45:00 -
[1220] - Quote
Roime wrote:Any word on fixing the Armor Resistance Phasing skill error? Level V currently causes increased cap usage.
I don't think that is an error. Armor repair modules also consume more cap with better skills |
|
Roime
Shiva Furnace
1917
|
Posted - 2013.02.06 16:52:00 -
[1221] - Quote
It's very different, since you only get the benefit for the first cycles, but suffer from the drawback all the time when it's on.
-á- All I really wanted was to build a castle among the stars - |
Naomi Anthar
No Tax So Relax.
24
|
Posted - 2013.02.06 17:01:00 -
[1222] - Quote
Shpenat wrote:Roime wrote:Any word on fixing the Armor Resistance Phasing skill error? Level V currently causes increased cap usage. I don't think that is an error. Armor repair modules also consume more cap with better skills
Sure it's not error, but as opposite to armor repair modules giving more hp/s - this module consumes more gj and after adjusting to damage type it's just drawback - no gain. |
Pinky Denmark
The Cursed Navy
339
|
Posted - 2013.02.06 18:38:00 -
[1223] - Quote
Yavax Zavro wrote:What's the point in reducing plates mass? I don't get it. 1600mm is so popular because of it's HP bonus, changing smaller plates mass won't make them popular (I guess it's the main reason of doing so). People still will be trying to fit 1600mm in their ships anyway .
Currently shield/nano fleets pretty much dominate all subfleet pvp except station games. Reducing the mass on armor buffer fits and removing the rig velocity penalty on active repair rigs will help close the gap a little...
Unfortunately the tacklers from all races will likely still be forced to fly with shield extenders, but it's still a buff... Still waiting for a buff to active tanking though. Normal armor repairers and shield boosters are so underpowered for pvp these days they could really need a solid boost without threatening the balance except a few exceptions.. |
Funky Lazers
Shin-Ra Ltd
229
|
Posted - 2013.02.06 19:56:00 -
[1224] - Quote
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? Whatever. |
Muad 'dib
The Imperial Fedaykin
757
|
Posted - 2013.02.06 22:06:00 -
[1225] - Quote
i think i might actually love fozzie now, hes like 50% of eve that know how to fix everything pvp wise only actually has the power to do it.
have my eve clone babies fozz, i thought you were a douche when just commenting, but now its only Michael Bolton III i hate :P
keep up the good work fozzie, you just say what everyone is thinking :D http://img299.imageshack.us/img299/4375/mynewsig2.jpg |
Manostranoia
Deep Space Logistics
0
|
Posted - 2013.02.07 03:48:00 -
[1226] - Quote
Now fozzie here is a quotation for you when will y'all make it possible to see more armor gangs flying with theses changes. In that spec I an armor purists I love my armor fits will this have to change on how we fit the ships and how we manage them? Because the way things ate going if that shield is taking the stage with all the fleet fights which make me kinda sick of hearing about shield this and shield that. Armor is now taking the back burner . So will this male armor fleets more viable in the near future? |
Manostranoia
Deep Space Logistics
0
|
Posted - 2013.02.07 03:49:00 -
[1227] - Quote
Now fozzie here is a quotation for you when will y'all make it possible to see more armor gangs flying with theses changes. In that spec I an armor purists I love my armor fits will this have to change on how we fit the ships and how we manage them? Because the way things ate going if that shield is taking the stage with all the fleet fights which make me kinda sick of hearing about shield this and shield that. Armor is now taking the back burner . So will this make armor fleets more viable in the near future? |
Luc Chastot
Zero Excavations You Failed the Mumble Test
199
|
Posted - 2013.02.07 04:13:00 -
[1228] - Quote
Manostranoia wrote:Now fozzie here is a quotation for you when will y'all make it possible to see more armor gangs flying with theses changes. In that spec I an armor purists I love my armor fits will this have to change on how we fit the ships and how we manage them? Because the way things ate going if that shield is taking the stage with all the fleet fights which make me kinda sick of hearing about shield this and shield that. Armor is now taking the back burner . So will this make armor fleets more viable in the near future?
I have a strange feeling of deja v+¦.
On topic, could the AARs receive a bit more oomph? Right now they're not that great, considering the rep amount is not that much over T2 repers, while ASBs are super easy to fit and don't consume any cap. Make it idiot-proof and someone will make a better idiot. |
Edey
27
|
Posted - 2013.02.07 08:01:00 -
[1229] - Quote
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? That and why there are 3 sub-cap armor repair mods (small, med and large) while shield has 4? |
Naomi Anthar
No Tax So Relax.
24
|
Posted - 2013.02.07 08:23:00 -
[1230] - Quote
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?
What fixed ?CCP thinks that reps and shield boosters etc are ok. That's why no change except PWG is going on for pve. Joke. |
|
Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.07 09:46:00 -
[1231] - Quote
Edey 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? That and why there are 3 sub-cap armor repair mods (small, med and large) while shield has 4? Because there is 6 armor buffer module versus 3 shield buffer module. |
Hakan MacTrew
Caledonian Light Industries
296
|
Posted - 2013.02.07 13:01:00 -
[1232] - Quote
Bouh Revetoile wrote:Edey 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? That and why there are 3 sub-cap armor repair mods (small, med and large) while shield has 4? Because there is 6 armor buffer module versus 3 shield buffer module. 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... MODULAR DRONES
MORE ORE SHIPS |
Funky Lazers
Shin-Ra Ltd
230
|
Posted - 2013.02.07 13:15:00 -
[1233] - Quote
Hakan MacTrew wrote:Bouh Revetoile wrote:Edey 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? That and why there are 3 sub-cap armor repair mods (small, med and large) while shield has 4? Because there is 6 armor buffer module versus 3 shield buffer module. 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 can have 100 armor resist mods and still it means nothing.
Shield have invuls and active hardeners which is more than enough to be better at tanking.
My Pithum A-Type adaptive invul gives me 46% of every resists. Show me the same mod on armor tanking. Whatever. |
Naomi Anthar
No Tax So Relax.
24
|
Posted - 2013.02.07 13:50:00 -
[1234] - Quote
Shield have [b]invuls[/ba] nd active hardeners which is more than enough to be better at tanking.
My Pithum A-Type adaptive invul gives me 46% of every resists. Show me the same mod on armor tanking.
While i agree shields are vastly superior i must mention armor got active hardeners too. Just not omni. And that makes big difference.
|
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
401
|
Posted - 2013.02.07 13:55:00 -
[1235] - Quote
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.
|
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
536
|
Posted - 2013.02.07 15:31:00 -
[1236] - 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 -
[1237] - 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++ |
PavlikX
You are in da lock
46
|
Posted - 2013.02.07 18:04:00 -
[1238] - Quote
Well, for what reason AAR needed? Add paste loading to the ordinary repairers. No limitations, versions and so on. They are exists allready.
PS Just idea |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
402
|
Posted - 2013.02.07 18:22:00 -
[1239] - Quote
With just 5 days till the release of 1.1 it seems much of these changes are more or less set in stone...
Fozzie, I find it rather disheartening that outside of a modest decrease in grid requirements, there have been no real changes to standard reppers. AAR are cool and all but I think you've dropped the ball on addressing some of the major concerns that have been voiced by the most experienced this community has to offer over the past 4+ years. You did not even mention the imbalance in the progression of deadspace reppers vs boosters which to me indicates you and your cohorts have done a rather sloppy job. Beyond the vast imbalance in hp per second, you missed another major issue with the dead space comparison which ends up putting the cap efficiency in favor of shield mods instead of armor reppers which is beyond short sighted. You guys need to actually start running numbers on the entirety of the comparison, not just selectively choosing what you want to focus on.
Overall I must say that this active armor tanking "buff" is nothing more than gimmick. Not impressed in the slightest. |
Naomi Anthar
No Tax So Relax.
26
|
Posted - 2013.02.07 19:12:00 -
[1240] - Quote
Jerick Ludhowe wrote:With just 5 days till the release of 1.1 it seems much of these changes are more or less set in stone...
Fozzie, I find it rather disheartening that outside of a modest decrease in grid requirements, there have been no real changes to standard reppers. AAR are cool and all but I think you've dropped the ball on addressing some of the major concerns that have been voiced by the most experienced this community has to offer over the past 4+ years. You did not even mention the imbalance in the progression of deadspace reppers vs boosters which to me indicates you and your cohorts have done a rather sloppy job. Beyond the vast imbalance in hp per second, you missed another major issue with the dead space comparison which ends up putting the cap efficiency in favor of shield mods instead of armor reppers which is beyond short sighted. You guys need to actually start running numbers on the entirety of the comparison, not just selectively choosing what you want to focus on.
Overall I must say that this active armor tanking "buff" is nothing more than gimmick. Not impressed in the slightest.
Can i like this post more times ? Not just once ? Yeah progression in deadspace/faction reps compared to what shield boosters get is another gamebreaking advantage for PvE mostly , but still advantage. |
|
Pinky Denmark
The Cursed Navy
341
|
Posted - 2013.02.07 19:36:00 -
[1241] - Quote
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... |
Naomi Anthar
No Tax So Relax.
30
|
Posted - 2013.02.07 19:54:00 -
[1242] - Quote
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...
Bla bla bla. And then we should compare armor tanking to what ? Hull tanking ? Yeah. I guess so. |
Funky Lazers
Shin-Ra Ltd
231
|
Posted - 2013.02.07 22:02:00 -
[1243] - Quote
Naomi Anthar wrote: Bla bla bla. And then we should compare armor tanking to what ? Hull tanking ? Yeah. I guess so.
I still think you chose the wrong comparison, we should compare Armor tanking to Hybrid turrets or Afterburners. Well, those things too use cap, so we can balance around that.
All in all, I just wonder how do you balance something if you don't have a comparison?
Skunky Denmark wrote: Especially when the 2 ships are not designed to tank the same So Kronos is designed to tank an empty space and Golem should tank asteroids? Right? Whatever. |
Fon Revedhort
Monks of War Out of Sight.
969
|
Posted - 2013.02.07 22:38:00 -
[1244] - Quote
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 14 |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
538
|
Posted - 2013.02.07 23:29:00 -
[1245] - 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++ |
Goldensaver
Marsuud And Sons Industries
131
|
Posted - 2013.02.07 23:31:00 -
[1246] - Quote
As to all the discussion about deadspace mods here... yeah, those really need to get fixed. The deadspace progression is pretty messed up. Shield tanking is tough with T2 mods, but far too powerful with deadspace (ASB's not included). I'd like to see them bring down deadspace shield mods a LARGE chunk, and T2 shield up ever so slightly. As far as armour bring the T2's up moderately/significantly while bringing down deadspace a bit. Deadspace should be a luxury that only improves the chances when tanking. Not an absolute necessity to active tank at all (ASB's not included) except in very gimmicky circumstances. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.07 23:37:00 -
[1247] - Quote
Fon Revedhort wrote:How's that?... Direct comparison is the wrong way because of the module availability in the two racks used, slot counts in said racks and base resistances ... compare them yes, but not directly cap/cap, hp/hp, etc.
Fon Revedhort wrote: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 AAR does just that, gives you the peak to the regular repairers efficiency, but it is a good point. There should be a wider range to choose from .. as a FW monkey I'd like to call dibs and have the navy reppers be insane in either department |
Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.08 00:31:00 -
[1248] - Quote
Fon Revedhort wrote: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 It's precisely how it shouldn't, because that oclude everything the systems don't share.
How do you compare the mid slot availability of the armor tanker versus the low slot availability of the shield one, for example ?
And in this comparison made earlier : why isn't the cap stability compared too ?
And how will you compare the availability of rigs to boost rep amount for armor but not for shield ?
Basicaly, active armor is designed to be cap efficient, but slow and not so bursty, though you can more easily boost the burst ability with rigs and add more repairer (there is more low slots than mid slots). On the other side, shield are built with high burst but very low cap efficiency, though you can boost this cap efficiency with rigs and boost amplifier (though this last one cost a valuable mid slot). |
Aralieus
Shadowbane Syndicate
84
|
Posted - 2013.02.08 02:58:00 -
[1249] - Quote
Naomi Anthar wrote:
Shield have [b]invuls[/ba] nd active hardeners which is more than enough to be better at tanking.
My Pithum A-Type adaptive invul gives me 46% of every resists. Show me the same mod on armor tanking.
While i agree shields are vastly superior i must mention armor got active hardeners too. Just not omni. And that makes big difference.
Armor also has awkward resistance phasing wtfomgmycapisgone module Oderint Dum Metuant |
Bienator II
madmen of the skies
1486
|
Posted - 2013.02.08 03:15:00 -
[1250] - Quote
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. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |
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Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.08 03:51:00 -
[1251] - 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. |
Antonio Steele
Center for Advanced Studies Gallente Federation
1
|
Posted - 2013.02.08 03:56:00 -
[1252] - Quote
one thing they should do is change the bonus for the repair systems skill to a bonus to repair amount per cycle. The shorter cycle time bonus actually hurts a lot of tanks as you have to then make compromises to keep cap up. For instance, If I train the repair systems skill up a level, I would have to replace an armor rig with a cap rig to keep cap up, and have a net loss in armor hp/s. Most people I know suggest keeping that skill at 4 as that fulfills all minimum requirements. Its the only skill I know of that people suggest not maxing out ever. It sucks. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
141
|
Posted - 2013.02.08 03:59:00 -
[1253] - 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. |
Goldensaver
Marsuud And Sons Industries
131
|
Posted - 2013.02.08 06:59:00 -
[1254] - Quote
Antonio Steele wrote:one thing they should do is change the bonus for the repair systems skill to a bonus to repair amount per cycle. The shorter cycle time bonus actually hurts a lot of tanks as you have to then make compromises to keep cap up. For instance, If I train the repair systems skill up a level, I would have to replace an armor rig with a cap rig to keep cap up, and have a net loss in armor hp/s. Most people I know suggest keeping that skill at 4 as that fulfills all minimum requirements. Its the only skill I know of that people suggest not maxing out ever. It sucks.
Most people never used to max afterburner either. They changed that now though.
But this would be somewhat of a nerf to armour tanks. You should realize that though it would be nice for it to repair more, increasing cap stability, it's also important that those reps land when you need them. Reducing the cycle time allows you to time your reps more easily. Shield has a large advantage here due to instantaneous boosts right when you need them. Armour you have to know exactly how long it'll take them to get your armour where you want it to rep, or you run the risk of letting them get you into structure before the rep hits, or overrepping and wasting part of a cycle, and you can only make that mistake so many times.
It's hard to strike a balance with something like this. And you might as well train it to V. There's no reason not to (you can pulse it when you need it) and if you ever need a faster running rep it definitely doesn't hurt to have. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.08 11:53:00 -
[1255] - Quote
Goldensaver wrote:Most people never used to max afterburner either. They changed that now though.... They did what now? You are not by any chance referring to the oversized AB phenomenon where the saved cap is noticeable .. because I'll be damned if I (as a declared anti-oversizer) see any reason whatsoever to train that pointless skill higher than 3-4.
CCP did not do that, we players did in our never ending pursuit of min-max bliss.
As for the rest: That is the beauty of active armour, it is not a simpletons chosen method of tanking as it requires considerations and choices far beyond that of active shield .. absolute nightmare if one get hit with latency spikes, but with everything running smoothly one (read: I) get a lot more satisfaction out of juggling cap/armour/hull/transversal than just cap which is all active shield amounts to if you ask me and the main reason why I too consider the ASB flawed .. then again, could just be my Amarr hulls with neut bonuses talking
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Fon Revedhort
Monks of War Out of Sight.
971
|
Posted - 2013.02.08 12:17:00 -
[1256] - Quote
Bouh Revetoile wrote:Fon Revedhort wrote: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 It's precisely how it shouldn't, because that oclude everything the systems don't share. How do you compare the mid slot availability of the armor tanker versus the low slot availability of the shield one, for example ? And in this comparison made earlier : why isn't the cap stability compared too ? And how will you compare the availability of rigs to boost rep amount for armor but not for shield ? Basicaly, active armor is designed to be cap efficient, but slow and not so bursty, though you can more easily boost the burst ability with rigs and add more repairer (there is more low slots than mid slots). On the other side, shield are built with high burst but very low cap efficiency, though you can boost this cap efficiency with rigs and boost amplifier (though this last one cost a valuable mid slot). The truth is, tech2 XLSB+SBA = 2 LARs in terms of cap efficiency and pretty much in sheer tanking, too. Armour having better default resistances is negated by invuls being so much better. In case for deadspace stuff - and that was the main point - shield tanking is plain better.
As for slot balance and availability, it is really flawed since TEs are so absurdly good and neither webs nor EW are of any major appeal on unbonused hulls. I guess I can safely state that if any ship would have X/6/6 slots lineup and no bonuses to tanking, it would be shield-tanked pretty much always. Machariel is a perfect example (and that is a 8/5/7 ship) - you hardly encounter active armour tanked ones at all.
TL;DR: tech2 tanking is more or less balanced, deadspace is not 14 |
Grath Telkin
Sniggerdly Pandemic Legion
1281
|
Posted - 2013.02.08 13:08:00 -
[1257] - Quote
Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls.
Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion....
Did you wake up and smoke crack today?
|
Fon Revedhort
Monks of War Out of Sight.
972
|
Posted - 2013.02.08 13:17:00 -
[1258] - Quote
Grath Telkin wrote:Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls. Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion.... Did you wake up and smoke crack today? I'm not sure whether your racial level allows it, but you should be comparing that to proliferation of nanos, damage mods and TEs. 14 |
Funky Lazers
Shin-Ra Ltd
232
|
Posted - 2013.02.08 13:36:00 -
[1259] - Quote
Fon Revedhort wrote: TL;DR: tech2 tanking is more or less balanced, deadspace is not
I'm not some EFT warrior, but here's EFT SS about T2 tanking balance.
Shield is better at burst tanking AND at sustained one. Invuls make this difference even more distant. Whatever. |
Mund Richard
304
|
Posted - 2013.02.08 13:56:00 -
[1260] - Quote
Funky Lazers wrote:Fon Revedhort wrote: TL;DR: tech2 tanking is more or less balanced, deadspace is not
I'm not some EFT warrior, but here's EFT SS about T2 tanking balance. Shield is better at burst tanking AND at sustained one. Invuls make this difference even more distant. For those not particularly fond of numbers, but saying armor has better resists. After two T2 invulns and EAMNs the resist numbers in decreasing order on a caldari hull (for similar base resist profiles) 70.6 > 67.7 > 56 > 47.2 (avg resist 2.524 according to EFT) 74.1> 69 > 58.6 > 48.3 (avg resist 2.665) Trick question: Which one is the armor and which one the shield? One is over 5.5% more effective
Addendum 1: The following resists are achieved by 4d4h34m worth of training for one, and I think 59d6h13m for the other. Which is which. (Talking about active tanking, you need to have cap, so situations where cap is not available are irrelevant)
Addendum 2: with deadspace mods: 84.3 > 81.1 > 74.8 > 68.5 (avg res 4.381) 77.6 > 75.4 > 66.4 > 59.7 (avg resist 3.312) Hmm, did I load T1 somewhere by accident? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
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Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.08 14:08:00 -
[1261] - Quote
efficiency (hp/GJ) : LARII : 2 LARII + ANP rig : 2,3 LARII + ANP rig *2 : 2,6 XLSBII : 1,66 XLSBII+SBAII : 2,26 XLSBII+SBAII+CDCS rig : 2,51 XLSBII+SBAII+CDCS rig*2 : 2,8 XLSBII+CDCS rig*2 : 2
some comments : - CDCS rigs do not increase your tank ability ; - SBAII take a mid slot and less increase your tank ability than an invul, or even a second invul.
Hence, active shield tanking is a choice between efficiency and burst : you can reach the efficiency of an active armor tank, but to the price of tanking ability. Active armor on its side have less burst, but more ways to increase it -- easier to fit multiple repers ; more rigs, and notably one increasing both efficiency AND burst, a rig slot SBA in some ways.
Seem balanced to me ; both are mostly ineffective anyway (mostly, because *sometimes*, they aren't). I'm not talking about faction modules balance though.
Finaly, until now, there wasn't a lot of reason to fly armor tanked ship indeed, because, IMO, of speed superiority of shield ships. Though, with this rebalance, that could change. After these, a x/6/6 ship could benefit from an active armor tank with heavy EWAR capacities, because now he will be able to counter the strength of his ennemy instead of waiting for him to decide about how the engagement will fare. |
Pinky Denmark
The Cursed Navy
341
|
Posted - 2013.02.08 14:10:00 -
[1262] - Quote
Pinky Denmark wrote:comparing armor tank DIRECTLY with shield tank is bad mkay?
Whatever you do it's not a good idea to compare armor tanking and shield tanking directly based on the Kronos vs the Golem.
Kronos/Golem are the same ship class and overall pretty much balanced against eachother, however they are not supposed to have identical tank, or identical anything for that matter... Just because the Golem tanks perhaps 30% better than the Kronos it doesn't necesarily mean all shield tanking is 30% better. Thats all I said and my opinion won't change on that...
Between those two ships the Kronos has several other nice advantages making up for the smaller tank in some situations. Just look at the latest tournaments. You should really find other examples of why you think armor tanking is worse than shield tanking.
On the normal scale the effeciency of both seems pretty balanced. Shield tankers always complained about not having slots for tackle and armor tankers always complained about not having enough slots for damage mods. So lets focus on the things that seemingly pull in favour of shield tanking :
- Armor plates increasing mass making them slower
- Armor rigs reducing velocity enabling shield fleets to kite way too easy
- Tracking Enhancers having a way too powerfull range bonus making Tracking Computers unattractive
- Some ships having huge amount of dps making damage mods and tracking enhancers very important
- Active shield having no delay, while armo has to wait for end of cycle
- Being able to overload Invulnerability Fields, but not EANM
PS. And never forget active tankers get more tackle/ewar while traditionally having more lowslots available than shield tankers have medslots. |
Grath Telkin
Sniggerdly Pandemic Legion
1282
|
Posted - 2013.02.08 14:16:00 -
[1263] - Quote
Fon Revedhort wrote:Grath Telkin wrote:Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls. Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion.... Did you wake up and smoke crack today? I'm not sure whether your racial level allows it, but you should be comparing that to proliferation of nanos, damage mods and TEs.
When was the last time you went roaming in something that wasn't a dual alt boosted nighthawk? Do you not notice that everything in lowsec right now has a damp, TD, or web fit in its mids?
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Fon Revedhort
Monks of War Out of Sight.
972
|
Posted - 2013.02.08 14:24:00 -
[1264] - Quote
Grath Telkin wrote:Fon Revedhort wrote:Grath Telkin wrote:Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls. Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion.... Did you wake up and smoke crack today? I'm not sure whether your racial level allows it, but you should be comparing that to proliferation of nanos, damage mods and TEs. When was the last time you went roaming in something that wasn't a dual alt boosted nighthawk? Do you not notice that everything in lowsec right now has a damp, TD, or web fit in its mids? I don't give autographs on Friday, sorry. Queue up like the rest of the unknown rabble, more so when you want to sign such a tome of nonsense. 14 |
Mund Richard
304
|
Posted - 2013.02.08 14:39:00 -
[1265] - Quote
Bouh Revetoile wrote:Hence, active shield tanking is a choice between efficiency and burst : you can reach the efficiency of an active armor tank, but to the price of tanking ability. Active armor on its side have less burst, but more ways to increase it -- easier to fit multiple repers ; more rigs, and notably one increasing both efficiency AND burst, a rig slot SBA in some ways.
Seem balanced to me ; both are mostly ineffective anyway (mostly, because *sometimes*, they aren't). I'm not talking about faction modules balance though.
Finaly, until now, there wasn't a lot of reason to fly armor tanked ship indeed, because, IMO, of speed superiority of shield ships. Though, with this rebalance, that could change. After these, a x/6/6 ship could benefit from an active armor tank with heavy EWAR capacities, because now he will be able to counter the strength of his ennemy instead of waiting for him to decide about how the engagement will fare. "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...). Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.08 15:01:00 -
[1266] - Quote
If you are so hung up on efficiency with no regard to base cap/regen of the various hulls, then why not try to come up with solutions to your perceived problem?
You say that a booster + SBA exceeds what dual reps can do. So add a 20% extra 'shield mod' cap use to SBA's .. solves immediate booster eff. issue AND the supposed problem of invulns suddenly being god modules. You say triple rigs are needed to compete. So tweak the rig benefits slightly and/or convince Fozzie to put some extra hours into the heating rig originally planned as part of the active armour push (original proposal would break most if not all active armour scenarios so was rightfully pulled). |
Perihelion Olenard
Federal Navy Academy Gallente Federation
143
|
Posted - 2013.02.08 15:21:00 -
[1267] - 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. |
Mund Richard
304
|
Posted - 2013.02.08 15:22:00 -
[1268] - Quote
Veshta Yoshida wrote:If you are so hung up on efficiency with no regard to base cap/regen of the various hulls, then why not try to come up with solutions to your perceived problem?
You say that a booster + SBA exceeds what dual reps can do. So add a 20% extra 'shield mod' cap use to SBA's .. solves immediate booster eff. issue AND the supposed problem of invulns suddenly being god modules. You say triple rigs are needed to compete. So tweak the rig benefits slightly and/or convince Fozzie to put some extra hours into the heating rig originally planned as part of the active armour push (original proposal would break most if not all active armour scenarios so was rightfully pulled). The Invuln's percived being OPness I'd rather solve by adding a T2 and faction/deadspace resistance phasers (and I did ask Fozzie about it already, he answered with "maybe later"). SBA as a means of balancing invulns wouldn't affect those opting out on their use afterwards (remote rep). A drawback of cap usage wouldn't affect (dual) ASB fits.
Using heat as a way to balance armor and shield is not something I see as good, so that particular rig I'm happy Fozzie and the gang recalled for more tuning.
Juggling the armor rig against SBA... My original point there was not that the armor rig is weak, but that it's not outright superior to anything the shield users (don't) have. Not sure how brutal it would be, if they were +20% each. Possibly instantly offsetting over-sizing of shield modules with a dual (and not tripple) setup using two rigs. And then on a Proteus, two T2 and a T1 variant... It would have an x2.825 efficience on a single module.
I fully accept your critic of me being critical but not giving any suggestions in my post there. However, I did call for re-doing faction/deadspace armor and shield modules and adding a T2 RAH quite a few times before (maybe with toning the RAH skill to not increase cap cost), and those would be a good place to start with IMHO.
Perihelion Olenard wrote: 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. It wasn't meant to be a complaint, just as a counter to what you said that time, like you say now, different style of tanking. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Perihelion Olenard
Federal Navy Academy Gallente Federation
143
|
Posted - 2013.02.08 15:34:00 -
[1269] - 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. |
Mund Richard
304
|
Posted - 2013.02.08 15:37:00 -
[1270] - Quote
Perihelion Olenard wrote:The isk cost of tech 2 rigs in general have absolutely nothing to do with one form of tanking being superior to the other. Right. Shouldn't have edited to include that last bit. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
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Grath Telkin
Sniggerdly Pandemic Legion
1282
|
Posted - 2013.02.08 16:10:00 -
[1271] - Quote
Fon Revedhort wrote:Grath Telkin wrote:Fon Revedhort wrote:Grath Telkin wrote:Fon Revedhort wrote: neither webs nor EW are of any major appeal on unbonused hulls. Yea, obviously, with all the ships running around with unbonused webs and ewar I can see where you came to that conclusion.... Did you wake up and smoke crack today? I'm not sure whether your racial level allows it, but you should be comparing that to proliferation of nanos, damage mods and TEs. When was the last time you went roaming in something that wasn't a dual alt boosted nighthawk? Do you not notice that everything in lowsec right now has a damp, TD, or web fit in its mids? I don't give autographs on Friday, sorry. Queue up like the rest of the unknown rabble, more so when you want to sign such a tome of nonsense.
Right, so you admit to being wrong. I like the growth in you Fon, first you openly admit to being a racist, now you can even admit when you're wrong.
Eventually we'll work around to that thing where you can't play without every crutch possible but I guess baby steps are baby steps.
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Fon Revedhort
Monks of War Out of Sight.
973
|
Posted - 2013.02.08 17:03:00 -
[1272] - Quote
Grath Telkin wrote: Right, so you admit to being wrong. I like the growth in you Fon, first you openly admit to being a racist, now you can even admit when you're wrong.
Yeah, implying your IQ is above 60 was my fault. I have never thought it is that hard to compare how popular various modules are, though. 14 |
Grath Telkin
Sniggerdly Pandemic Legion
1283
|
Posted - 2013.02.08 17:47:00 -
[1273] - Quote
Fon Revedhort wrote:g your IQ is above 60 was my fault. I have never thought it is that hard to compare how popular various modules are, though.
So, the guy saying unbonused webs and ewar is unpopular just called somebody else dumb.....next you'll say offgrid boosters aren't that popular.
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Goldensaver
Marsuud And Sons Industries
131
|
Posted - 2013.02.08 18:07:00 -
[1274] - Quote
Veshta Yoshida wrote:Goldensaver wrote:Most people never used to max afterburner either. They changed that now though.... They did what now? You are not by any chance referring to the oversized AB phenomenon where the saved cap is noticeable .. because I'll be damned if I (as a declared anti-oversizer) see any reason whatsoever to train that pointless skill higher than 3-4. CCP did not do that, we players did in our never ending pursuit of min-max bliss. As for the rest: That is the beauty of active armour, it is not a simpletons chosen method of tanking as it requires considerations and choices far beyond that of active shield .. absolute nightmare if one get hit with latency spikes, but with everything running smoothly one (read: I) get a lot more satisfaction out of juggling cap/armour/hull/transversal than just cap which is all active shield amounts to if you ask me and the main reason why I too consider the ASB flawed .. then again, could just be my Amarr hulls with neut bonuses talking Previously the AB skill increased the duration of afterburners by 10% per level, reducing tactical options due to the long duration. Now they changed it to decrease duration and cap need so it comes out to the same cap/second as before, but you have increased tactical decisions due to the frequency you can pulse it (durations at V are half of what they used to be) and you can use your afterburner as you see fit.
Same thing applies to armour reps. You can use them more tactically, although they didn't implement the cap reduction per rank, but due to the decreased duration you can rep whenever you want, and when You need the health you can just run it constantly. |
Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.08 22:05:00 -
[1275] - 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. Or double oversided 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...). Comparing nanopump to SBA is a bad idea (modules they modify are really different) : just look at my numbers to see how they compare in real EVE. And to evaluate balance between shield and armor, keep in mind that armor ship often have one more low slot than shield tank ship have mid slots. Remember too that a pvp ship need a prop mod and a warp disruptor, further decreasing its slot count. Hence why the SBA can't be compared to rigs the way you do it. A shield ship with SB+SBA won't have high resist, and you need a triple rep armor ship to see comparable resist profile ; hence a shield tanking ship with high resist AND SBA is very rare (need 6 med slots for this) -- BTW, once you have 2 resist mods, you often are at your maximum, and shield and armor are almost equal at this level.
As for efficiency of standard active tanking, that is another problem. As almost nothing have been done to fix them (both, standard shield and armor active tanking are in the same state, and the numbers are not that different), they are both still pretty bad. ASB is the savior of active shield tanking, and AAR shall be the one of active armor tanking.
Comparing current active armor tanking to ASB though is not useful, as ASB and AAR are clearly supposed to be THE modules to use for pvp. |
Galatea Galilei
Profoundly Inquisitive Exploration
21
|
Posted - 2013.02.08 23:07:00 -
[1276] - Quote
Roime wrote:It still looks like triple rep is required to get any mileage out of active armor tank on BC/BC level. This means five slots just for the repairers, then you use all other lows and rig slots to buff them on a competitive level.
Managing 5 modules and the heat generated my them, losing all damage and having even more isk in your full cargohold just to run a tank that compares to 4-slot XLASB tank but with a web feels like a rather harsh tradeoff. Or you can just fit a passive shield tank that actually heals more HP per second caplessly without you even having to bother to activate it. And throw three drone damage amps on while you're at it...
I'm glad they changed the title here from Armor Tank 2.0, but 1.5 is still a bit ambitious. Call it Armor Tanking 1.0.1 and recognize the proposed changes here do almost nothing to close the gap towards making an armor tank even competitive. It will still be the case that a ship with a bonus to active armor tanking can fit a better tank by completely ignoring the hull bonus and tossing on a passive shield tank. Shield Myrmidon will still have a superior tank to armor Myrm, highlighting just how useless its hull bonus is. It provides a significant buff to a game mechanic so poor that even with the buff, it can't compete.
Honestly, I don't care if armor tanking is ever made competitive. I just wish the Myrm could have its utterly useless hull bonus replaced with something useful... but that's a different thread. |
Funky Lazers
Shin-Ra Ltd
232
|
Posted - 2013.02.08 23:34:00 -
[1277] - Quote
Well I just accepted the fact if you want to do PvE efficiently forget about three words: Active Armor Tanking.
Damn lol, I was so full of hope that I could finally fit my Kronos with some armor tank that I didn't use for like 3 years. Whatever. |
Mund Richard
308
|
Posted - 2013.02.09 01:07:00 -
[1278] - Quote
The nanopump to SBA I only continued since someone else mentioned it. One more low for armor doesn't sound too bad when tripple rep fits are flown against double booster ones. 2 mids are the bare minimum for a shield tank (prop+disruptor), while the slower armor traditionally goes prop+web+scram+cap booster. Lows both need for damage mods
Bouh Revetoile wrote:Comparing current active armor tanking to ASB though is not useful, as ASB and AAR are clearly supposed to be THE modules to use for pvp. Ok, but how does the AAR bring me a sudden increase in how good I can be with armor tanking using a BC/BS? Can only mount one, still uses cap, is only something like 70% better than a T2 while loaded, more than 40% worse without (or at least I hope my napkin math after midnight and correcting exams is not off), takes a minute to reload (during which it is 100% worse). Still need to pair it with at least one more rep, still need one or two cap booster with it.
At the introduction of the ASB, everyone and their grandmother flew almost all Gallente ships with it, for it simply just worked better on a non-tankbonused ship with comparable med and low amount. Still works quite well. I don't remember anyone brewing up masterplans for using the AAR on an unbonused (traditionally armor buffered, not going so far as to say caldari because that would be silly) hull.
Galatea Galilei wrote:Or you can just fit a passive shield tank that actually heals more HP per second caplessly without you even having to bother to activate it. And throw three drone damage amps on while you're at it... Ofc that only works on a few ships well. On the other hand, for PvE I stopped using armor myrms and went passive shield since felt so much more forgiving, and nothing planned in this thread changes that.
Funky Lazers wrote:Well I just accepted the fact if you want to do PvE efficiently forget about three words: Active Armor. Or go spider domi Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.09 01:35:00 -
[1279] - Quote
What people don't see with the AAR is all the possibilities the module open. Basicaly, you have a 2 in 1 repair mod for the length of a fiight and active tank rig won't kill your speed anymore (this is insane : 15% more speed !) Oh, and some grid is freed too now.
That may look like small things, but that may have huge consequences. You need one less slot to active armor tank (damage ? TE ? more tank ? more speed ?), and you are as fast as any other ship. I can't imagine how to not see the difference that will make. |
Mund Richard
308
|
Posted - 2013.02.09 02:49:00 -
[1280] - Quote
Bouh Revetoile wrote:What people don't see with the AAR is all the possibilities the module open. Basicaly, you have a 2 in 1 repair mod for the length of a fiight and active tank rig won't kill your speed anymore (this is insane : 15% more speed !) Oh, and some grid is freed too now.
That may look like small things, but that may have huge consequences. You need one less slot to active armor tank (damage ? TE ? more tank ? more speed ?), and you are as fast as any other ship. I can't imagine how to not see the difference that will make. Oh, I do see how active tanking rigs not killing my speed helps. Grid freed up due to the -20/10% is also nice. So far this is not mainly due to the new module.
Now continuing onto the AAR. On frig level it's good enough that Fozzie felt the Incursus must be nerfed. Can't really say I disagree.
BC level... What kind of fight are you looking at, where the MAAR will be still in it's prime when it's over? One less module? That ofc decreases your tank even while the AAR is in it's prime. I'm assuming dual-rep, Prop, Cap Booster. Thus Ions at best (haven't checked exact numbers though). Anything with two webs will try and keep you close to scram range. Anything designed to kite will keep you outside or fail at kiting. Without a TE that will hurt quite a bit. With a TE I'm not sure of your dps to take them down fast enough. Fast enough being somewhere around 2 mins, where a T2 MAR would catch up to the MAAR (apart from in fitting and cap cost), taking over if you don't reload afterwards. If you reload... well, you aren't that much better off either way. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
|
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.09 08:01:00 -
[1281] - Quote
How exactly do you want to balance it? From the description with the "lack of TE" it sounds like you want to use BC vs AF as a base-line There will still and should always be some matchups that are utterly impossible to pull off .. that was one of the reason I think why CCP were so heavy handed with the Hurricane, it simply had no real weakness and would happily munch anything in its path.
Duration of the uber-repper is 8x cycle currently; - Frigates are well covered with fights being fast and furious and rarely going beyond the one minute mark if that .. cap management/warfare will be alpha/omega (Rifter to have a renaissance?). Would in this sentence like to reiterate my desire for more Punisher cap - Cruiser are well-off with the 70-80s duration, could be a tad longer though, say ten cycles. - Battlecruisers are the odd ducks out, mostly due to their place in the hierarchy. Near BS damage levels with only cruiser+ tanks makes the eight cycles entirely too low .. if I were the one to make the call I'd give them an extra role bonus to be able to fit two ASB/AAR (would require an ASB nerf to disallow multiple on other hulls). NOTE: Similar role bonus could be attached to the T3 active tanking sub-system. - BS are so rarely used in the scenarios the AAR is designed for (solo/small-G) that it is very hard for me to comment on. AAR use will be a niche thing on BS level I should think .. used primarily for travel to make it back to gates (more speed + equivalent of buffer tank EHP) .. BS are fleet animals which is fine by me.
The main grief points towards tweaking ASB's (and TE's) and not buffing AAR's. The fact that an armour boat would even consider using that horrible thing is proof enough if you ask me .. creating an environment where shield hulls start seeing benefits in using AAR's is not even (I should hope) on the table.
|
Funky Lazers
Shin-Ra Ltd
232
|
Posted - 2013.02.09 08:08:00 -
[1282] - Quote
Bouh Revetoile wrote:What people don't see with the AAR is all the possibilities the module open. Basicaly, you have a 2 in 1 repair mod for the length of a fiight and active tank rig won't kill your speed anymore (this is insane : 15% more speed !) Oh, and some grid is freed too now.
That may look like small things, but that may have huge consequences. You need one less slot to active armor tank (damage ? TE ? more tank ? more speed ?), and you are as fast as any other ship. I can't imagine how to not see the difference that will make.
Sometimes I have to stand, do anything and/or tank damage for like 3-5 mins or even more because of Damper madness.
My repairer does more than 20 or 30 cycles for those 5 mins. So "for the length of a fight" sounds a bit joky.
I have around 3000-4000 PG free, "Oh, and some grid is freed too now." yeah, more free greed!
Also I never use rigs and other stuff that reduces my speed, so where is my 15% more speed?
"You need one less slot to active armor tank" - No. I still need the same number. Nothing changed. Whatever. |
Little Dragon Khamez
Guardians of the Underworld
49
|
Posted - 2013.02.09 10:53:00 -
[1283] - Quote
I think that a lot of problems could be solved by having a new class of armour module that combines buffer and resists at least it would justify why there is a power requirement in the first place for plates. Something that adds mass and as such affects agility like the present plates do but also gives extra hp and a flat +15% for resists across the board or even +20% for a much more power hungry version. Such a module would free up low slots and allow those slots to be used for damage, power or cap mods as per pilot choice and mitigate many of the problems with flying amarr. Given that amarr are supposed to be absolute masters of armour tanking I am surprised that such a module does not exist. |
Roime
Shiva Furnace
1965
|
Posted - 2013.02.09 11:13:00 -
[1284] - Quote
Bouh Revetoile wrote:What people don't see with the AAR is all the possibilities the module open. Basicaly, you have a 2 in 1 repair mod for the length of a fiight and active tank rig won't kill your speed anymore (this is insane : 15% more speed !) Oh, and some grid is freed too now.
It's not 2in1, it's 1.68 of too little in one. Yes, the removal of speed penalty is very good and long overdue, but grid reduction mostly just counters the PG increase from the rigs, and you still can't fit largest guns with active armor tank.
Quote:That may look like small things, but that may have huge consequences. You need one less slot to active armor tank (damage ? TE ? more tank ? more speed ?), and you are as fast as any other ship. I can't imagine how to not see the difference that will make.
This would be cool if it was the case, but try to think realistically. On frigates, SAAR can do what you say due standard SARs already being viable. However when you move to bigger ships, the amount of incoming damage is a lot higher, and the reppers are comparatively much weaker.
Currently using all your lows and rigs plus two mids for active armor tank is the minimum, and it falls short in all but 1vs1 situations. AAR does not mean that you drop one module, it just means that you will get an improved tank with the same setup for 9 cycles. After that, you have less tank.
AARs look on triple rep setups, and makes them very interesting on Myrms and Hypes. Having two normal reppers might give you enough reps to live through reload, and you can possibly just run the two normal reps and give an overheated cycle from the AAR when needed.
However single MAAR or LAAR just doesn't have enough reps, they are nothing like an oversized ASB.
-á- All I really wanted was to build a castle among the stars - |
Mund Richard
309
|
Posted - 2013.02.09 11:36:00 -
[1285] - Quote
Roime wrote: Currently using all your lows and rigs plus two mids for active armor tank is the minimum, and it falls short in all but 1vs1 situations. AAR does not mean that you drop one module, it just means that you will get an improved tank with the same setup for 9 cycles. After that, you have less tank.
8
Roime wrote:However single MAAR or LAAR just doesn't have enough reps, they are nothing like an oversized ASB. Neither the reps, nor the lack of need for a Cap Booster.
The oversized ASB fixed it's fitting cost by not needing a cap booster (grid free of one demanding module), and the cap issue at the same time (again by not needing it).
AAR introduces no such thing. You still need multiple repair modules even on a bonused hull. You still need to allocate a lot of lowslots to tank. And because of that, you can't aim that well to finish a fight before you are forced into reload.
These changes were timed for the BC rebalance to help BOTH Gallente BCs that are active tankers. At least I think it was, had that impression from the first pages of BC rebalance with all the hinting. The issue is, the change isn't that strongly felt, due to how the other repper(s) still being the plain old ones, and the fitting not changing at all, cap booster(s) in the mids, active tank rigs, ect... All the explicitly good changes (that I welcome greatly btw, haven't stressed that enough), you don't need the AAR to take advantage of.
If the AAR had a fitting forgiving enough to oversize, THAT would create all the interesting options, and free up lows. (like someone claimed it does). That would leave to more damage/TE being fit, thus letting you try to aim for a shorter engagement, before your charges expire. Would also explain the 1 per ship restriction. That I could live with. Of course, it would need an XL version then for battleships.
If the AAR had no cap cost while loaded... well *NOW* CCP knows how bad such an idea is, and will never make that mistake... AGAIN, but keep the shield module that is a mistake, because... well, no idea.
Giving the AAR an 50% reduction in cap cost while loaded... considered it as an idea, but since you have to fit a cap booster for the other module, and that should more-or-less satisfy your needs, it would have no effect.
So what other gimmick can we give the AAR while loaded? Reducing mass, increasing speed, falloff, cycle time or boost amount of all repairers if it's mid-cycle itself (kinda like an active SBA), can't really think of anything that seems like a good idea.
I'll possibly fly the new AAR or... an incursus of mine. I'll possibly fly an active tanked Brutix after all these changes CCP announced... without the AAR.
Roime wrote:AARs look on triple rep setups, and makes them very interesting on Myrms and Hypes. Having two normal reppers might give you enough reps to live through reload, and you can possibly just run the two normal reps and give an overheated cycle from the AAR when needed. Problem I see here, is that you don't quite get that much in return. The rep over time will stay the same, cap efficiency is better for this one module but the other two stay the same, and the burst is somewhat negated by not having the full rep power while in reload. Sure, if you feel him overheat all the guns, and still have all the charges, then it's ok. If you are baited into repping too early, then c'est la vie. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Luc Chastot
Aliastra Gallente Federation
202
|
Posted - 2013.02.09 11:40:00 -
[1286] - Quote
I'm baffled at the lack of any response from CCP Fozzie, feels like these changes were set in stone from the beginning and no amount of feedback will change that. Make it idiot-proof and someone will make a better idiot. |
Mund Richard
309
|
Posted - 2013.02.09 11:51:00 -
[1287] - Quote
Dang, I edit my posts a thousand times...
Luc Chastot wrote:I'm baffled at the lack of any response from CCP Fozzie, feels like these changes were set in stone from the beginning and no amount of feedback will change that. At least with the BCs one thing I wanted to see after the initial posting (of the many-many more) has been implemented: Brutix has a non-hardpoint high, giving the option of a link even with full rack of guns. Just don't ask about the fitting. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Omnathious Deninard
Extrinsic Operations
508
|
Posted - 2013.02.09 12:00:00 -
[1288] - Quote
Mund Richard wrote:Dang, I edit my posts a thousand times... Luc Chastot wrote:I'm baffled at the lack of any response from CCP Fozzie, feels like these changes were set in stone from the beginning and no amount of feedback will change that. At least with the BCs one thing I wanted to see after the initial posting (of the many-many more) has been implemented: Brutix has a non-hardpoint high, giving the option of a link even with full rack of guns. Just don't ask about the fitting. I have played around with some fits for the brutix, full rack of neutron blasters and a T2 link, here comes the but, it is shield tanked there is almost no cost effective way to do that armor tanked. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.09 12:10:00 -
[1289] - Quote
Some numbers about the armor amount an AAR will rep in 8 cycles : SAAR : 60 * 2,25 * 8 = 1080 hp MAAR : 240 * 2,25 * 8 = 4320 hp LAAR : 600 * 2,25 * 8 = 10800 hp
400mm reinforced steel plate II : 1200 hp 800mm reinforced rolled tungsten plate I : 2100 hp 800mm reinforced steel plate II : 2400 hp 1600mm reinforced rolled tungsten plate I : 4200 hp 1600mm reinforced steel plate II : 4800 hp
Coucou armor plates, AAR will just take your place ; thx bye.
Not convinced yet ? MAAR is 3 times easier to fit than a 1600mm plate, and with one or two rigs, it will provide as many hp as this 1600mm plate, but without killing your mobility.
Someone said a shield ship would never armor tank ? I doubt it, or I think at least the possibility arise. With so many mid slot, a shield ship could be like a hookbill, with many EWAR, speed, and still some tank. |
Roime
Shiva Furnace
1966
|
Posted - 2013.02.09 12:27:00 -
[1290] - Quote
You do understand that you only get that total hp if you get to run all the cycles?
Unless the incoming damage is less than your reps/second, you eat your non-existing buffer on every cycle.
-á- All I really wanted was to build a castle among the stars - |
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Mund Richard
309
|
Posted - 2013.02.09 12:28:00 -
[1291] - Quote
Bouh Revetoile wrote:SAAR : 60 * 2,25 * 8 = 1080 hp @320GJ. Incursus total: 463/361 with meta MWD MAAR : 240 * 2,25 * 8 = 4320 hp @ 1280GJ. Thorax total: 1813/1468 with MWD LAAR : 600 * 2,25 * 8 = 10800 hp @ 3200GJ. Mega total: 7031/5695 with MWD
Suddenly the Incursus is out of cap with just one pulse of it's MWD and guns. Thorax? Can use all modules at least twice! Woohoo! Mega can take it like a boss, almost has half it's cap left, enough for 4 cycles of a MWD.
"3 times easier to fit" You forgot to add the Cap booster to make it run This ain't no ASB to give you free HP at oversized extender values.
My numbers may be off. My point is dead-on. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.09 12:55:00 -
[1292] - Quote
Cap magicaly regen itself. It's an awesome feature.
BTW, as someone already said it, by the time you go through all of your cycles, the fight will be close to the end, except for BC.
And finaly, your are discovering the magic of balance : something may be useful without completely obsolete something else ! For exemple, AAR maybe useful without obsoleting plates !
WOW ! We will now have CHOICE !
Maybe you should consider what this module will allow to do instead of what it will not allow to do. It's called positivism.
This module will NOT obsolete plates or shield. This module will NOT give your armor ship all advantages of a shield one. This module will NOT make any ship a solopwnBBQmachine.
Please, stop seeing armor as a bad shield. It's *different*. Start thinking another way, a way where armor strength can be used. You will never see any use for armor as long as you want largest guns + twin TE/MFS. This is shield.
And finaly, I'm not saying it will now be wonderland in a perfect virtual world, though the last few pages were only moaning without any argumented concern IMO. |
Mund Richard
309
|
Posted - 2013.02.09 12:59:00 -
[1293] - Quote
Wait. A post ago you say byebye plates, AAR takes your place, now you say this gives choices instead of obsoleting stuff? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Mund Richard
309
|
Posted - 2013.02.09 13:36:00 -
[1294] - Quote
Bouh Revetoile wrote:This module will NOT give your armor ship all advantages of a shield one. This module will NOT make any ship a solopwnBBQmachine. I don't want another "ASB", that upsets the game completely. But I would like a new module that opens up new possibilities.
What I saw the ASB do such was allow shield tanking with modest amounts of midslots. Being free of cap cost made it a lot easier to accomodate, freeing up a midslot that was the cap boosters, and many shield ships really needed that. The extra oversized tank was also it's own SBA for the price of one midslot (needing fitting rigs perhaps, specially on double-oversized).
I don't really want the AAR to be capless, armor BCs and above can afford the 4th med slot for it, and for frigs like even I said before, the SAAR seems ok due to the limited time the engagements last. Although someone pointed out how SAR is also quite fair to begin with at that level, thus not much improvement was needed to make something viable.
Instead of constant moaning, I should put forth some great idea to make it happen, you are right that the moaning is meh. What I would like to see, is the possibility to fit differently. I'm not the smartest person around though, and the best I could come up with was reducing the AAR's fitting to allow oversizing for a BC for instance (not really for frigs though). Since a Myrm often has all of it's 6 lows dedicated to tank, it could use it just as much as shield users could the ASB. Overall cap consumption would be still high to outright requre cap boosting, fitting would prolly be brutal (but not really more so than tripple T2 MAR), but it would allow the lows to fit something other than tank (just like shield users fitting prop and tackle, even if not web or ewar). Not exactly the two+two TE+Gyro of a shield cane, but it would make a considerably different fitting, instead of one of the MARs in the low getting an extra A.
It may be a silly idea, but that's the best I had for now, someone come and do better! Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Funky Lazers
Shin-Ra Ltd
232
|
Posted - 2013.02.09 15:34:00 -
[1295] - Quote
Bouh Revetoile wrote: And finaly, I'm not saying it will now be wonderland in a perfect virtual world, though the last few pages were only moaning without any argumented concern IMO.
There are 2 facts that 2x LAR are worse than X-Large SB+SBA in: - sustained tank - burst tank Plus shield tanks have more resists because of Invuls.
This is enough for me to consider Armor tanking the worst thing here. Since I need less mods to tank I can fit TEs/TCs easily.
Why shouldn't I moan about this obvious disbalance? Whatever. |
Roime
Shiva Furnace
1967
|
Posted - 2013.02.09 15:45:00 -
[1296] - Quote
Bouh Revetoile wrote:Cap magicaly regen itself. It's an awesome feature.
BTW, as someone already said it, by the time you go through all of your cycles, the fight will be close to the end, except for BC.
And finaly, your are discovering the magic of balance : something may be useful without completely obsolete something else ! For exemple, AAR maybe useful without obsoleting plates !
WOW ! We will now have CHOICE !
Maybe you should consider what this module will allow to do instead of what it will not allow to do. It's called positivism.
This module will NOT obsolete plates or shield. This module will NOT give your armor ship all advantages of a shield one. This module will NOT make any ship a solopwnBBQmachine.
Please, stop seeing armor as a bad shield. It's *different*. Start thinking another way, a way where armor strength can be used. You will never see any use for armor as long as you want largest guns + twin TE/MFS. This is shield.
And finaly, I'm not saying it will now be wonderland in a perfect virtual world, though the last few pages were only moaning without any argumented concern IMO.
No, you are the one presenting only unargumented opinions "look armor is different".
Only thing you got right is that you can't fit biggest guns, damage mods or TEs on armor ships. For this tradeoff in damage, one would expect to get better tank.
But you get worse tank that uses cap, and this is why people complain. One more time in very simple form:
Active armor:
- low tank - low dps - uses cap
Active shield:
- high tank - high dps - does not use cap
And please understand that this is true on armor rep bonused ships. Without the 7.5% level bonus it's even worse.
-á- All I really wanted was to build a castle among the stars - |
Roime
Shiva Furnace
1967
|
Posted - 2013.02.09 15:49:00 -
[1297] - Quote
And oversized ASBs are still the root of this problem. Fix their fitting requirements.
-á- All I really wanted was to build a castle among the stars - |
Naomi Anthar
No Tax So Relax.
35
|
Posted - 2013.02.09 15:58:00 -
[1298] - Quote
Roime wrote:And oversized ASBs are still the root of this problem. Fix their fitting requirements.
You must keep in mind that DEVs are aware of that. They are not dumb they know that it's possible and abused. They just let it go and act like its fine.
But hey they reduced PG need for reps... oh wait you still cannot use oversized LAAR ... oh wait even if you could you wouldn't because cycle time/ cap usage would just kill you faster than your enemy. |
Roime
Shiva Furnace
1968
|
Posted - 2013.02.09 16:07:00 -
[1299] - Quote
They don't seem to realize that oversizing is the only problem. Fixing the fitting requirements was presented to them in discussions during the first ASB balancing and they thought instead that the best way is to try to break the whole ASB module functionality.
Possibly then they would realize that ALL active tanking mods need moar oomph in the current meta. Oversized ASBs are so popular for a very simple reason- they work. If frigs used SASBs, cruisers MASBs, BCs LASBs and XLASBs would be fitted only on battleships, people would realize that they are just as **** as armor mods and maybe something was done about them all.
-á- All I really wanted was to build a castle among the stars - |
fukier
RISE of LEGION
781
|
Posted - 2013.02.09 16:12:00 -
[1300] - Quote
So mr. Bear what are the chances you will make the new skill that reduces mass for plates (armor upgrades) also affect the effectivness of Energized Armor Layering Membrane II
so the skill bonus would be 5% reduction of mass for plates and 3% increased effectiveness of armor layering membranes.
so a tech II Membrane with skills at v will increase the armor amount by 30%...
if you did this then the membrane would become a usefull mod and not just a lolz mod for some SC. At the end of the game both the pawn and the Queen go in the same box. |
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.09 16:16:00 -
[1301] - Quote
Oversizing is fine as long as it represents a conscious and preferably hard choice .. cramming a 400 plate onto frigs for instance costs a lot in terms of fittings/performance .. that is the problem with ASB's and shield mods in general, too damn lax fittings with inconsequential downsides, extenders should blow the sig way out for instance and not by the measly handful of points presently.
Forcing arbitrary restrictions is un-Eveian so should never be considered, the problem would have been non-existent had there been some kind of cap consumption involved as is planned or the AAR. Sure you could fit the M.ASB on your frig no problem, but you'd cap out after two cycles! .
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Naomi Anthar
No Tax So Relax.
35
|
Posted - 2013.02.09 18:10:00 -
[1302] - Quote
Veshta Yoshida wrote:Oversizing is fine as long as it represents a conscious and preferably hard choice .. cramming a 400 plate onto frigs for instance costs a lot in terms of fittings/performance .. that is the problem with ASB's and shield mods in general, too damn lax fittings with inconsequential downsides, extenders should blow the sig way out for instance and not by the measly handful of points presently. Forcing arbitrary restrictions is un-Eveian so should never be considered, the problem would have been non-existent had there been some kind of cap consumption involved as is planned or the AAR. Sure you could fit the M.ASB on your frig no problem, but you'd cap out after two cycles! .
"Forcing arbitrary restrictions is un-Eveian so should never be considered" - but there are restrictions mostly for Armor users.
1. You can oversize ASB but you cannot oversize AAR. 2. You can put multiple ASB but there is diffrent story with AAR 3. ASB is capless usually with capless weapons thus no need for capbooster often but AAR users better have one at least. i could go on but why ? Everyone knows changes are not enough , stuff is broken. Some just wont admit for diffrent reasons(some of which i understand like personal gain). |
Nikuno
Atomic Heroes The G0dfathers
100
|
Posted - 2013.02.09 18:13:00 -
[1303] - Quote
Simply double the pg needs of the ASBs, leave the cpu as it is. That would sort a lot of the issues with the imbalance they create. Still leaves the cap immunity, but we'll worry about that after oversizing ceases to be a thorn in the side of armour tanking. |
Goldensaver
Marsuud And Sons Industries
131
|
Posted - 2013.02.09 18:25:00 -
[1304] - Quote
Bouh Revetoile wrote:Some numbers about the armor amount an AAR will rep in 8 cycles : SAAR : 60 * 2,25 * 8 = 1080 hp MAAR : 240 * 2,25 * 8 = 4320 hp LAAR : 600 * 2,25 * 8 = 10800 hp
400mm reinforced steel plate II : 1200 hp 800mm reinforced rolled tungsten plate I : 2100 hp 800mm reinforced steel plate II : 2400 hp 1600mm reinforced rolled tungsten plate I : 4200 hp 1600mm reinforced steel plate II : 4800 hp
Coucou armor plates, AAR will just take your place ; thx bye.
Not convinced yet ? MAAR is 3 times easier to fit than a 1600mm plate, and with one or two rigs, it will provide as many hp as this 1600mm plate, but without killing your mobility.
Someone said a shield ship would never armor tank ? I doubt it, or I think at least the possibility arise. With so many mid slot, a shield ship could be like a hookbill, with many EWAR, speed, and still some tank. One small issue with directly comparing active tanking with buffer tanking like this. Buffer amount * 1.25 for mechanics V (25% increase to armour HP, applies to plates when attached), no cap cost for buffer, large cap cost for 8 full cycles of a rep. When you add rigs
Bouh Revetoile wrote: and with one or two rigs, it will provide as many hp as this 1600mm plate
you can also include trimarks for the buffer tank increasing the value by 15% (4800*1.25*1.15*1.15=7935) making the 1600 plate (with 2 rigs) substantially better than a MAAR with 2 rigs. The only good trade here is fitting cost and higher speed/agility, at the cost of lower HP (unless you get through the reload) and large cap need.
Oh, and the rigs are even more skewed in the buffer tanks favour due to not recieving stacking penalties on trimarks, versus the stacking penalties on nanobots and such. |
Bouh Revetoile
Barricade.
236
|
Posted - 2013.02.09 23:24:00 -
[1305] - Quote
Indeed, I exagerated a little, though the drawback of active armor tank will now be far less damaging than the one of a plate or the rigs.
By the way, you can also compare those numbers to a shield extender : LSEII : 2625 hp with lvl 5 skills : 3281 hp With 2 CDFE rigs : 4339 hp With a third one : 4990 hp |
Ikshuki
Lockheed Martin Systems
6
|
Posted - 2013.02.09 23:26:00 -
[1306] - Quote
thank you ccp for ******* my drones in the ass in pve, and making preparations of serial **** pve, going to be nice to have another incarna expansion, i'm sure all the machriel artillery pilots are going to blow you kisses if you make them hybrids |
Perihelion Olenard
Federal Navy Academy Gallente Federation
143
|
Posted - 2013.02.09 23:47:00 -
[1307] - 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. |
Arkenai Wyrnspire
Turalyon Plus
243
|
Posted - 2013.02.10 07:13:00 -
[1308] - Quote
Ikshuki wrote:thank you ccp for ******* my drones in the ass in pve, and making preparations of serial **** pve, going to be nice to have another incarna expansion, i'm sure all the machriel artillery pilots are going to blow you kisses if you make them hybrids, i think ccp fails to realize an mmo is not an mmo if players can't play any portion of the game solo occasionally, thing is players will leave if the gameplay environment becomes anti-pve/anti-new players, it sets itself to fail, yes even eve can fail if they do this
Uh, what?
Perihelion Olenard wrote: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'm looking forward to this for sure! I have a bunch of incursii ready to go once I get them AARs, and I'm stocking up on cruisers now too. The LAAR on battleships will be nice as well. |
Fon Revedhort
Monks of War Out of Sight.
973
|
Posted - 2013.02.10 16:26:00 -
[1309] - Quote
http://www.eveonline.com/retribution/battlecruisers-rebalanced/
This page says:
Quote:Armor Repairers GÇô Powergrid usage of Armor Repairers has been reduced by 10% for medium modules and 20% for large modules.
Original message here is:
Quote:Armor Reps:New: Reduce the Powergrid requirements of all Medium Armor Repair units by 20% Reduce the Powergrid requirements of all Large Armor Repair units by 10%
CCP Fozzie, which one is correct? 14 |
Mund Richard
314
|
Posted - 2013.02.10 16:40:00 -
[1310] - Quote
Good find. Make both 20% just to be sure! Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
|
YuuKnow
Boom-Town
635
|
Posted - 2013.02.10 18:58:00 -
[1311] - Quote
Because NRP is so much smaller in volume than cap charges won't Armor reps have the advantage of being able to carry *significantly* more NRP than the analogous ASBs fits?
yk |
Nikuno
Atomic Heroes The G0dfathers
102
|
Posted - 2013.02.10 20:31:00 -
[1312] - Quote
YuuKnow wrote:Because NRP is so much smaller in volume than cap charges won't Armor reps have the advantage of being able to carry *significantly* more NRP than the analogous ASBs fits?
yk
Ships yes, the repairer no. Good luck getting through a reload cycle with only 1 aar fitted and maybe a standard rep to try to fill the gap. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.10 22:00:00 -
[1313] - Quote
YuuKnow wrote:Because NRP is so much smaller in volume than cap charges won't Armor reps have the advantage of being able to carry *significantly* more NRP than the analogous ASBs fits?
yk Longer cycles, cap requirement, harsher fittings and most will need injector - remember those from before ASB's made active shield tanks laugh at cap?
Personally think the requirement of first cap charges, now paste, is purely so that CCP can dictate how much and for how long by using the reload mechanic .. when it comes to the AAR, paste (price/size) is so distant as to be barely noticeable with regards to balancing. |
|
CCP Fozzie
C C P C C P Alliance
3938
|
Posted - 2013.02.11 02:33:00 -
[1314] - Quote
Fon Revedhort wrote:http://www.eveonline.com/retribution/battlecruisers-rebalanced/ This page says: Quote:Armor Repairers GÇô Powergrid usage of Armor Repairers has been reduced by 10% for medium modules and 20% for large modules. Original message here is: Quote:Armor Reps:New: Reduce the Powergrid requirements of all Medium Armor Repair units by 20% Reduce the Powergrid requirements of all Large Armor Repair units by 10% CCP Fozzie, which one is correct?
This thread is correct, the feature page is a typo which we are in the process of fixing. Sorry for the confusion. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Sinzor Aumer
Atlas Research Group Aerodyne Collective
98
|
Posted - 2013.02.11 07:02:00 -
[1315] - Quote
Bouh Revetoile wrote:WOW ! We will now have CHOICE !
Maybe you should consider what this module will allow to do instead of what it will not allow to do. It's called positivism.
This module will NOT obsolete plates or shield. This module will NOT give your armor ship all advantages of a shield one. This module will NOT make any ship a solopwnBBQmachine.
Please, stop seeing armor as a bad shield. It's *different*. Start thinking another way, a way where armor strength can be used. 1. It obsoletes all normal reps, to a great extent. 2. It mimics shield feature, which is "burst" tanking. It reduces *difference*. 3. SoloBBQmachine is not a bad thing, if it comes at cost. Here, you dont have a choice - you only fit this standard cheap module, like everyone else. 4. It comes with a strained limitation of 1 per ship.
Still, I insist that all these issues can be easily fixed. |
Ris Dnalor
L'Avant Garde Happy Endings
446
|
Posted - 2013.02.11 07:06:00 -
[1316] - Quote
CCP Fozzie wrote:: Largeish reply to some questions and comments posted on Jan 22nd here: Decided that the title was probably being less than helpful by raising expectations and suggesting that we wouldn't continue iterating after these changes. So I adjusted it. We've got the resources all properly committed so I'm now ready to share with you all our initial plan to fix some of the biggest problems that face armor tanking in this game. Sorry for the extended period of teasing, hopefully the happy ending will make it all worthwhile. I was going to go into this big spiel about all the problems with armor tanking in general and active armor tanking in particular, but you all know this so I'll jump straight to the interesting bits. Here's what we're looking for feedback on: Armor Rigs
UPDATE: Overheating Rig is pulled while I re-evaluate the method used to apply the bonus.
- Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
Plates
- Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
- Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Armor Reps:New:
- Reduce the Powergrid requirements of all Medium Armor Repair units by 20%
- Reduce the Powergrid requirements of all Large Armor Repair units by 10%
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 Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer
- When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
- Same cycle time and fittings as T1 reps
- Smalls use 1 paste per cycle, mediums 4, larges 8. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads
- Limited to one per ship
:Edit: IncursusWith these changes we're looking to reduce the Incursus rep bonus from 10% to 7.5% because otherwise it would be wtfbbqop. Forgot to mention that initially :mybad: Quick Q&A about the AAR: Why limited to one per ship?The longer time between reloads is a big part of the playstyle we wanted to give the AAR, but that with multiple copies would completely negate the burst tanking ideal. In addition, there is more of a tradition of lowslot tanking modules restricted to one per ship so I made the call that in this case the restriction would be worthwhile. The ASB debate is a separate issue unconnected. Please note that nothing is preventing current dual or triple rep fits from swapping one of their reps into an AAR. Why keep the cap use consistent?The elimination of cap consumption when loaded is a huge advantage of ASBs, but we decided with the AAR to build the strengths in another direction, focusing on greater stability instead. In addition, one downside of the ASB's zero cap use is the inability of one player to influence the tank of another through neuts. This works ok for the ASB but I am not inclined to expand that mechanic further. Why not just buff all armor reps?One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way. Burst tanking is key for most PVP active tank scenarios while sustained tanking is more common for PVE. We wanted to carry that aspect over to armor tanking, allowing us to create new burst tanking gameplay without making current sustained tanking gameplay overpowered. So we are very interested in hearing your feedback on this proposal. Expect at least most of these changes to make it into the next Sisi build for playtesting (the AARs might not catch this upcoming build but they should at least be in the one after that).
It's interesting. These modules are almost like combining more than one module into one slot. ASB sound like Cap Booster + Shield Booster.... sort of. And the AAR is kind of like having 3 armor reppers... 1 that you can run continuaously, and 2 more that you can cycle on as needed for a boost.
Stuff like this is interesting, and allows for a greater variety in ship fitting.
I am glad the AAR's still use capacitor, because I do love the Energy Neutralizers. speaking of energy neutralization, why can't we use VOID and LOCKBREAKER bombs in lo sec? https://forums.eveonline.com/default.aspx?g=posts&t=118961
EvE = Everybody Vs. Everybody
- Qolde |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
98
|
Posted - 2013.02.11 07:07:00 -
[1317] - Quote
Nikuno wrote:Simply double the pg needs of the ASBs, leave the cpu as it is. That would sort a lot of the issues with the imbalance they create. Still leaves the cap immunity, but we'll worry about that after oversizing ceases to be a thorn in the side of armour tanking. There are ways to treat cap-immunity as well, but I simply dont see any intention to change it from CCP. Of course, fixing wardec system is more important. |
Mund Richard
316
|
Posted - 2013.02.11 08:53:00 -
[1318] - Quote
Ris Dnalor wrote:It's interesting. These modules are almost like combining more than one module into one slot. ASB sound like Cap Booster + Shield Booster.... sort of. And the AAR is kind of like having 3 armor reppers... 1 that you can run continuaously, and 2 more that you can cycle on as needed for a boost. ASB: Oversized shield booster with shield boost amplifier and an oversized cap booster.
AAR: T1 armor booster with two "armor boost amplifiers" as long as it's loaded (that x2.25 sounds nice, but it's less than twice of a T2, or what a single oversized would be for BCs), but only for this module, not the other one or two you will still probably be fitting on a Myrm. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |
Nikuno
Atomic Heroes The G0dfathers
103
|
Posted - 2013.02.11 13:01:00 -
[1319] - Quote
Well, it's apparent that Fozzie is still reading these this thread and that for battlecruisers (from his recent responses) so it seems we can assume that the decisions have been made and what we see now is what we'll be getting. I have to admit to being greatly disappointed at this stage with both sets of changes. |
Hakan MacTrew
Caledonian Light Industries
309
|
Posted - 2013.02.11 16:59:00 -
[1320] - Quote
Veshta Yoshida wrote:YuuKnow wrote:Because NRP is so much smaller in volume than cap charges won't Armor reps have the advantage of being able to carry *significantly* more NRP than the analogous ASBs fits?
yk Longer cycles, cap requirement, harsher fittings and most will need injector - remember those from before ASB's made active shield tanks laugh at cap? Personally think the requirement of first cap charges, now paste, is purely so that CCP can dictate how much and for how long by using the reload mechanic .. when it comes to the AAR, paste (price/size) is so distant as to be barely noticeable with regards to balancing. It was originally to be field by cap charges, just like ASBs. The player base put forward a valid argument that with the need for cap charges to run boosters already, Armour ships would be at a disadvantage with balancing charges for tank, cap and ammo.
Nanite paste was suggested and many people agreed, barely anyone, (if at all,) complained. MODULAR DRONES
MORE ORE SHIPS |
|
derAxlhalt
Imperial Academy Amarr Empire
0
|
Posted - 2013.02.11 17:48:00 -
[1321] - Quote
Fozzie i hope some one has implemented the current SISI build wrong, cuz all inactive (passive hardening 1% boni) on all hardeners (Armor and Shield) are gone. Plz make clear, if this is intended? |
HazeInADaze
L'Avant Garde Happy Endings
28
|
Posted - 2013.02.11 18:55:00 -
[1322] - Quote
I think the AAR would be more interesting as an OH function. The repper acts as normal until overheated. Then it consumes nanite for a massive increase in rep amounts. The limiting factor would be burning out the mod and the reload would be taken care of in repairing the module. More than 1 AAR could be fit as burnout would occur sooner and you couldn't chain OH cycles because heat lingers and damages other mods. Then bonus would be one could choose when to start using the OH boost instead of always using it at the start. Pilots could also pulse it for short bursts and suffer less downtime on the module repair.
It think such a design would compensate for the fact that this is still a cap intensive mod requiring a booster; vs the ASB. And it would allow for a lot of pilot decision and control to maximise the full potential. |
Mund Richard
318
|
Posted - 2013.02.11 20:55:00 -
[1323] - Quote
derAxlhalt wrote:Fozzie i hope some one has implemented the current SISI build wrong, cuz all inactive (passive hardening 1% boni) on all hardeners (Armor and Shield) are gone. Plz make clear, if this is intended? Yes. There was a thread on it. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Zhilia Mann
Tide Way Out Productions
987
|
Posted - 2013.02.11 21:30:00 -
[1324] - Quote
Mund Richard wrote:derAxlhalt wrote:Fozzie i hope some one has implemented the current SISI build wrong, cuz all inactive (passive hardening 1% boni) on all hardeners (Armor and Shield) are gone. Plz make clear, if this is intended? Yes. There was a thread on it.
Over here. |
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
51
|
Posted - 2013.02.11 22:17:00 -
[1325] - Quote
Hakan MacTrew wrote:Veshta Yoshida wrote:YuuKnow wrote:Because NRP is so much smaller in volume than cap charges won't Armor reps have the advantage of being able to carry *significantly* more NRP than the analogous ASBs fits?
yk Longer cycles, cap requirement, harsher fittings and most will need injector - remember those from before ASB's made active shield tanks laugh at cap? Personally think the requirement of first cap charges, now paste, is purely so that CCP can dictate how much and for how long by using the reload mechanic .. when it comes to the AAR, paste (price/size) is so distant as to be barely noticeable with regards to balancing. It was originally to be field by cap charges, just like ASBs. The player base put forward a valid argument that with the need for cap charges to run boosters already, Armour ships would be at a disadvantage with balancing charges for tank, cap and ammo. Nanite paste was suggested and many people agreed, barely anyone, (if at all,) complained.
But at the time I naturally thought that going for nanite paste would mean no cap requirements and as such thought that it would be a great idea that would level the field with the minmatar. Now we have the worst of all worlds a module that costs cap and also needs nanite paste. I think this is what it must be like to have an idea in hell! |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
520
|
Posted - 2013.02.11 22:56:00 -
[1326] - Quote
HazeInADaze wrote:I think the AAR would be more interesting as an OH function.... Since the heating rig is probably never going to happen, as the boost of multiple of the things would break everything even with stacking, perhaps we should start advocating a doubling or tripling of the AAR repair amount when heated.
Balance it by being just barely able to run the full eight cycles without redlining at thermo 5 so that the bursty aspect is enhanced for a very limited time .. rig can then make a comeback as a mimic of the T3 hull bonus instead of the initially proposed rep super charger .. such a heating rig has the potential to shake up far more than just a single module
|
Fon Revedhort
Monks of War Out of Sight.
973
|
Posted - 2013.02.11 23:52:00 -
[1327] - Quote
Veshta Yoshida wrote:HazeInADaze wrote:I think the AAR would be more interesting as an OH function.... Since the heating rig is probably never going to happen, as the boost of multiple of the things would break everything even with stacking, perhaps we should start advocating a doubling or tripling of the AAR repair amount when heated. Balance it by being just barely able to run the full eight cycles without redlining at thermo 5 so that the bursty aspect is enhanced for a very limited time .. rig can then make a comeback as a mimic of the T3 hull bonus instead of the initially proposed rep super charger .. such a heating rig has the potential to shake up far more than just a single module Why would the game need yet another option to tank 10 ships of your class by a mere press of a button? That's a vicous circle - bring more ships cause can't otherwise kill anything and then ask for even better tank.
The entire point of any armament (spaceships included) is to deal damage, kill and probably die as well. If one is looking for an ultimate tanking option, there's a bomb-shelter. 14 |
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CCP Fozzie
C C P C C P Alliance
3946
|
Posted - 2013.02.12 00:22:00 -
[1328] - Quote
Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th.
I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1.
As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Fon Revedhort
Monks of War Out of Sight.
973
|
Posted - 2013.02.12 00:43:00 -
[1329] - Quote
Is it reasonable to expect further changes to armour tanking later on as battleship changes will come? Because 10% reduction in grid requirements for large reps is not that much, given the alternative way of tanking (via plates) still goes much easier (you can use several plates at a cost of just one repairer). At the same time 20% reduction for medium reps is really noticeble cause a single plate usually used at medium ships already uses up more grid than 2 reps combined. I don't see how these 10% will make large reps significantly more popular for battleships, but such a modest step surely makes much more sense if you plan to address the whole thing along with battleships themsevles. 14 |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
521
|
Posted - 2013.02.12 09:06:00 -
[1330] - Quote
Fon Revedhort wrote:...Why would the game need yet another option to tank 10 ships of your class by a mere press of a button? That's a vicous circle - bring more ships cause can't otherwise kill anything and then ask for even better tank.
The entire point of any armament (spaceships included) is to deal damage, kill and probably die as well. If one is looking for an ultimate tanking option, there's a bomb-shelter. Ten ships by doubling/tripling heat bonus .. the ships you fight must all forget to activate guns or something. Heating a repper gives you -15% cycle and +10% amount, I propose it be +20-30% amount ... think you might have read it wrong. Also, it will almost solely cater to plate/AAR fits as heat will be unmanageable with a second repper, doubly so if it is also heated for a cycle or so.
At any rate, 2.25x T1 performance is hardly game-breaking levels to begin with (barely 'bursty'), it will be like a deadspace repper with better efficiency, and won't really do much for any hull other than the Incursus as it is has room for the all-important injector .. the AAR is a "shut up already!" statement from CCP to the Gallente tank bonus whines, needed for sure but there is no reason not to design it so that other can benefit as well.
But, we are moving forward which is a huge thing in Eve and it will be good to see Brutes in space again if nothing else, will be annoying to see Incursus' at every corner though .. it was being set up to replace the Rifter as the 'go to' frigate (read: iWin) and the AAR cements it. 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). |
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TehCloud
Carnivore Company Honey Badger Coalition
35
|
Posted - 2013.02.12 10:54:00 -
[1331] - Quote
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? My Condor costs less than that module! |
Freighdee Katt
Center for Advanced Studies Gallente Federation
141
|
Posted - 2013.02.12 12:59:00 -
[1332] - Quote
CCP Fozzie wrote:As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Enjoy the useless new module. Armor tanking is still broke, but don't worry, we'll take another look at it in a year. Or three. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
521
|
Posted - 2013.02.12 13:51:00 -
[1333] - 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? Is it? Numbers seem to indicate that 7.5% rep bonus active tanks more than resist ditto, not by much mind you but it doesn't get better per se until after a while (read: far longer than one can reasonably expect a fight to last). Where do you propose Amarr hulls are to get the cap from to avail of that 'advantage'? .. the real power of it is that it covers buffering/RR as well as active but with no mids to spare for cap a lot of Amarr hulls are stuck in FoTY buffer ville. |
Mund Richard
318
|
Posted - 2013.02.12 13:59:00 -
[1334] - Quote
Veshta Yoshida wrote: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? Is it? Numbers seem to indicate that 7.5% rep bonus active tanks more than resist ditto, not by much mind you but it doesn't get better per se until after a while (read: far longer than one can reasonably expect a fight to last). Where do you propose Amarr hulls are to get the cap from to avail of that 'advantage'? .. the real power of it is that it covers buffering/RR as well as active but with no mids to spare for cap a lot of Amarr hulls are stuck in FoTY buffer ville. Cap? On BC level, the 4th mid in the form of a cap booster, just like the Brutix. Below? Meh. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Bouh Revetoile
Barricade.
241
|
Posted - 2013.02.12 14:08:00 -
[1335] - Quote
Freighdee Katt wrote:Enjoy the useless new module. Armor tanking is still broke, but don't worry, we'll take another look at it in a year. Or three. And according to you, what does armor need to be fixed ? Remember though that it shouldn't be OP after your proposed modifications. |
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
52
|
Posted - 2013.02.12 14:10:00 -
[1336] - Quote
CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.
I hate posts like this, they make me feel that the game I'm paying monthly for is in a start of 'Open Beta'. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
556
|
Posted - 2013.02.12 14:20:00 -
[1337] - 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++ |
Fon Revedhort
Monks of War Out of Sight.
973
|
Posted - 2013.02.12 14:34:00 -
[1338] - Quote
Veshta Yoshida wrote:Fon Revedhort wrote:...Why would the game need yet another option to tank 10 ships of your class by a mere press of a button? That's a vicous circle - bring more ships cause can't otherwise kill anything and then ask for even better tank.
The entire point of any armament (spaceships included) is to deal damage, kill and probably die as well. If one is looking for an ultimate tanking option, there's a bomb-shelter. Ten ships by doubling/tripling heat bonus .. the ships you fight must all forget to activate guns or something. Heating a repper gives you -15% cycle and +10% amount, I propose it be +20-30% amount ... think you might have read it wrong. If that was your idea, then yes, I indeed read it wrong. Still I don't see how any way of increasing repping values can be beneficial long-term. Instead, addressing passive tanking and excessive EHP it provides is really the way to go. 14 |
Luc Chastot
Aliastra Gallente Federation
209
|
Posted - 2013.02.12 15:26:00 -
[1339] - Quote
CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.
So much for an armor tanking fix; I guess players will adapt to the new changes and more silly stuff like the triple rep Myrm will appear. Make it idiot-proof and someone will make a better idiot. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
408
|
Posted - 2013.02.12 15:40:00 -
[1340] - Quote
CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.
So no word on the imbalance in the progression of strength and even cap efficiency between dead space armor reppers and shield boosters?
Fozzie... This is one of the largest imbalances in this entire tanking equation... You guys need to at least take a stance on it.
|
|
Orlacc
232
|
Posted - 2013.02.12 16:48:00 -
[1341] - Quote
A somewhat limited world view?
http://papers.sae.org/2009-01-0601/
http://www.supracor.com/products/safety-and-protection/body-armor/ |
ElQuirko
Jester Syndicate WHY so Seri0Us
1024
|
Posted - 2013.02.12 16:54:00 -
[1342] - Quote
Anyone mind explaining? CISPA - Readin' your secret corptheft mails since 2012 |
fukier
RISE of LEGION
824
|
Posted - 2013.02.12 16:55:00 -
[1343] - Quote
Palovana wrote:Seriously, CCP, WTF?
It makes it sound like we're firing milk cannons at each other.
What's next? Armor Weetabixing? Increases resistance to becoming soggy in milk by 2% per level.
"Armor Mass Reduction" or something like that sounds much better.
no no no... if they came up with normal names the first time then foxfour would be out of a job. At the end of the game both the pawn and the Queen go in the same box. |
Grimpak
Midnight Elites Echelon Rising
782
|
Posted - 2013.02.12 17:01:00 -
[1344] - Quote
ElQuirko wrote:Anyone mind explaining? yeah, want to know wtf this guy is talking about too [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |
fukier
RISE of LEGION
824
|
Posted - 2013.02.12 17:04:00 -
[1345] - Quote
Grimpak wrote:ElQuirko wrote:Anyone mind explaining? yeah, want to know wtf this guy is talking about too
its the new skill that reduced mass for armor plates per level.
it reduces mass by 5% per level (which is not that much of an affect when all is said and done)
either 7.5% or 10% would actually be usefull
he thinks the name is silly and should be more direct. At the end of the game both the pawn and the Queen go in the same box. |
Abrazzar
763
|
Posted - 2013.02.12 17:05:00 -
[1346] - Quote
Nothing gives a better finish on armor plates than bee wax. Please visit your user settings to re-enable images. |
silens vesica
Corsair Cartel
629
|
Posted - 2013.02.12 17:06:00 -
[1347] - Quote
Palovana wrote:Seriously, CCP, WTF?
You are aware that honeycomb-armor has been used on real-world spacecraft, yes? It works quite well. Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Malcanis for CSM8 |
Whitehound
792
|
Posted - 2013.02.12 17:09:00 -
[1348] - Quote
It is a new skill that is coming, to reduce the inertia of armor plates. "Honeycombing" means that something is structured similar to honey combs, thus reducing weight and inertia while keeping its stability. Or think of modern card boards.
Picture of a honeycomb structure.
And OP is being silly. SCAM CAT - Titan Jump - I was there - Goon Dog |
Palovana
Inner Fire Inc.
318
|
Posted - 2013.02.12 17:12:00 -
[1349] - Quote
It's a new skill on Sisi. And I still think the skill name sounds like a bowl of cereal. Please support: export of settings in editable format
Your stuff goes here. |
silens vesica
Corsair Cartel
629
|
Posted - 2013.02.12 17:14:00 -
[1350] - Quote
Whitehound wrote: And OP is being silly.
Indeed.
Think of Tri-Wall cardboard: It's incredibly tough stuff, for something made almost entirely out of paper. Now think of something similar made out of advanced Beryllium-Titanium Composites, and imagine how tough it would be, whilst being lighter in weight than less-effective homogeneous plate armors.
Edit:
Palovana wrote: And I still think the skill name sounds like a bowl of cereal.
Only to folks as are unfamiliar with materials engineering. Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Malcanis for CSM8 |
|
Goldensaver
Marsuud And Sons Industries
132
|
Posted - 2013.02.12 17:17:00 -
[1351] - Quote
Sergeant Acht Scultz wrote: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 And which ships benefit from this?
Oh, do you mean the Punisher, which can barely run its guns, a prop and a point?
How about the Maller, who needs a dual rep to compete? But with a dual rep setup it will empty its cap in 30 seconds, and if it replaces mids with cap boosters will fail to track anybody who closes in.
Or perhaps the Prophecy? Well that one actually works. That's one so far!
Perhaps the Abaddon? Hah, with a cap booster it can barely run its guns for more than a couple minutes. With reps going too, it'll cap out in a heartbeat?
Fozzie has been saying lately that they balance the bonus around the ships. Not the ships around the bonus. |
Cebraio
4S Corporation RAZOR Alliance
221
|
Posted - 2013.02.12 17:18:00 -
[1352] - Quote
silens vesica wrote:Palovana wrote:Seriously, CCP, WTF?
You are aware that honeycomb- armor has been used on real-world spacecraft, yes? It works quite well. In the third link they use honeycomb and sandwich in the same sentence. Now that's silly.
CCP give us sandwich armor! |
De'Veldrin
East India Ore Trade The East India Co.
950
|
Posted - 2013.02.12 17:19:00 -
[1353] - Quote
ITT: People confused by common adjectives. The Margin Trading Scam: If you fell for it, it's your own damned fault. Malcanis for CSM 8
Eve Online: The full-contact sport for your brain. |
silens vesica
Corsair Cartel
629
|
Posted - 2013.02.12 17:21:00 -
[1354] - Quote
Cebraio wrote:silens vesica wrote:Palovana wrote:Seriously, CCP, WTF?
You are aware that honeycomb- armor has been used on real-world spacecraft, yes? It works quite well. In the third link they use honeycomb and sandwich in the same sentence. Now that's silly. CCP give us sandwich armor!
Another word for layered/composite armors. Like Chobham armor used in some of the toughest tanks around.
Yeah, I know you're just being goofy. But dammit, you've made me hungry now, and must be punished! Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Malcanis for CSM8 |
silens vesica
Corsair Cartel
629
|
Posted - 2013.02.12 17:31:00 -
[1355] - Quote
Palovana wrote: Maybe I'm just hungry because no one brought doughnuts to the office today.
A pod-worthy offense. Arm weapons!
Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Malcanis for CSM8 |
|
CCP Fozzie
C C P C C P Alliance
3972
|
Posted - 2013.02.12 17:48:00 -
[1356] - Quote
Starts making notes about sandwich armor......
mmmmmmmmmm Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Inquisitor Kitchner
Galaxy Punks Executive Outcomes
843
|
Posted - 2013.02.12 17:49:00 -
[1357] - Quote
fukier wrote:Grimpak wrote:ElQuirko wrote:Anyone mind explaining? yeah, want to know wtf this guy is talking about too its the new skill that reduced mass for armor plates per level. it reduces mass by 5% per level (which is not that much of an affect when all is said and done) either 7.5% or 10% would actually be usefull he thinks the name is silly and should be more direct.
You think a 25% reduction in mass addition from armour plates isn't useful? "If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli |
fukier
RISE of LEGION
824
|
Posted - 2013.02.12 17:54:00 -
[1358] - Quote
Inquisitor Kitchner wrote:fukier wrote:Grimpak wrote:ElQuirko wrote:Anyone mind explaining? yeah, want to know wtf this guy is talking about too its the new skill that reduced mass for armor plates per level. it reduces mass by 5% per level (which is not that much of an affect when all is said and done) either 7.5% or 10% would actually be usefull he thinks the name is silly and should be more direct. You think a 25% reduction in mass addition from armour plates isn't useful?
i have not done the math but in the thread about tanking 1.5 they suggested that the results were lackluster...
though i could be wrong as i am posting this on pure conjecture.
though i still think that the skill should affect armor layered energized things by 3% per level that way a tech II one would add 30% armor... now to me that would be a usefull skill.
At the end of the game both the pawn and the Queen go in the same box. |
Unsuccessful At Everything
The Troll Bridge
2080
|
Posted - 2013.02.12 17:58:00 -
[1359] - Quote
Can anyone explain to me what the **** op is going on about? Since the cessation of their usefulness is imminent, may I appropriate your belongings? |
fukier
RISE of LEGION
824
|
Posted - 2013.02.12 17:59:00 -
[1360] - Quote
Unsuccessful At Everything wrote:Can anyone explain to me what the **** op is going on about?
i find reading the thread before posting usually helps.
At the end of the game both the pawn and the Queen go in the same box. |
|
De'Veldrin
East India Ore Trade The East India Co.
950
|
Posted - 2013.02.12 18:00:00 -
[1361] - Quote
Unsuccessful At Everything wrote:Can anyone explain to me what the **** op is going on about?
CCP is introducing a new skill to reduce the weight penalty of adding armor plating to your ships. (Triple plate Abaddon mmmmm).
Ahem.
Sorry
The OP is being a whiny bitchy self-entitled ass about the name CCP chose for the new skill. The Margin Trading Scam: If you fell for it, it's your own damned fault. Malcanis for CSM 8
Eve Online: The full-contact sport for your brain. |
Whitehound
792
|
Posted - 2013.02.12 18:13:00 -
[1362] - Quote
CCP Fozzie wrote:Starts making notes about sandwich armor......
mmmmmmmmmm Here, make notes about this, too. You want to milk it! SCAM CAT - Titan Jump - I was there - Goon Dog |
Aracimia Wolfe
Brave Newbies Inc.
197
|
Posted - 2013.02.12 18:19:00 -
[1363] - Quote
Armour mods be getting lighter, shield tanks lead getting slighter Malcanis for CSM 8 https://forums.eveonline.com/default.aspx?g=posts&t=192717 \o/ \o/ \o/ \o/ m8m8m8m8m8m8m8 o7
|
Tolkenmoon
Vulkan Innovations Hegemonous Pandorum
22
|
Posted - 2013.02.12 18:27:00 -
[1364] - Quote
Tried the skill on sisi, I was quite suprised at the differnece it made.
What i want to know is why is the ship weight in tons and the module weight is in kg? |
silens vesica
Corsair Cartel
629
|
Posted - 2013.02.12 18:39:00 -
[1365] - Quote
Whitehound wrote:CCP Fozzie wrote:Starts making notes about sandwich armor......
mmmmmmmmmm Here, make notes about this, too. You want to milk it!
I lol'd.
Tell someone you love them today, because life is short. But scream it at them in Esperanto, because life is also terrifying and confusing.
Malcanis for CSM8 |
Fredric Wolf
BSC LEGION Tactical Narcotics Team
4
|
Posted - 2013.02.12 18:42:00 -
[1366] - Quote
Tolkenmoon wrote:Tried the skill on sisi, I was quite suprised at the differnece it made.
What i want to know is why is the ship weight in tons and the module weight is in kg?
The ships might be weighed in metric tons?
|
Colonel Xaven
Decadence. RAZOR Alliance
253
|
Posted - 2013.02.12 18:44:00 -
[1367] - Quote
I like honey.
Bees are important.
(Not talking about Goons here)
www.facebook.com/RazorAlliance |
KrakizBad
Clan Shadow Wolf Fatal Ascension
1332
|
Posted - 2013.02.12 18:47:00 -
[1368] - Quote
I want my golden ships to have honeycombs in them. www.minerbumping.com - because your tears are delicious |
Velocifero
Unforeseen Consequences. The Unthinkables
10
|
Posted - 2013.02.12 19:35:00 -
[1369] - Quote
CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.
I think I'm gonna love all these changes, although I think the penalties on plates should be consistent, I understand the holy usage stat gods have spoken - it's just my OCD talking.
I don't think it should be too late to change the name of the 'Armor Honeycombing' skill though. This name doesn't really make sense, as even if the plates are honeycomb shaped, honeycombing them even more would not really affect their efficiency. In construction, an increase in honeycombing actually means greater weakness in the aggregate.
I think the name: 'Armor Tessellation' is more apt, since a capsuleers skill in joining the plates more efficiently would potentially reduce the total plates needed and thus would reduce mass. One could imagine a plate module as a kit, and training the Armor Tessellation skill higher would enable pilots to get the same benefit, from the mass of fewer plates.
I Love Tessellation
How about it? Or are you secretly accepting Bee sponsorship? |
Mund Richard
320
|
Posted - 2013.02.12 19:50:00 -
[1370] - Quote
Velocifero wrote:How about it? Or are you secretly accepting Bee sponsorship? *tinfoil hat* Just look at a certain corp's insignia, and you'll know they do.
Joke aside, tessalation still doesn't quite explain why a plate someone else constructed has different effect for me depending on MY skill that sounds like something structural that should be part of the manufacturing process, but at least honeycombing will remind me that I need to get off my rear and eat something in the weekends. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
|
Velocifero
Unforeseen Consequences. The Unthinkables
10
|
Posted - 2013.02.12 20:03:00 -
[1371] - Quote
Mund Richard wrote:[quote=Velocifero]at least honeycombing will remind me that I need to get off my rear and eat something in the weekends.
Unless, unlike the rest of us, eating makes you lighter, you're still gaining mass with the honeycomb |
Unsuccessful At Everything
The Troll Bridge
2080
|
Posted - 2013.02.12 20:05:00 -
[1372] - Quote
fukier wrote:Unsuccessful At Everything wrote:Can anyone explain to me what the **** op is going on about? i find reading the thread before posting usually helps.
I read, still the unitelligible rant the in the OP makes no damn sense...something about cereal and milk cannons. Drugs are bad, mmkay.
De'Veldrin wrote:CCP is introducing a new skill to reduce the weight penalty of adding armor plating to your ships. (Triple plate Abaddon mmmmm).
Ahem.
Sorry
The OP is being a whiny bitchy self-entitled ass about the name CCP chose for the new skill.
Knew about the skill. To me it sounds like Op is thinking that the skill makes the armor weaker somehow instead of reduced mass.. but i think you nailed it with that last part. Since the cessation of their usefulness is imminent, may I appropriate your belongings? |
|
CCP FoxFour
C C P C C P Alliance
1615
|
Posted - 2013.02.12 20:07:00 -
[1373] - Quote
fukier wrote:Palovana wrote:Seriously, CCP, WTF?
It makes it sound like we're firing milk cannons at each other.
What's next? Armor Weetabixing? Increases resistance to becoming soggy in milk by 2% per level.
"Armor Mass Reduction" or something like that sounds much better. no no no... if they came up with normal names the first time then foxfour would be out of a job.
And so my job security continues. :D Game Designer | Team True Grit |
|
Edward Pierce
GoonWaffe Goonswarm Federation
41
|
Posted - 2013.02.12 22:14:00 -
[1374] - Quote
CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. |
Grath Telkin
Sniggerdly Pandemic Legion
1289
|
Posted - 2013.02.12 22:47:00 -
[1375] - Quote
Edward Pierce wrote: Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.
Go test it live, it feels fine as is right now. They could do a few more things, but none of that is related to heat.
The thing that concerns me is that I heard today that the AAR's might not make it in next week, which of course would seriously suck because to tease all the people that have waited so long for armor tanking to be a thing is going to make more than a few people super mad
|
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CCP Complex
C C P C C P Alliance
78
|
Posted - 2013.02.12 23:15:00 -
[1376] - Quote
So what you're saying is that you'd like for it to be called Armor Waffling, right? CCP Complex-á|| -áEVE Marketing Team-á|| Capture Artist-á|| @CCP_Complex |
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CCP Fozzie
C C P C C P Alliance
3958
|
Posted - 2013.02.12 23:33:00 -
[1377] - Quote
Grath Telkin wrote:Edward Pierce wrote: Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.
Go test it live, it feels fine as is right now. They could do a few more things, but none of that is related to heat. The thing that concerns me is that I heard today that the AAR's might not make it in next week, which of course would seriously suck because to tease all the people that have waited so long for armor tanking to be a thing is going to make more than a few people super mad
Everything that is currently in the OP of this thread is coming with 1.1 on the 19th. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
|
CCP Fozzie
C C P C C P Alliance
3958
|
Posted - 2013.02.12 23:35:00 -
[1378] - Quote
Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.
You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet.
So the official answer is maybe someday, maybe not, we'll do our best. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Mund Richard
321
|
Posted - 2013.02.12 23:46:00 -
[1379] - Quote
Grath Telkin wrote:Edward Pierce wrote:Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. Go test it live, it feels fine as is right now. They could do a few more things, but none of that is related to heat. It would be fun to achieve a viable tank level on a brutix with only 1 repair module, using heat rigs for let's say as long as the charges last in your AAR (the module possibly burning out soon after), and allocating at least two lows for damage.
Range would be an issue though if you don't pack TEs, and I don't see a MAAR + 2 EAMN +cap booster tanking like an XL-ASB+2*Invuln. Would be gamebreaking if an appropriate-sized module could tank like a double-oversized. Then again, said appropriate-sized module cannot be oversized and still eats cap, while the double-oversized doesn't...
But as far as I recall, the original plan for the heat rig didn't tip the balance quite as much over the other armor rigs (that work even unheated), so go go rework, see you at the summer update, along with a Gallente BC that has neither active tank bonus nor is the Talos. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Crumplecorn
Eve Cluster Explorations
256
|
Posted - 2013.02.13 02:15:00 -
[1380] - Quote
"Flexible Honeycomb Composite Vehicle Armor"
You try to counter the OP's point by posting something that sounds like an obscure breakfast cereal? [img]http://desusig.crumplecorn.com/sig.php?r=*rnd*[/img] Desusigs can be seen on the terribad new forums using bbcode enabling script (scroll down to my post for sig rotation) |
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Roime
Shiva Furnace
1988
|
Posted - 2013.02.13 04:17:00 -
[1381] - Quote
Why not simply push these changes to the Summer expansion?
You would have time to properly adjust all the tanking modules and wouldn't have leave tails.
Much like BC rebalance, appears that your schedules are too tight for thorough work and results suffer.
-á- All I really wanted was to build a castle among the stars - |
Jalxan
L F C Ethereal Dawn
2
|
Posted - 2013.02.13 04:32:00 -
[1382] - Quote
GREAT ideas, CCP! This will make armor tanking really competitive! However, it'll make some nano-fit ships semi-obsolete, since with the new changes, armor will no longer make ships move like a walrus on roller skates.
However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. Considering the costs, and not forgetting that implimenting this module will trigger some inflation on NRP, a shield-fitted ship will be a lot more cost effective than an armor-fitted ship would be during combat scenarios.
What I suggest is this; either change the type of fuel that AAR's use (cap boosters, maybe? Or maybe minerals like 100x/200x/400x Tritanium per cycle @ ~ 275 / 1,100 / 2,200 ISK per cycle @ 4m3 per cycle), or make it easier to make nanite repair paste, which will reduce the cost of NRP, which will also in turn increase the use of module overheating usage game-wide.
I'm personally fond of the 100 / 200 / 400 tritanium idea though, since it's both cheap, easy to impliment, and would make use of an easy to mine mineral. Heck, a PVPer may start mining as a career, just to keep the cargohold full of tritanium! It'll also make sense, storyline wise since it takes metal (tritanium) to make armor, right? :P
I'd be interested to hear your thoughts on this. |
Luc Chastot
Aliastra Gallente Federation
212
|
Posted - 2013.02.13 06:52:00 -
[1383] - Quote
CCP Fozzie wrote:Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet. So the official answer is maybe someday, maybe not, we'll do our best.
"Soon(tm)" is the term you're looking for. Make it idiot-proof and someone will make a better idiot. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
554
|
Posted - 2013.02.13 08:36:00 -
[1384] - Quote
CCP Fozzie wrote:Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet. So the official answer is maybe someday, maybe not, we'll do our best.
Fix Noooses!
Or i'll have to bother you on all player events you show up on about ships (I will anyway but still!)
Totally not relevant to this thread but have you considered giving the maller the Harbinger method of dropping a gun for a utility high while increasing the bonus? Because that would be awesome. |
Mund Richard
321
|
Posted - 2013.02.13 08:47:00 -
[1385] - Quote
Jalxan wrote:However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. People use ASBs without navy boosters?
Taking your figure of 200k for the LAAR, an ASB takes something like 100k for the navy 400, close. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
554
|
Posted - 2013.02.13 08:49:00 -
[1386] - Quote
Mund Richard wrote:Jalxan wrote:However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. People use ASBs without navy boosters?
Mediums and smalls yes.
You're a scrub if you don't use navies on L/XL though |
Mund Richard
321
|
Posted - 2013.02.13 08:52:00 -
[1387] - Quote
Garviel Tarrant wrote:Mund Richard wrote:Jalxan wrote:However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. People use ASBs without navy boosters? Mediums and smalls yes. People use small ASBs?
Ok, I do suppose it makes sense for a frig with medium boosters... One part because of the overall cost of the ship... And also because there is no Navy 50 >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Sinzor Aumer
Atlas Research Group Aerodyne Collective
99
|
Posted - 2013.02.13 10:03:00 -
[1388] - Quote
Mund Richard wrote:Jalxan wrote:However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. People use ASBs without navy boosters? Taking your figure of 200k for the LAAR, an ASB takes something like 100k for the navy 400, close. I guess he also doesnt install rigs, cause they so damn expensive and - which is much more important! - he cannot loot them from his own wreck after a fight. These space-poor dudes are so funny!
And in case you wonder, your reinforced tanking mode is made expensive _on_purpose_ to avoid messing with PVE. |
Mund Richard
321
|
Posted - 2013.02.13 10:47:00 -
[1389] - Quote
Sinzor Aumer wrote:And in case you wonder, your reinforced tanking mode is made expensive _on_purpose_ to avoid messing with PVE. Dunno. Does make sense, but... Sure, peak tanking isn't required for long in PvE, but a minute or so may be a too short window in some cases, after which it performs a lot worse than the alternatives.
I'd rather take a Core/Corpus repair module that is still cheaper than my T1 battleship (will be after tiericide), and not worry about what happens once my charges expire. (Specially if I forget to turn off the auto-reload, and after a pulse I'm stuck in a reload cycle that I cannot abort.)
Would make sense on a double-LAR Domi, but since the DDA was introduced, I wouldn't use that setup. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
78
|
Posted - 2013.02.13 11:07:00 -
[1390] - Quote
Whitehound wrote:CCP Fozzie wrote:Starts making notes about sandwich armor......
mmmmmmmmmm Here, make notes about this, too. You want to milk it!
Awwww..... a Megathron-plushie.... MUST HUG! |
|
Debora Tsung
The Investment Bankers Guild
50
|
Posted - 2013.02.13 11:41:00 -
[1391] - Quote
Tolkenmoon wrote:Tried the skill on sisi, I was quite suprised at the differnece it made.
What i want to know is why is the ship weight in tons and the module weight is in kg?
Because 1000 kilogram are exactly one ton? You could also call it a megagram but that would just confuse people. There's nothing a million chinese guys can't do cheaper. |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
314
|
Posted - 2013.02.13 11:48:00 -
[1392] - Quote
Jalxan wrote:However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. Considering the costs, and not forgetting that implimenting this module will trigger some inflation on NRP, a shield-fitted ship will be a lot more cost effective than an armor-fitted ship would be during combat scenarios.
What I suggest is this; either change the type of fuel that AAR's use (cap boosters, maybe? Or maybe minerals like 50x/200x/400x Tritanium per cycle @ ~ 275 / 1,100 / 2,200 ISK per cycle @ 4m3 per cycle), replace the use of Nanite Repair Paste with straight up Nanites (3,000 / 12,000 / 24,000 ISK per cycle for 1 / 4 / 8 Nanites) or make it easier to make nanite repair paste, which will reduce the cost of NRP, which will also in turn increase the use of module overheating usage game-wide. Hang on. I remember someone asking about navy paste, as navy cap boosters are a great benefit to the ASB.
What if, and I know this is a bit crazy, the AARs could run either?
Use Nanites for normal use, nanite paste for additional reps, or reduced cap requirement? Even a new "Armour Paste" using nanites and tritanium could be made so that the actual amount of space used is the same.
Am I barking up the wrong tree? MODULAR DRONES
MORE ORE SHIPS |
Kaikka Carel
White syndicate
89
|
Posted - 2013.02.13 16:15:00 -
[1393] - Quote
Another idea on how to make armor and cruisers more viable: increase 800mm armor hp. It's a module that frigs/dessies can't fit and BCs/BSs won't fit. Buff it outright and there will only be a single class of ships that will benefit out of it. |
Lili Lu
689
|
Posted - 2013.02.13 18:01:00 -
[1394] - Quote
Kaikka Carel wrote:Another idea on how to make armor and cruisers more viable: increase 800mm armor hp. It's a module that frigs/dessies can't fit and BCs/BSs won't fit. Buff it outright and there will only be a single class of ships that will benefit out of it. From the OP -
Plates GÇó Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below. GÇó Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
I think some may weigh the option of 800 and 200 plates now on their BCs and Frigs. And especially at the BC/Cruiser level a tech II 800mm plate will look more attractive, whether attractive enough to displace the 1600 as mandatory idk. But it will help the situation some. It will mean you don't always have to downgrade to the smallest guns or even undersized guns for some Cruisers as well. |
PavlikX
You are in da lock
46
|
Posted - 2013.02.13 20:20:00 -
[1395] - Quote
Still, what about to think one more time and do not push into the game wrong modules? I mean instead of AAR CCP can allow to use paste with ordinary repairers. Only one repper can be armed with paste. All meta levels are in the game. Hardly it will be introuced next thuesday, i can wait until summer :) CCP Fozzie, seriously, think about this please. |
Goldensaver
Marsuud And Sons Industries
133
|
Posted - 2013.02.14 01:00:00 -
[1396] - Quote
PavlikX wrote:Still, what about to think one more time and do not push into the game wrong modules? I mean instead of AAR CCP can allow to use paste with ordinary repairers. Only one repper can be armed with paste. All meta levels are in the game. Hardly it will be introuced next thuesday, i can wait until summer :) CCP Fozzie, seriously, think about this please. They probably can't code that without breaking something. We asked earlier if it would be possible to fire paste only when overheated, or have a toggle to make the AAR use paste or not, and he mentioned that at the moment that wasn't within the limits of the code. That just makes me think this is even less likely to work within the code.
The reason for the separate module is because it's a way to get around it without breaking things, or having to do a massive overhaul. And I think it's really nicer to get a patch now and a promise of a fix later than just the promise. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
559
|
Posted - 2013.02.14 09:01:00 -
[1397] - Quote
CCP Fozzie wrote:Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet. So the official answer is maybe someday, maybe not, we'll do our best.
Absolutely nooo chance you could squeaze in a itsy tiny bitsy nos buff?
^^ |
|
CCP Fozzie
C C P C C P Alliance
3983
|
Posted - 2013.02.14 09:14:00 -
[1398] - Quote
Garviel Tarrant wrote:CCP Fozzie wrote:Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet. So the official answer is maybe someday, maybe not, we'll do our best. Absolutely nooo chance you could squeaze in a itsy tiny bitsy nos buff? ^^
Not in the patch on the 19th Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
Jalxan
knights INC Ad-Astra
2
|
Posted - 2013.02.14 09:28:00 -
[1399] - Quote
Hey Fozzie. :) Can you respond to my post earlier on this page in the thread? I have concerns about the huge cost of using the planned AAR module. Sorry to be persistent, but this can be a significant deal breaker for this module. |
|
CCP Fozzie
C C P C C P Alliance
3985
|
Posted - 2013.02.14 10:59:00 -
[1400] - Quote
Jalxan wrote:Hey Fozzie. :) Can you respond to my post earlier on this page in the thread? I have concerns about the huge cost of using the planned AAR module. Sorry to be persistent, but this can be a significant deal breaker for this module.
Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|
|
Mund Richard
325
|
Posted - 2013.02.14 11:10:00 -
[1401] - Quote
CCP Fozzie wrote:Jalxan wrote:Hey Fozzie. :) Can you respond to my post earlier on this page in the thread? I have concerns about the huge cost of using the planned AAR module. Sorry to be persistent, but this can be a significant deal breaker for this module. Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB. Completely unexpected answer. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
559
|
Posted - 2013.02.14 11:13:00 -
[1402] - Quote
Mund Richard wrote:CCP Fozzie wrote:Jalxan wrote:Hey Fozzie. :) Can you respond to my post earlier on this page in the thread? I have concerns about the huge cost of using the planned AAR module. Sorry to be persistent, but this can be a significant deal breaker for this module. Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB. Completely unexpected answer.
He's not wrong. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
559
|
Posted - 2013.02.14 11:19:00 -
[1403] - Quote
CCP Fozzie wrote:Garviel Tarrant wrote:CCP Fozzie wrote:Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet. So the official answer is maybe someday, maybe not, we'll do our best. Absolutely nooo chance you could squeaze in a itsy tiny bitsy nos buff? ^^ Not in the patch on the 19th
Alright..
Then replace "itsy tiny bitsy" with "massive" for summer exp ^^ |
Jalxan
knights INC Ad-Astra
2
|
Posted - 2013.02.14 11:49:00 -
[1404] - Quote
CCP Fozzie wrote:[Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB.
True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items.
It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
559
|
Posted - 2013.02.14 11:56:00 -
[1405] - Quote
Jalxan wrote:CCP Fozzie wrote:[Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB. True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items. It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another.
Its not that expensive
and the expense itself is quite fair if you consider how little space it takes in your cargo. |
Mund Richard
325
|
Posted - 2013.02.14 12:12:00 -
[1406] - Quote
Garviel Tarrant wrote:Mund Richard wrote:Completely unexpected answer. He's not wrong. And also pretty much the same reaction we had, wasn't it. (Apart from not mentioning mediums.)
Jalxan wrote:CCP Fozzie wrote:[Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB. True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items. It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. Wait, faction module, or T1 module fueled by faction charges. Kinda like Faction/T2 ammo compared to T1...
Let me try a different approach. For a BC, the total cost of one load will be under 1M, right? A BC well fit with meta4-T2 will cost somewhere above 50M (and I'm underestimating). We were also discussing how a second load is probably not needed, as the fight will be probably over one way or the other. But for the sake of argument, carry a reload's worth extra. And it's still not *THAT* notable in total cost.
For a BS, your initial investment is over 150M with rigs the least, and 2M per recharging. Not likely to need several recharges, and still under the cost of a rig. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
410
|
Posted - 2013.02.14 12:38:00 -
[1407] - Quote
Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.
I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other. |
Zarnak Wulf
In Exile.
1035
|
Posted - 2013.02.14 13:03:00 -
[1408] - Quote
CCP Fozzie wrote:Garviel Tarrant wrote:CCP Fozzie wrote:Edward Pierce wrote:CCP Fozzie wrote:Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th. I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1. As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th. Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it. You guys all how this stuff works by now , I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet. So the official answer is maybe someday, maybe not, we'll do our best. Absolutely nooo chance you could squeaze in a itsy tiny bitsy nos buff? ^^ Not in the patch on the 19th
My expectation is to see off grid boosts addressed and then a revisit to the overheating rig. |
Mund Richard
325
|
Posted - 2013.02.14 13:13:00 -
[1409] - Quote
Jerick Ludhowe wrote:Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.
I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other. Fairly sure he let a line slip somewhere that they are messed up even according to him/them.
Only without any ETA on any change. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Tursarius
Capital Industries Research And Development Fidelas Constans
4
|
Posted - 2013.02.14 13:43:00 -
[1410] - Quote
Hello All,
I realize this is a little late but I have some interesting (probably already mentioned) ideas.
I think that it is time to retire the active bonuses. This limits the use of the ships in some areas, whereas t1 ships are supposed to be a little more generalized. A raw hp bonus has been mentioned and I think that if it was applied to both shield and armor it would be well balanced.
ie: lose the rep bonus for 10% armor and 5-7.5% shield hp.
The reason the shield ships would get a lower bonus is because the have a regen rate and this bonus would increase that as well. This bonus would give gallente ships, which lack armor, a larger buffer for reps to land while also making them viable for fleets and small gangs as they could fit a smaller plate and get a similar amount of tank as amarr with a larger plate, with more maneuverability.
The minmatar ships affected would also be more useful in a fleet as they would be benefiting from both bonuses as well.
Alongside this, I would hope that armor reps get a 25% increase across the board and shield boosters get 10-15% (except ASB).
This would mean that dual reps on armor boats are slightly better than a single over sized booster, while still not competing when using only one.
I think reducing the fitting costs of a tracking computer or increasing the fitting needs of a tracking enhancer would also benefit this balancing pass. They give a very similar bonus but one takes twice the cpu and requires cap while a TE gives 3 bonuses even if they are slightly less.
I also think that having two combat battlecruisers is weird. Why not make one a tactical battlecruiser which gets the link role bonus and a tank bonus, while the other ship is pure combat?
Also, what gives with battlecruisers with such a large signature?
I would also like to see astrometric rigs lose their armor penalty and gain a signature penalty.
Also, armor needs more done to it. A shield thorax has more range, dps, speed and tank than a similarly fit armor one. The only thing the armor one gets is two mids. Four pros for shields and only two for armor seems a little unbalanced. |
|
Mund Richard
325
|
Posted - 2013.02.14 14:25:00 -
[1411] - Quote
Tursarius wrote:I think that it is time to retire the active bonuses. This limits the use of the ships in some areas, whereas t1 ships are supposed to be a little more generalized. A raw hp bonus has been mentioned and I think that if it was applied to both shield and armor it would be well balanced. As far as hull bonuses and their use go... Active rep : Local rep HP : Buffer Resist: Buffer, Local rep, Remote rep
One of the three is not restricting your choices in gameplay (as long as you don't tank the other way), the other two however ARE (assuming you want to make use of the bonus). The resist one is the one really doing something for remote reps by increasing the EHP worth of every cycle they spend on you. A buffer 'only' increases your time to live before a rep lands (which resist does as well, if at a lesser degree), but not it's EHP worth.
So if you are worrying of limiting the use of a ship, resist is the way to go.
Quote:while a TE gives 3 bonuses even if they are slightly less. Last time I checked, a range scripted TC is only equal to a TE, while not giving any tracking. It does pull ahead in tracking, but then you suffer in the range department in return. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
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CCP Fozzie
C C P C C P Alliance
3989
|
Posted - 2013.02.14 14:43:00 -
[1412] - Quote
Jerick Ludhowe wrote:Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.
I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other.
There are a ton of things with broken balance in this game, and yes the balance between high metalevel shield and armor mods is one of them.
However since I can't really commit to any timing for anything beyond next Tuesday I've been trying to focus on discussing the changes we have ready for 1.1.
So yes we know it's a problem, but I can't say anything more without setting unreasonable expectations. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Naomi Anthar
No Tax So Relax.
37
|
Posted - 2013.02.14 14:58:00 -
[1413] - Quote
CCP Fozzie wrote:Jerick Ludhowe wrote:Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.
I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other. There are a ton of things with broken balance in this game, and yes the balance between high metalevel shield and armor mods is one of them. However since I can't really commit to any timing for anything beyond next Tuesday I've been trying to focus on discussing the changes we have ready for 1.1. So yes we know it's a problem, but I can't say anything more without setting unreasonable expectations. It is a completely legitimate concern though and I agree with you that it's a problem.
Thanks Fozzie, good to know that at least you know deadspace/faction repers should be better. HAHAHA glad i did stack good amount of those items :D.
But on serious note ... this why difference in price is so big. Reps are garbage and worse in every aspect. But hell yeah i hope i will profit on this too ;). |
Goldensaver
Marsuud And Sons Industries
133
|
Posted - 2013.02.14 15:07:00 -
[1414] - Quote
Jalxan wrote:CCP Fozzie wrote:[Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB. True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items. It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. He's not talking about a faction shield booster. He's talking about the fact that nobody's stupid enough to use standard charges in their ASB's. You used the price of a standard Cap Booster Charge. Nobody uses those except in MASB's (and SASB's, but nobody uses those either). For a full booster of navy 150's/400's the cost is much more comparable. Of course the balance is completely skewed (ASB's OP!) but the fact remains that for a full load the cost is comparable (if still somewhat more expensive for the AARs.) |
Goldensaver
Marsuud And Sons Industries
133
|
Posted - 2013.02.14 15:20:00 -
[1415] - Quote
Naomi Anthar wrote:CCP Fozzie wrote:Jerick Ludhowe wrote:Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.
I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other. There are a ton of things with broken balance in this game, and yes the balance between high metalevel shield and armor mods is one of them. However since I can't really commit to any timing for anything beyond next Tuesday I've been trying to focus on discussing the changes we have ready for 1.1. So yes we know it's a problem, but I can't say anything more without setting unreasonable expectations. It is a completely legitimate concern though and I agree with you that it's a problem. Thanks Fozzie, good to know that at least you know deadspace/faction repers should be better. HAHAHA glad i did stack good amount of those items :D. But on serious note ... this why difference in price is so big. Reps are garbage and worse in every aspect. But hell yeah i hope i will profit on this too ;).
Oh certainly Faction/Deadspace should be better than simple Meta 0-5 equipment. My question is by how much? Personally I don't believe that they should be as significantly better as they are now. The way things are now is that Deadspace is required to active tank for many ships (if you want any chance of winning, that is.) The Incursus works, but anything larger struggles without Deadspace reps. Same thing applies on the shield side, except for the fact that the ASB broke things.
Personally I'd like to see the margin between Meta 0-5 and deadspace reduced. Deadspace should give you a definite advantage, but piloting skill should be able to make up for it. |
fukier
RISE of LEGION
825
|
Posted - 2013.02.14 15:21:00 -
[1416] - Quote
maybe after next week you can get kil2 to write a nice dev blog about the future of balancing for the spring expansion... tbh i just want to know what his dev name is... At the end of the game both the pawn and the Queen go in the same box. |
Naomi Anthar
No Tax So Relax.
37
|
Posted - 2013.02.14 15:26:00 -
[1417] - Quote
@Goldensaver
Well and this not entierly true. Armor reps give slight advantage - there is no huge gap you are talking about. Another story is with shield boosters. Gap is tremendous. Either give reps same treatment or reduce boosters power.
Also i wouldn't reduce gap between tech 2 and faction/deadspace. It's not like it's easy to obtain deadspace stuff compared to tech 2. What you are asking is repeating sad story of faction guns. Higher meta , higher price but noone wants this stuff. |
Goldensaver
Marsuud And Sons Industries
133
|
Posted - 2013.02.14 15:35:00 -
[1418] - Quote
Naomi Anthar wrote:@Goldensaver
Well and this not entierly true. Armor reps give slight advantage - there is no huge gap you are talking about. Another story is with shield boosters. Gap is tremendous. Either give reps same treatment or reduce boosters power.
Also i wouldn't reduce gap between tech 2 and faction/deadspace. It's not like it's easy to obtain deadspace stuff compared to tech 2. What you are asking is repeating sad story of faction guns. Higher meta , higher price but noone wants this stuff. True. I did kinda forget the gap between T2 and Deadspace reps. Shields need to be brought down hard (or - CCP willing - T2 shield, reps and Deadspace reps brought up.) |
Naomi Anthar
No Tax So Relax.
37
|
Posted - 2013.02.14 15:46:00 -
[1419] - Quote
I must say that after my initial rage, i'm getting a bit more calm atm. Looks like they at least know that problems still exist and are willing to fix this. Price of pithi/gistii a- type booster is not only based on shield being popular. It's based on huge advantage over a - type small rep in every aspect. Seems like i can now change my forum warrior style to peaceful and patient player :D. And i do prefer to act this way. But when problem arises i must fight hard for what i deserve hehe.
I was mostly afraid that in all those changes - standard non AAR reps are getting no love in future. Seems they actually will receive love on faction/deadspace/officer level. Better than nothing i guess :D. |
Trinkets friend
Sudden Buggery Swift Angels Alliance
893
|
Posted - 2013.02.15 01:28:00 -
[1420] - Quote
http://localectomy.blogspot.com.au/2013/02/circles-in-metagame.html
As i read it, we will go through the same problems with AAR's as we had with ASB's. The Incursus with a heated AAR and a heated SAR II, legion boosts (not uncommon) will achieve Godlink levels of tanking - with even LESS reliance on capacitor to run the reps, and be less likeely to be capped by a neutraliser.
This is absolutely ridiculous. The Incursus is already the most tanky frigate in the game by a gigantic margin. The AAR will break this so badly Fozzie should be embarassed.
I am glad the heat rig got dropped. it is a stupid idea. Absolutely stupid, as it would stack with everything else, and escpeciallly on a uber-resist T3 such as a Legion or Proteus, it could get out of hand with AAR + MARII setups - considering the coolant injector subs reduce heat damage.
I like the concept. But there is no balance in this appparent "balancing"pass on Armour - just another cycle of stupid + exploitation + nerf + abandonment.
And yes, ASB's are crap now. i actually went and said it. Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed. http://www.localectomy.blogspot.com.au
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Shpenat
Pafos Technologies
35
|
Posted - 2013.02.15 07:45:00 -
[1421] - Quote
Trinkets friend wrote:http://localectomy.blogspot.com.au/2013/02/circles-in-metagame.html
As i read it, we will go through the same problems with AAR's as we had with ASB's. The Incursus with a heated AAR and a heated SAR II, legion boosts (not uncommon) will achieve Godlink levels of tanking - with even LESS reliance on capacitor to run the reps, and be less likeely to be capped by a neutraliser.
This is absolutely ridiculous. The Incursus is already the most tanky frigate in the game by a gigantic margin. The AAR will break this so badly Fozzie should be embarassed.
I am glad the heat rig got dropped. it is a stupid idea. Absolutely stupid, as it would stack with everything else, and escpeciallly on a uber-resist T3 such as a Legion or Proteus, it could get out of hand with AAR + MARII setups - considering the coolant injector subs reduce heat damage.
I like the concept. But there is no balance in this appparent "balancing"pass on Armour - just another cycle of stupid + exploitation + nerf + abandonment.
And yes, ASB's are crap now. i actually went and said it.
How is AAR making you more imune to neutralizer?
incursus will be able to tank a lot for as long as his repper is loaded. Then its tank will drop qiote considerably. (AAR provides 50% more rep than T2 when loaded and about half when not loaded) |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
560
|
Posted - 2013.02.15 08:45:00 -
[1422] - Quote
Shpenat wrote:Trinkets friend wrote:http://localectomy.blogspot.com.au/2013/02/circles-in-metagame.html
As i read it, we will go through the same problems with AAR's as we had with ASB's. The Incursus with a heated AAR and a heated SAR II, legion boosts (not uncommon) will achieve Godlink levels of tanking - with even LESS reliance on capacitor to run the reps, and be less likeely to be capped by a neutraliser.
This is absolutely ridiculous. The Incursus is already the most tanky frigate in the game by a gigantic margin. The AAR will break this so badly Fozzie should be embarassed.
I am glad the heat rig got dropped. it is a stupid idea. Absolutely stupid, as it would stack with everything else, and escpeciallly on a uber-resist T3 such as a Legion or Proteus, it could get out of hand with AAR + MARII setups - considering the coolant injector subs reduce heat damage.
I like the concept. But there is no balance in this appparent "balancing"pass on Armour - just another cycle of stupid + exploitation + nerf + abandonment.
And yes, ASB's are crap now. i actually went and said it. How is AAR making you more imune to neutralizer? incursus will be able to tank a lot for as long as his repper is loaded. Then its tank will drop qiote considerably. (AAR provides 50% more rep than T2 when loaded and about half when not loaded)
It gives 100% more while its loaded..
Also the incursus will still rep a bit more then a unbonused frigs after i think.. |
TehCloud
Carnivore Company Honey Badger Coalition
36
|
Posted - 2013.02.15 10:48:00 -
[1423] - Quote
Quote: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 Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer
- When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
- Same cycle time and fittings as T1 reps
- Smalls use 1 paste per cycle, mediums 4, larges 8. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads
- Limited to one per ship
Please read the OP before claiming things. My Condor costs less than that module! |
Mund Richard
327
|
Posted - 2013.02.15 11:03:00 -
[1424] - Quote
Garviel Tarrant wrote:It gives 100% more while its loaded.. 125% more than T1 meta0, 87.5% more than meta4, less than 70% more than T2.
I do hope everyone is space-rich enough to fit meta4 SARs on an Incursus, so you are not getting 100% even while it's loaded.
Unloaded you get 62.5% that of a meta4, and 56.25% of a T2. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
560
|
Posted - 2013.02.15 11:27:00 -
[1425] - Quote
Shiii, people are checking the numbers i randomly spout now?
So i have to start to actually do math before i talk? damn it >_< |
Mund Richard
327
|
Posted - 2013.02.15 11:31:00 -
[1426] - Quote
Garviel Tarrant wrote:Shiii, people are checking the numbers i randomly spout now?
So i have to start to actually do math before i talk? damn it >_< Collateral damage, sorry. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Gitanmaxx
Viziam Amarr Empire
84
|
Posted - 2013.02.15 15:57:00 -
[1427] - Quote
The biggest problem with armor tanking is definitely the speed. I'm trained up for armor with as many sp as i possibly can and when i fit a tormentor or an executioner (the two frigs i'm using to pvp) I can always get the same amount of tank with twice the speed by fitting shields instead of armor. Leaving me no real reason to use armor that i've spent so much sp on. |
Kittel
Caldari Navy Urpiken Security
0
|
Posted - 2013.02.15 17:33:00 -
[1428] - Quote
I think there should be a shield skill reducing sig rad as well as change shield rigs to be cpu or pg pen as well. Changing the armor to these new values but leaving the penalties for shields intact is unjust and damaging to shield tanks while buffing armor penalties to useless penalties. Why not just remove shields all together and everyone can be armor tanks... |
deepos
Blue Republic RvB - BLUE Republic
6
|
Posted - 2013.02.15 18:02:00 -
[1429] - Quote
Kittel wrote:I think there should be a shield skill reducing sig rad as well as change shield rigs to be cpu or pg pen as well. Changing the armor to these new values but leaving the penalties for shields intact is unjust and damaging to shield tanks while buffing armor penalties to useless penalties. Why not just remove shields all together and everyone can be armor tanks...
you are bad and you should feel bad for trolling an interesting thread.
Don't let the door hit you on your way out. |
Felsusguy
Nuevo Atlas Corporation
28
|
Posted - 2013.02.15 21:24:00 -
[1430] - Quote
Honestly I think armor repairers in general should use a decreased amount of capacitor, otherwise buffer tanks will always reign alone. Neuts be crazy. Try-Cycle Mining Industry recruiting! |
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Jonas Nerub
Verteidiger des wahren Bloedsinns Universal Constant Alliance
6
|
Posted - 2013.02.16 03:58:00 -
[1431] - Quote
got a quick idea for the anchillery mods.....
i want a switch, (maybe a extra bottoun on the module) where i can change between own cap and the carges without to eject the charges
that would be also a bit more helpfull to time the 1min reload
i think thats an awsome idea^^!
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Mund Richard
327
|
Posted - 2013.02.16 04:58:00 -
[1432] - Quote
Jonas Nerub wrote:got a quick idea for the anchillery mods..... i want a switch, (maybe a extra bottoun on the module) where i can change between own cap and the carges without to eject the charges that would be also a bit more helpfull to time the 1min reload i think thats an awsome idea^^! Do you expect CCP to make a new button for modules when they haven't made a simple countdown timer visible for reload?
Also, what kind of "own cap" are you talking about? ASB? For the AAR, being able to tell the module not to consume charges would be nice, but see my first line. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Jacob Holland
Weyland-Vulcan Industries
127
|
Posted - 2013.02.16 09:44:00 -
[1433] - Quote
Gah!!!!
Why didn't I have this idea earlier?!?
Rather than huge rep, huge reload as it is at the moment, how would the AAR behave if it made use of a slightly different base mechanic than the ASB?
Fitting as current, Capacity as current, Unloaded Rep Amount as current, No charges used for normal operation.
Increase Overheating bonus by 250%, all heat generated by the module - sunk to nanite repair paste reservoir.
So you hit the module and you get an ordinary, T1 armour rep. Overheat the module however and it pumps out crazy rep, burns through its paste (which would eventually require the 1 minute reload) but doesn't burn out and doesn't spread heat to the rest of the rack (until its paste is exhausted).
While the ASBers are burning through Navy cap charges because their passive recharge can't handle a frigate the AAR is more conservative, tanks away on cap as normal but has an "OMG button"...
That. would be Awesome.... |
Mund Richard
329
|
Posted - 2013.02.16 10:16:00 -
[1434] - Quote
Jacob Holland wrote:So you hit the module and you get an ordinary, T1 armour rep. Overheat the module however and it pumps out crazy rep, burns through its paste (which would eventually require the 1 minute reload) but doesn't burn out and doesn't spread heat to the rest of the rack (until its paste is exhausted). If it would spread heat but somewhat (not fully) eased the heat on the module, I'd like the idea more.
ASB removing a critical part of the equation of active tanking was bad enough once. No need for another one. And need to rework the one already present. imho >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Nomistrav
Maverick Conflict Solutions
151
|
Posted - 2013.02.16 16:27:00 -
[1435] - Quote
Why the use of Nanite Repair Paste with the AAR's...? That's ridiculous, your "fix" to the armor tanking problem might work but it will be a hell of a lot more expensive when compared to ASB's. The fact that Active Armor Tanking, with this module, can -still- be influenced heavily by Cap Warfare when the ASB isn't makes it less appealing as a whole.
I'm paying more to have faster repair on a system that DOES NOT automatically come with passive repairing (like shield recharge) I'm paying more to have faster repair on a system that DOES get influenced by Capacitor Warfare I'm paying more to have system that only certain ships will truly benefit from (as far as the Gallente line)
Let's be real, with Gallente you're either an Armor Tanker, a Drone Fighter or a Brawler. With these changes, you're effectively neutering the Armor Tankers by having them spend vastly more for their "fuel" than those who use ASB's and further more by basically forcing them to have the module (such is their style) you're technically increasing the price on those ships.
Proposed Solution: Find a different fuel for the AAR or find a way to reduce the price of Paste. |
Rob Crowley
State War Academy
53
|
Posted - 2013.02.16 17:37:00 -
[1436] - Quote
On SiSi the Incursus rep bonus is 7.5% but ship description still says 10%. Would be nice if the correct description goes into 1.1. |
Garr Earthbender
Justified Chaos
138
|
Posted - 2013.02.16 17:39:00 -
[1437] - Quote
Seems this whole thread is TL:DR for me to find the answer to my question.
So with my horrible math skills, I'm thinking that the 800 plate will get a total of a 45% reduction with the 20% reduction in mass and lvl 5 armor honeycombing skill right?
With some epic EFTing to get the right amount of plates on my maller to get roughly the same mass as the new 800 plate, the base speed change (all lvl 5) is 215m/s with current build and 244 m/s. That really doesn't seem much of a difference. Put a MWD on there, and the difference is 1281 m/s current build and 1504m/s.
Question is, how effective do you guys think this is gonna be?
Edit: and this is also with removing the trimarks on the new build cause of the change to how the rigs work too. -Rock is overpowered, Scissors is fine. -Paper |
Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.16 17:51:00 -
[1438] - Quote
Garr Earthbender wrote:Seems this whole thread is TL:DR for me to find the answer to my question.
So with my horrible math skills, I'm thinking that the 800 plate will get a total of a 45% reduction with the 20% reduction in mass and lvl 5 armor honeycombing skill right?
With some epic EFTing to get the right amount of plates on my maller to get roughly the same mass as the new 800 plate, the base speed change (all lvl 5) is 215m/s with current build and 244 m/s. That really doesn't seem much of a difference. Put a MWD on there, and the difference is 1281 m/s current build and 1504m/s.
Question is, how effective do you guys think this is gonna be?
Edit: and this is also with removing the trimarks on the new build cause of the change to how the rigs work too. 40% reduction. It's a 20% base reduction (1 * 0.8 = 0.8, then 0.8 * 0.75 = 0.6). And do you not think a 30m/s increase in speed is nice, and a >200m/s difference when MWDing is nice? It's not going to let you outrun nano ships, or anything. But now you can go a little faster, and control the battlefield just a little better. It's not a huge change, but it's nice.
Now lets say you catch the kiting ship on warp in. It'll be stuck in your optimal range a little longer. Lets say you catch a brawler at the edge of your range and they burn at you to get under your guns? Same thing, it'll take them longer to catch you and apply their damage. |
Jacob Holland
Weyland-Vulcan Industries
127
|
Posted - 2013.02.16 18:50:00 -
[1439] - Quote
Garr Earthbender wrote:Edit: and this is also with removing the trimarks on the new build cause of the change to how the rigs work too. It you've removed them from EFT because you think they'll lose their penalty, at the moment that's incorrect.
Only the active tanking armour rigs are having their penalty changed so far as I've read. |
Garr Earthbender
Justified Chaos
138
|
Posted - 2013.02.16 20:33:00 -
[1440] - Quote
Goldensaver wrote:Garr Earthbender wrote:Seems this whole thread is TL:DR for me to find the answer to my question.
So with my horrible math skills, I'm thinking that the 800 plate will get a total of a 45% reduction with the 20% reduction in mass and lvl 5 armor honeycombing skill right?
With some epic EFTing to get the right amount of plates on my maller to get roughly the same mass as the new 800 plate, the base speed change (all lvl 5) is 215m/s with current build and 244 m/s. That really doesn't seem much of a difference. Put a MWD on there, and the difference is 1281 m/s current build and 1504m/s.
Question is, how effective do you guys think this is gonna be?
Edit: and this is also with removing the trimarks on the new build cause of the change to how the rigs work too. 40% reduction. It's a 20% base reduction (1 * 0.8 = 0.8, then 0.8 * 0.75 = 0.6). And do you not think a 30m/s increase in speed is nice, and a >200m/s difference when MWDing is nice? It's not going to let you outrun nano ships, or anything. But now you can go a little faster, and control the battlefield just a little better. It's not a huge change, but it's nice. Now lets say you catch the kiting ship on warp in. It'll be stuck in your optimal range a little longer. Lets say you catch a brawler at the edge of your range and they burn at you to get under your guns? Same thing, it'll take them longer to catch you and apply their damage.
5% per level =25 % for the honeycombing. So that +20% from the mass reduction for the 800 plate = 45% reduction total. Right?
Jacob Holland wrote:Garr Earthbender wrote:Edit: and this is also with removing the trimarks on the new build cause of the change to how the rigs work too. It you've removed them from EFT because you think they'll lose their penalty, at the moment that's incorrect. Only the active tanking armour rigs are having their penalty changed so far as I've read.
derp. you are correct. You are correct good sir! -Rock is overpowered, Scissors is fine. -Paper |
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Rob Crowley
State War Academy
53
|
Posted - 2013.02.16 21:09:00 -
[1441] - Quote
Garr Earthbender wrote:5% per level =25 % for the honeycombing. So that +20% from the mass reduction for the 800 plate = 45% reduction total. Right? Nope, you can't add that. Percentages are applied multiplicative, so both bonuses combined are (100%-20%) * (100%-25%) = 60%, so it's a 40% reduction.
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Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.17 06:27:00 -
[1442] - Quote
Rob Crowley wrote:Garr Earthbender wrote:5% per level =25 % for the honeycombing. So that +20% from the mass reduction for the 800 plate = 45% reduction total. Right? Nope, you can't add that. Percentages are applied multiplicative, so both bonuses combined are (100%-20%) * (100%-25%) = 60%, so it's a 40% reduction.
Yeah, the base amount is being reduced 20%. So lets imagine that the base mass is 100. So now the base mass is 80 instead. Only now does the skill come into play. Apply the skill to the base mass of 80, giving a 25% reduction of mass on a base 80 mass, and you remove 1/4th of 80, being 20. So now the mass is 60. 60 is 60% of 100. Overall reduction of 40%.
*no units of mass were used, nor actual values. |
Garr Earthbender
Justified Chaos
138
|
Posted - 2013.02.17 14:53:00 -
[1443] - Quote
Durn. Came hoping basic math worked, left feeling like a 3rd grader. Thanks fer the heads up. -Rock is overpowered, Scissors is fine. -Paper |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
290
|
Posted - 2013.02.17 16:09:00 -
[1444] - Quote
Shield burst is still SOO much better than armor burst...
AAR with base skills/stats equals 90/hps (can only fit ONE) ASB with base skills/stats equals 196/hps (and can fit more than one)
Armor's Rep rigs, only 15% bonus with PG penalty (t1)
Shield Boost amp, 30% with no penalty. (t1)
And i like how you (CCP) used T1 reppers to compare the stats of the AAR with, when, in reality, most armor pilots use T2 reppers, so your new shiney module is almost 1/2 as effective dry, and ONLY 1.6x(not 2.25) better loaded)
Also, if for whatever reason someone has dual-rep-rig'd their dual rep armor (because thats the only way to match hp/s with a active shield tank) ship, they will actually LOSE PG...umm, what?
Add to this the fact shields passive regen, and how do you claim this is now balanced? http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Bouh Revetoile
TIPIAKS
243
|
Posted - 2013.02.17 16:57:00 -
[1445] - Quote
Panhead4411 wrote:Shield burst is still SOO much better than armor burst...
AAR with base skills/stats equals 90/hps (can only fit ONE) ASB with base skills/stats equals 196/hps (and can fit more than one)
Armor's Rep rigs, only 15% bonus with PG penalty (t1)
Shield Boost amp, 30% with no penalty. (t1)
And i like how you (CCP) used T1 reppers to compare the stats of the AAR with, when, in reality, most armor pilots use T2 reppers, so your new shiney module is almost 1/2 as effective dry, and ONLY 1.6x(not 2.25) better loaded)
Also, if for whatever reason someone has dual-rep-rig'd their dual rep armor (because thats the only way to match hp/s with a active shield tank) ship, they will actually LOSE PG...umm, what?
Add to this the fact shields passive regen, and how do you claim this is now balanced? I'd often prefer to lose PG than speed...
And you forgot the part where the ASB shut down to reload. In the end, AAR repair more hp before reloading than ASB, and it still repair all these hp in the length of a fight.
But please, tell us how you make a module different from the ASB and still "balanced" according to your comparisons. I wish you a lot of luck, because you just picked the primary advantage of shield tanking versus armor tanking (better burst active tank).
And all this on top af things already debated here of course. |
Mund Richard
329
|
Posted - 2013.02.17 17:33:00 -
[1446] - Quote
Bouh Revetoile wrote:But please, tell us how you make a module different from the ASB and still "balanced" according to your comparisons. Translation: If you can't make something balanced, don't complain if others can't as well.
If the ASB was limited to one per ship and not (double!) oversizable, I'd even see a chance of tweaking stats for balance.
When the module that is usually fit in multitudes has a new variation introduced that's limited to one per ship, while the other that's doing a fair job without another of it's kind is NOT, I don't quite see the point in looking for balance. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Tikktokk Tokkzikk
Parallax Shift The Periphery
140
|
Posted - 2013.02.17 18:57:00 -
[1447] - Quote
I think CCP should do a full tank rebalance and think about what advantages and disadvantages the different tank types (active, passive, shield, armor, etc.) should have, and work from that.
I personally think active tank should always be clearly superior in solo and small gangs (the same way buffer is now clearly superior in large fleets) and buffer should stay superior in large fleets. I also think buffer should have speed/sig penalty and active should be vulnerable to neuts and alpha. Shield tank should have more HP/s and shorter cycle but be very cap inefficient.
If you go with active shield tank, you'll be almost invicible until you run out of cap. If you got with active armor tank, you'll be able to stay more or less forever as long as your tank can handle the DPS.
A "remote repair amplifer" and "remote boost amplifer" that works like remote rep but boost local rep instead of armor/shield would also be a nice way to make local rep scale with fleets. |
Mars Theran
Red Rogue Squadron Heart 0f Darkness
1628
|
Posted - 2013.02.17 19:05:00 -
[1448] - Quote
Heimdallofasgard wrote:You had me at "Nanobot Overcharger"...
Changing the active armor rig penalty from speed to PG is amazing... it's going to make those small active tank ships so much more nimble, myrm, thorax, brutix, proteus... can't wait to try out a deimos or vigilant with these!
Not sure about the AAR just yet... triple the active rep amount of a t1 repper sounds quite a lot... guess it'll be balanced if deemed OP... are the AAR's affected by the Active armor tank rigs as well?
Speed penalty to PG drain is awesome, agreed. I like the idea of the way the AARs are set up though, and I agree with Fozzies sentiments regarding it. Maybe needs a bit of work though; unfortunately, SiSi doesn't like my PC, so can't test. zubzubzubzubzubzubzubzub |
Korgan Nailo
5ER3NITY INC Apocalypse Now.
119
|
Posted - 2013.02.17 19:15:00 -
[1449] - Quote
CCP Fozzie,
All information and ideas towards armor tanking are great, and I'm happy to see some attention is being given to it. But I still don't see it overcoming the benefits of shield tanking for PvE and missions, and I'm only talking about that perspective which is what I know well.
More specifically, modules that, in my humble opinion, pushes PvE for shields are: - X-Large Shield Boosters - Shield Boost Amplifier
The Reactive Armor Hardener was a fantastic addition to the PvE armor tanking arsenal, however, the lack of an X-Large armor repairer still makes it uncomfortable to armor tank missions, and the lack of an "Armor Boost Amplifier" increases that gap further.
Since you're looking into it, perhaps you could also look at it from this point too.
Thanks. --== EvE Online Quick Reference Sheet: E-Uni Forums Link / EvE Forums Link ==-- |
Mund Richard
329
|
Posted - 2013.02.17 20:03:00 -
[1450] - Quote
Small nitpick: Armor Boost Amps are rigs. With the good side of not taking up the tankslots, and the downside of taking up rig slots, being limited in choice (T1, T2 for hundred millions, and no faction/deadspace).
In my eyes, for missions, the problem is rather how good faction invuln and deadspace repair modules are. Plus, how I have 7 lows on my Navy Domi for DDA+TE+MagStab, why would I ruin that with an armor tank? (Replace Domi with Vindi or Mach and DDA+MagStab with Gyro if you wish) >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
|
Mund Richard
329
|
Posted - 2013.02.17 20:39:00 -
[1451] - Quote
Plus how in many cases you don't need a point, web and cap booster like you do in PvP, and EWAR effects are worthless when it's not an individual ship that's scary, but the 10+ of them, and as such reducing the efficiency of one doesn't really help. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
322
|
Posted - 2013.02.17 21:16:00 -
[1452] - Quote
I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:
T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap. T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap. AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)
T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5) T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)
Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:
A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap. A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second. or A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.
So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.
Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized. Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.
Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.
And this is coming from a shield tanker. MODULAR DRONES
MORE ORE SHIPS |
Nevyn Auscent
Broke Sauce
152
|
Posted - 2013.02.17 22:03:00 -
[1453] - Quote
Hakan MacTrew wrote:I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:
T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap. T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap. AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)
T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5) T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)
Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:
A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap. A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second. or A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.
So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.
Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized. Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.
Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.
And this is coming from a shield tanker.
Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig. Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time. |
Mund Richard
330
|
Posted - 2013.02.17 22:46:00 -
[1454] - Quote
Nevyn Auscent wrote:Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig. Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time. Should he also use Gist boosters? They are common enough in recomendations for fits, and unlike a Core, makes or breaks the fit. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.18 07:07:00 -
[1455] - Quote
Nevyn Auscent wrote:Hakan MacTrew wrote:I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:
T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap. T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap. AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)
T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5) T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)
Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:
A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap. A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second. or A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.
So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.
Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized. Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.
Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.
And this is coming from a shield tanker. Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig. Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time. Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more. |
Nikuno
Atomic Heroes The G0dfathers
110
|
Posted - 2013.02.18 07:49:00 -
[1456] - Quote
Goldensaver wrote:Nevyn Auscent wrote:Hakan MacTrew wrote:I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:
T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap. T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap. AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)
T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5) T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)
Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:
A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap. A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second. or A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.
So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.
Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized. Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.
Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.
And this is coming from a shield tanker. Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig. Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time. Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more.
And yet T2 is as good as armour tankers can get, whilst shield tankers have the entire deadspace and officer range as options. Spot any imbalances yet? Also 3 rig slots /= 1 medium slot for fittings but to get the same effect that's exactly what you're looking at. Inferior rep, inferior burst rep, inferior rep boosting; armour's still not in a good place- better, but still very poor. |
Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.18 08:19:00 -
[1457] - Quote
Nikuno wrote:Goldensaver wrote:Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more. And yet T2 is as good as armour tankers can get, whilst shield tankers have the entire deadspace and officer range as options. Spot any imbalances yet? Also 3 rig slots /= 1 medium slot for fittings but to get the same effect that's exactly what you're looking at. Inferior rep, inferior burst rep, inferior rep boosting; armour's still not in a good place- better, but still very poor. Yes, but this comes back to what are generally considered overpowered mods. Deadspace shield is way out of line with anything else. This is common knowledge, and I'm pretty sure even Fozzie and the rest of CCP knows this. I don't think we need to bring things like that into this. Besides, price comparison. Only T2 Large Nano Pumps cost a comparable amount to an X-type boost amp, and nothing even comes close to Estamels... which is really only a massively overpriced X-type.
Admittably you do need more rigs to equal a single mid. And yes, Nano's are weaker than boost amps. But that wasn't the point of the original post. The original post was comparing T2 to T2, and saying that while armour isn't quite perfect/where it needs to be yet, it's getting better. Now it's more a matter of fixing Deadspace. |
Alvatore DiMarco
Capricious Endeavours Ltd
19
|
Posted - 2013.02.18 09:20:00 -
[1458] - Quote
Perhaps it wouldn't be entirely unreasonable to make nanos a little bit stronger, to more effectively compare with boost amps. |
Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.18 09:37:00 -
[1459] - Quote
Alvatore DiMarco wrote:Perhaps it wouldn't be entirely unreasonable to make nanos a little bit stronger, to more effectively compare with boost amps. Perhaps that wouldn't be completely unreasonable. But I think they would probably like to see how things go with the current balancing pass first, and how things turn out. From there it'll be easier to get an idea of what they need to do next, I'd figure. Theory only goes so far. They have to put things into practice before they can be sure of what needs to be done. |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
324
|
Posted - 2013.02.18 12:09:00 -
[1460] - Quote
Goldensaver wrote:Nevyn Auscent wrote:Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig. Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time. Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more. It so happens that the mathematics for this is already on my spreadsheet, (I am an Indy guy after all, spreadsheets are my bread and butter,):
All the deapspace armour repariers work on the following cap efficiency ratios: C) 2.2/gj B) 2.4/gj A) 2.6/gj X) 2.8/gj
The only real changes are cap draw and rep amount, which all maintain the same ratio.
Pith boosters: C) 1.65/gj B) 1.8/gj A) 1.935/gj X) 2.1/gj
Gist boosters: (This is the interesting one) C) 2.389/gj B) 2.447/gj A) 2.5/gj X) 2.637/gj
Across the board, Armour Repairers are still more efficient, though the gap does close when it comes to deadspace. Maybe its something to look at during the next point release.
I'm not going to bother with officer mods, Considering their value, anyone wanting to use the loot pinata for PvE or even PvP is welcome to the additional benefits and the drawbacks that entails.
There are so many variables that need to be considered when balancing tanking types, its idiotic to say, "Do 'X', sorted, job done!" It just isn't that simple.
Cap efficiency, cycle time, rep amount, fitting requirements, slot layouts, ship stats, etc... The list goes on and on.
I think the team are doing a good job and the changes they are making are a good start. It's not the end of the journey and Fozzy has made clear that he is well aware of that.
I do think that the AAR works well for its purpose. Given how long it runs, it will stand up against ASBs if given the opportunity. As a rule, to oversize an ASB, you need to gimp your fit pretty badly. There are exceptions, but not many. You can't oversize an AAR, but it reps more for longer than an ASB, given that a large AAR will run for at least 90 seconds without overheating, boosts or rigs altering it. Meanwhile, an XL-ASB will run for 35 seconds with 400's or 45 seconds with navy 400's. I can see a few fits/doctrines maybe taking nicknames like Duracell Bunny...
I still think a reload time on AARs of about 45 seconds would put them at the 'just right' point, given that they are still dependant on cap and are limited to 1 per ship. MODULAR DRONES
MORE ORE SHIPS |
|
Mund Richard
331
|
Posted - 2013.02.18 12:31:00 -
[1461] - Quote
Hakan MacTrew wrote:All the deapspace armour repariers work on the following cap efficiency ratios: C) 2.2/gj B) 2.4/gj A) 2.6/gj X) 2.8/gj
The only real changes are cap draw and rep amount, which all maintain the same ratio.
Pith boosters: C) 1.65/gj B) 1.8/gj A) 1.935/gj X) 2.1/gj
Gist boosters: (This is the interesting one) C) 2.389/gj B) 2.447/gj A) 2.5/gj X) 2.637/gj Tell me what I'm doing wrong, because LAR vs XLASB I get these with max skill no implant/boost: Corpus: 2.2 2.4 2.6 2.8 so far so good
Pith: 1.83 2.00 2.166 2.333 A bit better than yours
Gist: 3.26 3.42 3.51 3.66 NOT just a bit better than yorus >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Mund Richard
331
|
Posted - 2013.02.18 12:41:00 -
[1462] - Quote
(used C-types as "starts with", bound to have errors I HOPE) Corpus LAR starts at 2.2 Corpum MAR starts at 2.2 Corpii SAR starts at 2.2
Gist XLSB starts at 3.25 Gist LSB starts at 2.654 Gistum MSB at 4.028 (WTF) Gistii SSB starts at 3.94 (once more, chorus!)
Pith XLSB starts at 1.833 Pith LSB starts at 1.833 Pithum MSB starts at 3.018 (WTF) Pithii SSB starts at 3.055 (once more, chorus!)
Do I even need to point out my conclusion? >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Fredric Wolf
BSC LEGION Tactical Narcotics Team
4
|
Posted - 2013.02.18 15:36:00 -
[1463] - Quote
I know I am late to the party on this one but. One question I had was shouldn't one more armor rig be swapped to pg. I am talking about the remote repair rig. This does not make sense to have a speed reduction with it.
Thanks Fred |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
324
|
Posted - 2013.02.18 17:07:00 -
[1464] - Quote
Mund Richard wrote:Hakan MacTrew wrote:All the deapspace armour repariers work on the following cap efficiency ratios: C) 2.2/gj B) 2.4/gj A) 2.6/gj X) 2.8/gj
The only real changes are cap draw and rep amount, which all maintain the same ratio.
Pith boosters: C) 1.65/gj B) 1.8/gj A) 1.935/gj X) 2.1/gj
Gist boosters: (This is the interesting one) C) 2.389/gj B) 2.447/gj A) 2.5/gj X) 2.637/gj Tell me what I'm doing wrong, because LAR vs XLASB I get these with max skill no implant/boost: Corpus: 2.2 2.4 2.6 2.8 so far so good Pith: 1.83 2.00 2.166 2.333 A bit better than yours Gist: 3.26 3.42 3.51 3.66 NOT just a bit better than yorus That would be because I used stock 'baseline' modules, sans skills. I believe we need to balance both skills and modules, but not against each other per say. Comparing at all 5's does not solve the issue of module disparity.
Mund Richard wrote:(used C-types as "starts with")Corpus LAR starts at 2.2 Corpum MAR starts at 2.2 Corpii SAR starts at 2.2 Gist XLSB starts at 3.25 ... Gist LSB starts at 2.654 Gistum MSB at 4.028 (WTF)Gistii SSB starts at 3.94 (once more, chorus!)Pith XLSB starts at 1.833 Pith LSB starts at 1.833 Pithum MSB starts at 3.018 (ok, seriously WTF)Pithii SSB starts at 3.055 (aaand once more, chorus!)Do I even need to point out my conclusion? Disclaimer: Numbers do NOT include any of the following: OGB, SBA, rig, Implant or hull bonus. I was at work and only had access to my phone. I am home now and have expanded my former spreadsheet to include stats from all 4 sizes of shield booster, as well as all the deapsace boosters, navy boosters, T1's, T2's and Ancillaries (without caps.) I have also included a section for "All 5's" as well as the stock baseline. I have taken the Boost amount, The Cap draw and the Cycle time and set it up to display Boost/Cap, Boost/Second and Cap/Second.
I was working from purely from the large statistics, as I had them at hand. I had, (wrongly,) assumed that the statistics would be stable across the size differences. As my Grandmother always said, "Never assume anything. It just makes an ASS out of U and ME."
How right she was...
The numbers I have just seen are staggering, and not in a good way.
They don't match yours, but they are similar:
Small__+/gj____5's T1____1.150_1.278 T2____1.500_1.667 Gisti C_3.545_3.939 Gisti B_3.417_3.796 Gisti A_4.385_4.872 Pithi C_2.750_3.056 Pithi B_3.250_3.611 Pithi A_3.800_4.222 Ancillary_0.788_0.875
Medium_+/gj____5's T1____1.133_1.259 T2____1.500_1.667 Gisti C_3.625_4.028 Gisti B_3.543_3.937 Gisti A_4.474_4.971 Pithi C_2.717_3.019 Pithi B_3.233_3.593 Pithi A_3.800_4.222 Ancillary_0.737_0.819
Large__+/gj____5's T1____1.125_1.250 T2____1.500_1.667 Gisti C_2.389_2.654 Gisti B_2.447_2.719 Gisti A_2.500_2.778 Gisti X_2.637_2.930 Pithi C_1.650_1.833 Pithi B_1.800_2.000 Pithi A_1.950_2.167 Pithi X_2.100_2.333 Ancillary_0.739_0.821
XL_____+/gj___5's T1____1.125_1.250 T2____1.500_1.667 Gisti C_2.933_3.259 Gisti B_3.080_3.422 Gisti A_3.163_3.515 Gisti X_3.294_3.660 Pithi C_1.650_1.833 Pithi B_1.800_2.000 Pithi A_1.950_2.167 Pithi X_2.100_2.333 Ancillary_0.742_0.825
The Gistum A-Type Medium Shield Booster, with All V's skills, has a cap efficiency of 4.971 What The ****???
Yeah, that needs looking at. MODULAR DRONES
MORE ORE SHIPS |
Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.18 18:20:00 -
[1465] - Quote
Hakan MacTrew wrote:The Gistum A-Type Medium Shield Booster, with All V's skills, has a cap efficiency of 4.971 What The ****??? Yeah, that needs looking at. Yeah, and this all comes back to how shield Deadspace is out of line and needs to get fixed. Not all of it, sure. Some of it might just need a little tweaking, but some shield Deadspace modules are broken as **** and need to get brought down hard. But I really don't think people should be taking outliers that are clearly broken into the equation when comparing for balance. I'd say compare using the baseline and **** on these certain modules hard so they don't stand so far outside the norm. |
Nevyn Auscent
Broke Sauce
153
|
Posted - 2013.02.18 21:38:00 -
[1466] - Quote
Unless I'm misreading you all were also only taking the base booster module. Then add in the rigs/Deadspace Amps(Which are also common) & that problem on the base Deadspace shield boosters gets multiplied by the amp ratio. |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
324
|
Posted - 2013.02.18 21:38:00 -
[1467] - Quote
I agree. I was pointing put the scale by which deadspace mods are imbalanced is all. MODULAR DRONES
MORE ORE SHIPS |
Mund Richard
331
|
Posted - 2013.02.18 21:38:00 -
[1468] - Quote
Hakan MacTrew wrote:That would be because I used stock 'baseline' modules, sans skills. I believe we need to balance both skills and modules, but not against each other per say. Comparing at all 5's does not solve the issue of module disparity. No it does not. But since the chars who use deadspace modules are more likely to be closer to all V than all 0, I'd prefer an all V comparison.
Seems to me the differences between our numbers are just due to irregular rounding.
And yes, things are messed up.
Goldensaver wrote:Hakan MacTrew wrote:The Gistum A-Type Medium Shield Booster, with All V's skills, has a cap efficiency of 4.971 What The ****??? Yeah, that needs looking at. Yeah, and this all comes back to how shield Deadspace is out of line and needs to get fixed. Not all of it, sure. Some of it might just need a little tweaking, but some shield Deadspace modules are broken as **** and need to get brought down hard. But I really don't think people should be taking outliers that are clearly broken into the equation when comparing for balance. I'd say compare using the baseline and **** on these certain modules hard so they don't stand so far outside the norm. I don't really see any good reason to break molds. As far as I checked (was not exhaustive) armor modules have a 2.2-2.8 cap efficiency across the board, with two variants, "Gallente" ones consuming less cap and thus repairing less, while "Amarr" ones being stronger and more thirsty.
On the other hand, for shield - as we saw - the ratios are all over the place, and they beat armor in both efficiency and even raw amount (due to oversize) quite easily. The "most fair" solution would be "obviously" to make shield copy armor, only at their appropriate efficiency ratios. T2 armor rep has a cap efficiency of 2.0, gets 10% better on C-type deadspace and then another 10% base for each additional "tier", 40% better than T2 for X-Type, T2 shield rep has a cap efficiency of 1.666, so should get somewhere 10% better or so as well, capping out at +40%, which is 2.333. L and XL Pith boosters are there PRECISELY(acording to Hakan's latest), from C to X-type The smaller ones and all Gist (beating X-type armor rep with C-type on all levels but large) are out of whack.
That opens up a can of worms possibly/obviously, such as how cap power relays kill shield regen, and cap recharges are midslot items. Although you have the rigs for CCC, as there isn't any good shield rig competing against it, ASBs are midslot. And stuff like that. But at least making them uniform across the board (gist compared to gist, pith compared to pith) would be already a big improvement towards leveling the field. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Mund Richard
331
|
Posted - 2013.02.18 21:45:00 -
[1469] - Quote
Nevyn Auscent wrote:Unless I'm misreading you all were also only taking the base booster module. Then add in the rigs/Deadspace Amps(Which are also common) & that problem on the base Deadspace shield boosters gets multiplied by the amp ratio. Well, if we went implants and OGB, you could go over a 20.0 efficiency, using only one ASB. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
whaynethepain
63
|
Posted - 2013.02.19 00:05:00 -
[1470] - Quote
Yea, should be good fun, can't wait, thanks.
I didn't see anyone mention ships should have a charges hold.
All these extra cap booster charges and nano paste and ammo are really eating into my potential for looting wrecks and carrying about my exotic dancers. Getting you on your feet.
So you've further to fall. |
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NVRYNZWS Escort
Escort Local Operations Wing
1
|
Posted - 2013.02.19 03:40:00 -
[1471] - Quote
re: the plates not listed under the bonus
1600mm 400mm
isn't the easy way to say it is
those are the only two which already had the proper weight marked on their labels
and now the ones listed have been adjusted to show their actual weight as they have always been
re: the ammo on these aar's
isn't it about the amount of nanite repair paste?
re: the powergrid use
doesnt this mean simply again that better testing of already constructed devices with better measuring and assesment equipment has led to the inaccurate descriptors being recalculated to more apparent actualities than any inherent redesign...
that would surely address the faction modules created in pirate factions lab as still being in research to figure out how and why they work
from a logistics point of view any and all tools that affect my targets is of interest for those using armor i see nothing but usable applications of the information here
kudos |
Dr Romulous
Strategic Solutions Ltd.
0
|
Posted - 2013.02.19 10:51:00 -
[1472] - Quote
Where can i get the BPC for the Ancillary Armor Repairer? |
Alxea
Blood RaiderZ.
116
|
Posted - 2013.02.19 11:02:00 -
[1473] - Quote
Allison A'vani wrote:Quote: Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.
This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. I was able to fit a hyperion with 2 T2 large reps and a large AAR perfectly fine with armor rigs. Perhaps your skills are in need of upping to fit a beast hype properly. Its cap stable for me and will tank like a beast. 2 faction reps are not cost effective. |
Mund Richard
333
|
Posted - 2013.02.19 11:22:00 -
[1474] - Quote
Alxea wrote:Allison A'vani wrote:Quote: Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity.
This makes the hyperion very hard to fit, also your new mod is not as good as two faction reps. I was able to fit a hyperion with 2 T2 large reps and a large AAR perfectly fine with armor rigs. Perhaps your skills are in need of upping to fit a beast hype properly. Its cap stable for me and will tank like a beast. 2 faction reps are not cost effective. Not sure why Alxea said the new mod ain't as good as two faction reps when it ain't as good as two T2 reps, just opened himself to a retort like that.
With the change to LAR PG and the rigs, with a skill of V, using 2 LAR and 2 rigs, you in fact win a tiny bit of PG, and with skill at IV you lose around 2.25% of the PG of the LARs, which I hope is somewhere around 93 PG for double large T2 (tiny bit less less than 0.43% of a Hyperion's total grid with engineering), slightly less for LAR+LAAR.
The main problem(?) is not that it's not twice as effective as T2 even while loaded, ASBs aren't as well, the difference is that ASBs do so without cap, and being oversized you don't need multiple repair modules.
>> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
armed okie
Black Security Services The Foundation To Protect Endangered CareBears
0
|
Posted - 2013.02.19 18:37:00 -
[1475] - Quote
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 Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded) Same cycle time and fittings as T1 reps Smalls use 1 paste per cycle, mediums 4, larges 8. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads Limited to one per ship
ok since you did this where can i locate these since there are none on the market in the meedium and small sizes what npcs am i supposed to go after to get em?
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Zach meii
Nintendo Power Monkeys with Guns.
0
|
Posted - 2013.02.20 07:23:00 -
[1476] - 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.
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Zach meii
Nintendo Power Monkeys with Guns.
0
|
Posted - 2013.02.20 07:35:00 -
[1477] - Quote
And my part of post doesn't show up awesome. |
Mund Richard
335
|
Posted - 2013.02.20 08:50:00 -
[1478] - Quote
Zach meii wrote:And my part of post doesn't show up awesome. Forum eats a lot of posts. Something to do with drafts and the way they are handled. Had Google Chrome save me several times going "back". >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Katran Luftschreck
Royal Ammatar Engineering Corps
956
|
Posted - 2013.02.21 04:00:00 -
[1479] - Quote
CCP Fozzie wrote:Ancillary Armor Repairer[/u]
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 Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer
When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
Same cycle time and fittings as T1 reps
Smalls use 1 paste per cycle, mediums 4, larges 8. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads
Problem here is that cap boosters are made from common belt minerals and are thus are easily to manufacture and/acquire in absurd quantities. Nanite paste, on the other hand, is a PI product and pretty complicated one at that. It's a whole level of magnitude more of a headache to manufacture and/or acquire.
So either make it use cap boosters, invent a new thing for AAR fuel made just as easily as cap boosters, or move nanite paste out of PI and into the plain old fashioned BPO zone. I know none of these ideas will make you happy, but you can't deny that there is a fairness imbalance when it comes to feeding these two modules (ASB vs AAR). EvE Forum Bingo |
Goldensaver
Marsuud And Sons Industries
141
|
Posted - 2013.02.21 06:05:00 -
[1480] - Quote
Katran Luftschreck wrote:CCP Fozzie wrote:Ancillary Armor Repairer[/u]
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 Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer
When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
Same cycle time and fittings as T1 reps
Smalls use 1 paste per cycle, mediums 4, larges 8. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads
Problem here is that cap boosters are made from common belt minerals and are thus are easily to manufacture and/acquire in absurd quantities. Nanite paste, on the other hand, is a PI product and pretty complicated one at that. It's a whole level of magnitude more of a headache to manufacture and/or acquire. So either make it use cap boosters, invent a new thing for AAR fuel made just as easily as cap boosters, or move nanite paste out of PI and into the plain old fashioned BPO zone. I know none of these ideas will make you happy, but you can't deny that there is a fairness imbalance when it comes to feeding these two modules (ASB vs AAR). It was cap boosters before. Due to popular demand they changed it to Paste. It appears they just can't appease everyone. |
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Sinzor Aumer
Atlas Research Group Aerodyne Collective
107
|
Posted - 2013.02.21 06:50:00 -
[1481] - Quote
Katran Luftschreck wrote:So either make it use cap boosters, invent a new thing for AAR fuel made just as easily as cap boosters, or move nanite paste out of PI and into the plain old fashioned BPO zone. I know none of these ideas will make you happy, but you can't deny that there is a fairness imbalance when it comes to feeding these two modules (ASB vs AAR). I suggest there should be BPOs to create all PI products out of minerals. Otherwise, we can witness a total fairness imbalance throughout EVE. Also, there should be BPOs to create moon materials. And nano-ribbons. Yes, please fix ASAP. |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
333
|
Posted - 2013.02.21 10:39:00 -
[1482] - Quote
AARs were originally designed to use Cap Boosters. The community asked for nanite paste because of its size.
Right now a Navy Cap booster 400 is going for about 110k in jita and takes up 12m3. 8 charges of nanite paste will set you back double that, (at the currently inflated price due to the new module,) but you could fit 1200 units of nanite paste in the same space, enough for 120 cycles of a large AAR. The price of paste will normalise back to its previous 15k per unit.
Would you rather have all your cargo space taken up with mutliple sizes of cap boosters? MODULAR DRONES
MORE ORE SHIPS |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
524
|
Posted - 2013.02.21 11:27:00 -
[1483] - Quote
Hakan MacTrew wrote:AARs were originally designed to use Cap Boosters. The community asked for nanite paste because of its size.... Won't speak for anyone else but size was far from my mind when I supported the idea .. just makes a ton more sense for modules that sport the description "This module uses nano-assemblers to repair damage done to the armor of the ship", to use nanite paste rather than generic batteries when going super-charged .. plus it helped set it apart from the module which must not be named.
Cost is irrelevant. Most combat operations already have you lugging around a small fortune in ammo/drones so paste cost is just another drop in the ocean .. well paid if it prevents a death which is more than can be said for ammo/drones (not to same degree at least). Either way, CCP can always manipulate paste price if need be but doubt if it will ever be necessary. Buffers will still rule BC/BS fits so the biggest 'on-paper' consumers are out of the picture and the handful of cruisers that can/will benefit from (ab)using the AAR will not be enough to push price much in any direction (SAAR paste use is as most things frigate, damn near perfect in cost/benefit so 'meh')
Also, if you dual-rep you need boosters as well but it is a benefit to not have to lug around multiple shapes and sizes. Shopping runs in general as they pertain to AAR vs "the unnamed one" will be much easier if done outside of the major hubs. |
Theia Matova
Pink Bunny Recreation Assembly
2
|
Posted - 2013.02.22 17:34:00 -
[1484] - Quote
Thanks for the armor tanking love that we received in Retribution 1.1 . Armor tanking certainly needs it for the non capital ship sizes! However there are still several major issues that remain. My points are mostly for PVE and I do not consider PVP med slots!
- armor tanking in general is too cap heavy! Why? Armor tanking races Amarr, Gallente both also have gun systems that stress cap intensively! This issue is less when you get high enough skills and mix turrets with missile launchers but this issue needs to be fixed especially for new players that take first steps with battleships!
- I constantly make different ship fits and compare them and in average I found that shield fit BS get about 300-400 dps tank to factional damage type. When armor gets about 250-300. This is with about same DPS levels yet armor tanks usually get less DPS as well since you need to compromise DPS to tank since damage modules are fit in low with the tank mods.
- When shield and armor tanking are compared shield gets also passive tank from buffer and certain types of mods. This more than makes up the penalty that shield tank ships get from signature radius. Thanks to reactive hardening we now have similar mechanism for armor that stiffens the tank lower it gets. But we still could use mechanism that would allow armor to regenerate. I want this because I like to keep my armor buffer full and not every station have repairs. This would be also very important for wormhole / null sec roaming for solo ship. With lore it could simply be just these nanobots that would activate when the ship was not in combat state. This can be out of combat very slow even when its just there. This could be applied in special ship mode that would not be wise / could not be put on during combat. Making you stationary whatever. Just please give us in space armor rep since shields have that too even in combat!
- When its spoken about ship defenses shield is on top of armor. This means that to blow a ship you have to penetrate their shield, armor and hull. This means that shield ship still has HP left before they even go to hull Since they have armor as well. Armor tanking needs something to get over this lack. My suggestion would be that armor resistance mods could give slight bonus to hull resistances. So it would balance the hp that armor lacks after their tank is blown up.
- Armor and shield resistance flatting between damage types: more flat resistance types for both armor and shield, damage type plays too big role in the game which I do not find very appealing. For example it makes lasers to be quite unusable in many situations. Giving missiles and projectile weapons too big edge over the other weapon systems. NOT FLAT just less big holes in resistance types thank you!
Summary
- Less cap intensive armor tanking!!!!! especially for new people skills count too much especially for amarr!!!! See above
- Give armor some reasonable ability to regenerate without repairers. See above
- Armor modules resistance bonus minor applying to hull. See above
- Armor and shield resistance flatting See above
- PVE racial damage type tanking balanced (armor vs shield) See above
I would like to see balanced EVE where one could fly any ship without feeling the ship or weapon or tank type sucked. To be able to fly Minny PVE with Amarr ship if I so liked (now its not worth the trouble at all). Please give people reasons to play also different races than Minmatar and Caldari in PVE highsec!
P.S I am sad to see that ships get rebalanced now when there is more severe balance issues between shield vs armor tanking. Armor tanking is very bad for solo flying anything. When shield is awesome for that. Also smaller ships cruisers, bc, bs suck tanking armor ( bit better now with changes ) compared to shield. When Shield tanked cap ships stink bulls arse. These issues should have been issued before doing individual ships! |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
19
|
Posted - 2013.02.22 18:58:00 -
[1485] - Quote
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. |
Sergeant Acht Scultz
School of Applied Knowledge Caldari State
615
|
Posted - 2013.02.22 20:33:00 -
[1486] - 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 |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
19
|
Posted - 2013.02.23 00:32:00 -
[1487] - Quote
Sergeant Acht Scultz wrote: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/cycle (25 to 35%)+reduction of cycle would be enough (red: from 15 to 10 max 11.5s before skills)
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.
Also on the OH rigs the bonus needs to change from bonus to reps and reduced cycle time to just extra reps as again the only advantage of AAR's over ASB's is longer cycle time/less paste used |
Nevyn Auscent
Broke Sauce
156
|
Posted - 2013.02.26 11:51:00 -
[1488] - Quote
Heres to make the AAR even worse than we already thought it was on the maths done so far. Large Reppers Overheated T2. 880 Repped over 12.75 Seconds. 69.01/sec. AAR. 1250 Repped over 15 seconds. 83.33/sec. The AAR is a bare 20% better than an overheated T2 for burst tanking
Now.... yes, you 'can' overheat the AAR also, but I did this comparison for the following reason. If I overheat pulse my T2 rep, I then shut it off every once in a while to repair it with nanite paste, during which time I get no reps. If I run my AAR normally, I shut it off every once in a while to reload it with nanite paste, during which time I get no reps. If I then overheat my AAR, not only do I have to do a 60 second reload sooner, I then ALSO have to repair it. Taking even longer with no reps.
So for burst tank, an Overheated T2 vs an AAR is a more appropriate comparision than a T2 running normally, as both consume nanite paste at that point, and require shutting off periodically.
So.... what does this mean, it means that unless it takes 60 seconds to repair the T2 with nanite paste from overheat damage of 90 seconds of cycles, The T2 pulsed in overheat cycles will rep MORE than the AAR. And probably use LESS nanite paste to do so in this manner, as well as maybe being sustainable for more than 90 seconds of overheating. (Depending on skills). Of course, since I can also use as many T2's like this as I want, I can alternate my T2 dual fit like this, while I can only single fit an AAR.... Major win, T2. |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.02.26 12:07:00 -
[1489] - Quote
IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
589
|
Posted - 2013.02.26 14:09:00 -
[1490] - Quote
Nevyn Auscent wrote:Heres to make the AAR even worse than we already thought it was on the maths done so far. Large Reppers Overheated T2. 880 Repped over 12.75 Seconds. 69.01/sec. AAR. 1250 Repped over 15 seconds. 83.33/sec. The AAR is a bare 20% better than an overheated T2 for burst tanking
Now.... yes, you 'can' overheat the AAR also, but I did this comparison for the following reason. If I overheat pulse my T2 rep, I then shut it off every once in a while to repair it with nanite paste, during which time I get no reps. If I run my AAR normally, I shut it off every once in a while to reload it with nanite paste, during which time I get no reps. If I then overheat my AAR, not only do I have to do a 60 second reload sooner, I then ALSO have to repair it. Taking even longer with no reps.
So for burst tank, an Overheated T2 vs an AAR is a more appropriate comparision than a T2 running normally, as both consume nanite paste at that point, and require shutting off periodically.
So.... what does this mean, it means that unless it takes 60 seconds to repair the T2 with nanite paste from overheat damage of 90 seconds of cycles, The T2 pulsed in overheat cycles will rep MORE than the AAR. And probably use LESS nanite paste to do so in this manner, as well as maybe being sustainable for more than 90 seconds of overheating. (Depending on skills). Of course, since I can also use as many T2's like this as I want, I can alternate my T2 dual fit like this, while I can only single fit an AAR.... Major win, T2.
Your logic is flawed, you can easily heat a repper for 8 cycles without burning it out and you don't have to reload it when it runs out.
A AAR outperforms a t2 rep for 19 cycles, then the t2 overtakes. Beyond Divinity Recruitment is open! |
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Sergeant Acht Scultz
School of Applied Knowledge Caldari State
619
|
Posted - 2013.02.26 15:27:00 -
[1491] - 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 |
Hannott Thanos
Notorious Legion
411
|
Posted - 2013.02.27 12:23:00 -
[1492] - Quote
I wish they made the AAR like the ASB was proposed in the first place. Draw charges directly from the cargo hold instead of loading charges in the module. Armor is supposed to be the sustainable tanking style. Give us this. |
Alx Warlord
SUPERNOVA SOCIETY Fade 2 Black
369
|
Posted - 2013.02.28 02:39:00 -
[1493] - Quote
Already deployed and working as intended... Time to start new treads! Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |
Nevyn Auscent
Broke Sauce
157
|
Posted - 2013.02.28 04:43:00 -
[1494] - Quote
Garviel Tarrant wrote:
Your logic is flawed, you can easily heat a repper for 8 cycles without burning it out and you don't have to reload it when it runs out.
A AAR outperforms a t2 rep for 19 cycles, then the t2 overtakes.
No, my logic isn't flawed, that was exactly the point I was making, that you can run a T2 Repper on overheat, and repair with nanite paste as needed, and it vastly out performs the AAR. And this was with just T2 reppers without stepping up to deadspace. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
529
|
Posted - 2013.02.28 09:07:00 -
[1495] - Quote
Nevyn Auscent wrote:Garviel Tarrant wrote:
Your logic is flawed, you can easily heat a repper for 8 cycles without burning it out and you don't have to reload it when it runs out.
A AAR outperforms a t2 rep for 19 cycles, then the t2 overtakes.
No, my logic isn't flawed, that was exactly the point I was making, that you can run a T2 Repper on overheat, and repair with nanite paste as needed, and it vastly out performs the AAR. And this was with just T2 reppers without stepping up to deadspace. In my experience the time it takes to repair the heat damage from 8 cycles takes longer than the 60s reload of the AAR .. and that is with the repairer nested in the middle of the rack, maxed skills etc. Could just be that those kind of waiting periodds always seem longer, but pretty sure it exceeds the 60s .
But if you are in a fight that lasts long enough to warrant repairing that amount of heat damage in the first place, you are better off with the AAR + its reload time than having a T2 AR that is borderline and thus cannot be heated anymore unless you want to offline it. Even has the option of heating the AAR itself for ++ performance for those extra intensive fights (read: short and brutal).
That is what the AAR is/does .. it gives you heated performance without the heat.
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
20
|
Posted - 2013.02.28 09:19:00 -
[1496] - Quote
You would think that since nanite paste hardly takes up much volume that a reload would be much quicker if you actually really needed to you would think you could run it forever without needing to reload it. |
Nevyn Auscent
Broke Sauce
157
|
Posted - 2013.02.28 09:37:00 -
[1497] - Quote
Performing two tests with a Medium T2 Rep. Inferfacing 0, Operation 1, Thermo 1. So about as low skills as you can get. Total Nanites used over both tests to repair all modules. 31. Total Nanites an AAR would have used. 64 (16*4) Test 1, 13% heat damage, 25s repair. Test 2, 38% heat damage, 85s repair
So yes, at bad skills like mine the AAR is probably going to be slightly faster reload than overheat repair. At good skills, that repair time should be halved and the heat damage will be less. Meaning even the high end of damage is going to be under 45s repair. |
X Gallentius
Justified Chaos
1087
|
Posted - 2013.02.28 15:57:00 -
[1498] - Quote
Bouh Revetoile wrote:IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range.
Etc.... |
Roime
Shiva Furnace
2097
|
Posted - 2013.02.28 16:39:00 -
[1499] - Quote
There's only a few armor ships with 5 mids, and only two of them are viable active tankers. Most armor ships have 3 or 4 mids, leaving no slots for this mystical EWAR advantage or even full tackle, like X illustrated above.
It is a balancing factor for buffer tanks, you trade speed and damage for tank and utility mids.
-á- All I really wanted was to build a castle among the stars - |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
134
|
Posted - 2013.02.28 17:46:00 -
[1500] - Quote
Hopefully we'll see a fix for mandatory cap boosters when the battleships get redone (right?). |
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
20
|
Posted - 2013.02.28 17:51:00 -
[1501] - Quote
TrouserDeagle wrote:Hopefully we'll see a fix for mandatory cap boosters when the battleships get redone (right?).
like cap is an issue on battleships |
Nikuno
Atomic Heroes The G0dfathers
115
|
Posted - 2013.02.28 22:05:00 -
[1502] - Quote
Jonas Sukarala wrote:TrouserDeagle wrote:Hopefully we'll see a fix for mandatory cap boosters when the battleships get redone (right?). like cap is an issue on battleships
Cap is a massive issue for many battleships. All amarr and gallente with their cap using weapons as well as their cap using active tanks, and the rokh with it cap heavy guns. Add a mwd to the mix and none of them is good with cap, some are catastrophic. So, as has been pointed out already, the mythical mid-slot advantage of armour tanking over shield tanking really doesn't exist once cap boosters(often dual cap boosters) is considered. |
Mund Richard
339
|
Posted - 2013.02.28 22:42:00 -
[1503] - Quote
X Gallentius wrote:Bouh Revetoile wrote:IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range. Etc.... Edit: The other thing we know is that Amarr is the better tanking race - both buffer and active tanking. That 5%/level resistance bonuse plus an extra low slot > 7.5% active repping bonus. So first armor tankers don't have more mids due to the cap boosters taking them. And then Amarr is better because it has more lows. Even if it usually translates into even less mids. ... though I would like the resist bonus be nerfed, so I'm not disagreeing with you. >> "We want PvE activities to require active participation and mirror PvP more closely." Including NPC EWAR getting the stacking penalty? Would be awesome to have a cap on how far they can reduce my lock range (not 10km from 100 in a BS) or optimal+falloff with TD. |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
20
|
Posted - 2013.02.28 22:56:00 -
[1504] - Quote
Mund Richard wrote:X Gallentius wrote:Bouh Revetoile wrote:IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range. Etc.... Edit: The other thing we know is that Amarr is the better tanking race - both buffer and active tanking. That 5%/level resistance bonuse plus an extra low slot > 7.5% active repping bonus. So first armor tankers don't have more mids due to the cap boosters taking them. And then Amarr is better because it has more lows. Even if it usually translates into even less mids. ... though I would like the resist bonus be nerfed, so I'm not disagreeing with you.
they need to swap the resist bonus for HP that way amarr will be plated and caldari shield extended then minnie and gallente as the active repping races, problem solved..... |
X Gallentius
Justified Chaos
1087
|
Posted - 2013.02.28 23:41:00 -
[1505] - Quote
Mund Richard wrote:X Gallentius wrote:Bouh Revetoile wrote:IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range. Etc.... Edit: The other thing we know is that Amarr is the better tanking race - both buffer and active tanking. That 5%/level resistance bonuse plus an extra low slot > 7.5% active repping bonus. So first armor tankers don't have more mids due to the cap boosters taking them. And then Amarr is better because it has more lows. Even if it usually translates into even less mids. ... though I would like the resist bonus be nerfed, so I'm not disagreeing with you. Amarr hulls can produce better active and passive tanks than their Gallente counterparts. Punisher may be the only case where this does not occur because it has same number of low slots as Incursus. Otherwise, Amarr tanks more all around.
What does this mean? Gallente is not the active armor repping race. What we have been told is not true. No big deal.
Three examples: (Not that any Gallente pilot is complaining, active armor repping bonus is still for gimmick fits) AF: Active rep with Vengeance (no repping bonus for Gallente hull) T1 Cruiser: Active rep with Maller (no repping bonus for Gallente hull) T2 Cruiser: Sacrilege (Ishtar, Deimos do not have active repping bonus) BC: Prophesy outreps Myrm (and has corresponding less dps, one fewer midslot, but it also has much larger buffer). etc...
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Spugg Galdon
APOCALYPSE LEGION
279
|
Posted - 2013.03.01 12:25:00 -
[1506] - Quote
The best way to do it has been requested many many times which is to give the 7.5% rep bonus the ability to carry to remote repair received. CCP Fozzie believes this would overpower the active rep ships. The actual tanking figures can be agueed till the sun goes down though.
If you do the math, a 7.5% bonus to repair received is only a little better than the 5% resist bonus effect to incoming reps (due to damage mitigation from higher resists). However when you start stacking multiple reps on top of each the tanking figures start to get a little wider to a lot wider.
Perhaps the active rep bonus should be reduced to 5% per level and include a 5% remote repair received part to the bonus. The offset of the local reps being less powerful can easily be made up in boosting the repair amount of armour reppers a little so that a 25% repair amount bonus is = to todays 37.5%.
However, after all this has been said, the reason this won't happen is because of what I believe CCP (Fozzie) thinks an active tank bonused ship should be fitted with moderate buffer plus a local rep to supplement incoming reps. This isn't a terrible way to make this work but it does still seem inferior to the resist bonus as these ships are still heavily cap dependent due to the fact armour reppers are not efficient enough. |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.02 13:07:00 -
[1507] - Quote
X Gallentius wrote:Bouh Revetoile wrote:IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range. Etc.... Edit: The other thing we know is that Amarr is the better tanking race - both buffer and active tanking. That 5%/level resistance bonuse plus an extra low slot > 7.5% active repping bonus. 1) Active armor tanking do not imply 2 repers. 2) With one reper, you are not required to use a cap booster, and a nos can reduce even more this need (cap stability is rarely required). 3) Now, active armor ships are as fast as shield ships, hence the web is not required anymore (as the web never have been required on a shield ship).
Speed is the biggest buff armor received in this patch. Old paradigm of required web isn't valid anymore. And the AAR make the paradigm of 2 reper requirement not valid anymore too. |
Roime
Shiva Furnace
2114
|
Posted - 2013.03.02 13:17:00 -
[1508] - Quote
AAR is 1.69 T2 reppers.
Unfortunately active armor tanking above frigate level does indeed mean at least two reppers. Two reppers aren't anywhere near powerful enough except on bonused hulls with drugs.
Active shield ships without a web also have a slot for EWAR, so I fail to see your point really.
-á- All I really wanted was to build a castle among the stars - |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.02 13:22:00 -
[1509] - Quote
Roime wrote:AAR is 1.69 T2 reppers.
Unfortunately active armor tanking above frigate level does indeed mean at least two reppers. Two reppers aren't anywhere near powerful enough except on bonused hulls with drugs.
Yes it is : a MAAR give you almost as many hp as a 1600mm plate does.
Roime wrote:Active shield ships without a web also have a slot for EWAR, so I fail to see your point really. That is wrong. That is not an active shield fit if you have a slot for EWAR, that is a weak, or light active shield fit. |
Omnathious Deninard
Extrinsic Operations
576
|
Posted - 2013.03.02 13:24:00 -
[1510] - Quote
Roime wrote:AAR is 1.69 T2 reppers.
I fail to see where you came up with that number. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
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Roime
Shiva Furnace
2118
|
Posted - 2013.03.02 15:11:00 -
[1511] - Quote
Bouh Revetoile wrote: Yes it is : a MAAR give you almost as many hp as a 1600mm plate does.
By the same logic, any ship with shield passive recharge has more EHP than an Erebus.
It gives 0 hp, it repairs your armor at X hp per cycle. You only get to cash in the theoretical hp from the repper, if your buffer does not run out before you have managed to get all the cycles out from the repper. For this to happen, the damage has to be close to or below the amount you rep each cycle.
Compare a 1600mm and AAR Vexor with otherwise similar fits (AAR can fit Ions, so it even has higher dps), put them against each others and you'll notice that because you can't rep all the incoming damage, your tiny buffer gets eaten up after only 5 cycles. The 1600mm plate can endure the AAR Vexor twice as long.
Of course, active tank wins if it can rep all the incoming damage, problem is that in case of MAARs and LAARs, that kind of situation is extremely rare.
Roime wrote:That is wrong. That is not an active shield fit if you have a slot for EWAR, that is a weak, or light active shield fit.
By weak you must mean better than the AAR-only tank you suggest, right?
[Vexor, ASB] Damage Control II Co-Processor II Drone Damage Amplifier II Drone Damage Amplifier II Overdrive Injector System II
X-Large Ancillary Shield Booster, Navy Cap Booster 400 Experimental 10MN Microwarpdrive I Faint Epsilon Warp Scrambler I X5 Prototype Engine Enervator
Heavy Electron Blaster II, Void M Heavy Electron Blaster II, Void M Heavy Electron Blaster II, Void M Heavy Electron Blaster II, Void M
Medium Processor Overclocking Unit I Medium Processor Overclocking Unit I Medium Anti-EM Screen Reinforcer I
Hammerhead II x5
350 hps (nine cycles) 599 dps 1945 m/s
[Vexor, AAR] Medium Ancillary Armor Repairer, Nanite Repair Paste Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Drone Damage Amplifier II
Experimental 10MN Microwarpdrive I Medium Electrochemical Capacitor Booster I, Navy Cap Booster 400 X5 Prototype Engine Enervator Faint Epsilon Warp Scrambler I
Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M Heavy Ion Blaster II, Void M
Medium Nanobot Accelerator I Medium Auxiliary Nano Pump I Medium Auxiliary Nano Pump I
Hammerhead II x5
272 hps (8 cycles) 559 dps 1729 m/s
As you can see, even with all the questionable fitting compromises, on an armor ship, three-slot shield tank is flat out stronger than eight-slot AAR tank and has just as much "EWAR PWNAGE" as the armor. Yes, it has thin buffer, but dealing with that is easier because the bacon appears immediately when you press the butan, unlike on armor. Unsurprisingly, AAR is even less better on a shield ship with proper number of mids.
Omnathious Deninard wrote:I fail to see where you came up with that number.
From the AAR and MAR II numbers.
320x = 180 * 3
x = 1.6875
( MAR II base * Roime's mystery multiplier = MAAR base * addnaniteforprofit)
-á- All I really wanted was to build a castle among the stars - |
Omnathious Deninard
Extrinsic Operations
577
|
Posted - 2013.03.02 15:14:00 -
[1512] - Quote
But you are not including the 60 second reload time into this equation are you, for anything longer than 8 cycles the MAR II will put perform the MAAR. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Roime
Shiva Furnace
2118
|
Posted - 2013.03.02 15:34:00 -
[1513] - Quote
Nope, you are correct, I'm dealing with the MAAR as the burst tank module it's meant to be. Nanite lasts for 52 seconds on typical MAAR fits, if you let it run continuously. So well over a minute on most occasions, which is a long time in pew.
Anyway, I mention that 1.69 because in my experience a T2 dual rep Myrm falls apart fast when it faces two ships, I really don't see any PVP situations where less reps would be enough. It really doesn't work by itself (again, except on frigs), only with either a plate or one or two normal reppers.
And for pvp, I'll surely replace one T2 repper with AAR, and probably for PVE as well.
I've yet to test whether MAAR+MAR II+RAH Myrm tanks enough, on paper it looks like it could be viable.
-á- All I really wanted was to build a castle among the stars - |
Nevyn Auscent
Broke Sauce
157
|
Posted - 2013.03.02 16:33:00 -
[1514] - Quote
Roime wrote:Nope, you are correct, I'm dealing with the MAAR as the burst tank module it's meant to be. Nanite lasts for 52 seconds on typical MAAR fits, if you let it run continuously. So well over a minute on most occasions, which is a long time in pew.
Anyway, I mention that 1.69 because in my experience a T2 dual rep Myrm falls apart fast when it faces two ships, I really don't see any PVP situations where less reps would be enough. It really doesn't work by itself (again, except on frigs), only with either a plate or one or two normal reppers.
And for pvp, I'll surely replace one T2 repper with AAR, and probably for PVE as well.
I've yet to test whether MAAR+MAR II+RAH Myrm tanks enough, on paper it looks like it could be viable. For burst tank the MAAR is 1.2* the MAR II, not 1.69. If you want burst tank, the MAR II should be treated as overheated. Since with decent skills it can be repaired faster with nanite paste than the AAR can be reloaded. And with less Nanite paste used. Doing the same with the MAAR results in 90-100 seconds of down time for the rep vs about 60 seconds of up time. So it's not viable to overheat the MAAR the same way. Additionally you can continue to run the MAR II without overheat at a much greater efficiency than you can run the MAAR with no charges if you don't have time to stop reps to repair all together. |
Roime
Shiva Furnace
2119
|
Posted - 2013.03.02 16:42:00 -
[1515] - Quote
Fair point, even if it takes a bit less nanite to repair the MAAR (T1 module vs T2).
Still you can safely run the MAAR heated for all the 8 cycles, maintaining the 1.69 ratio during that. Overheating advantage only comes to play if you can't pop your opponent in a minute or so.
60 seconds is too long for AAR reload, and/or the rep amount is too little?
-á- All I really wanted was to build a castle among the stars - |
Omnathious Deninard
Extrinsic Operations
577
|
Posted - 2013.03.02 16:44:00 -
[1516] - Quote
In most cases, not all, it is better to burst tank with an ASB setup vs an AAR setup for the reasons we already know. Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Nikuno
Atomic Heroes The G0dfathers
115
|
Posted - 2013.03.02 18:38:00 -
[1517] - Quote
Bouh Revetoile wrote:X Gallentius wrote:Bouh Revetoile wrote:IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers... With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range. Etc.... Edit: The other thing we know is that Amarr is the better tanking race - both buffer and active tanking. That 5%/level resistance bonuse plus an extra low slot > 7.5% active repping bonus. 1) Active armor tanking do not imply 2 repers. 2) With one reper, you are not required to use a cap booster, and a nos can reduce even more this need (cap stability is rarely required). 3) Now, active armor ships are as fast as shield ships, hence the web is not required anymore (as the web never have been required on a shield ship). Speed is the biggest buff armor received in this patch. Old paradigm of required web isn't valid anymore. And the AAR make the paradigm of 2 reper requirement not valid anymore too.
1) As others have said, active armour tanking never works with one rep on anything above frigate classes, so yes active armour tanking does imply 2 or more repairers.
2) Even with 1 repairer you will normally require a cap booster. Bear in mind that the ships you're talking about are amarr and gallente both of which have cap greedy weapons.
3) A web is still a must. Running the mwd to keep up is madness from a cap perspective and blows your sig up to the point that nothing can miss you; a web removes the sig bloom issue and is much kinder to your cap hence it remains compulsory for gallente blaster ships and strongly advisable for amarr ships. |
Nevyn Auscent
Broke Sauce
157
|
Posted - 2013.03.03 00:57:00 -
[1518] - Quote
Roime wrote:Fair point, even if it takes a bit less nanite to repair the MAAR (T1 module vs T2).
Still you can safely run the MAAR heated for all the 8 cycles, maintaining the 1.69 ratio during that. Overheating advantage only comes to play if you can't pop your opponent in a minute or so.
60 seconds is too long for AAR reload, and/or the rep amount is too little?
It takes less nanite to repair the module, but you also consume nanite running the module. Your T2 Overheated will use less than half the AAR Consumption non heated. If you heat the AAR it becomes less than 1/3rd the Nanite paste used to heat the T2 compared to the AAR. And the AAR you can't keep running anywhere near as long. Since it's hard capped effecivly at 8 cycles, While even with minimal skills it's quite possible to push 16 or more cycles overheated out of the T2 before having to stop heat. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
531
|
Posted - 2013.03.03 13:44:00 -
[1519] - Quote
Nevyn Auscent wrote:And the AAR you can't keep running anywhere near as long. Since it's hard capped effecivly at 8 cycles, While even with minimal skills it's quite possible to push 16 or more cycles overheated out of the T2 before having to stop heat. EFT's heat calculations are usually fairly accurate, so going by them with repairer situated in the middle of the rack with two mods on either side: T2 can be heated for a total of 40 cycles before off-lining, repairing 352 hp/cycle, 2816 hp in 8 cycles. MAAR can be heated for a total of 50 cycles (T1 stats > T2 stats) before off-lining, repairing 594 hp/cycle, 4752 hp in 8 cycles.
Beauty of using the mediums is that the numbers all line up with 8 almost being a constant, as those eight cycles also equate to the AAR reload time (61s, close enough). By the time the T2 burns out after its 40 cycles (5 minutes) it will have repped 14080 hp at a steady pace throughout while the MAAR at the same point in time will have repped for "only" 24 cycles for a total of 14256 hp in three bursts .. leaving it 26 more heated cycles (not counting the cooling happening when its reloading mind you!).
Bottom line: Initial test results from SiSi were bang on when they came back saying that the AAR is like designed to work in conjunction with a plate as the buffer carries it through the reload cycles.
Seems to me that YtterbiumGÖÑFozzie did their homework pretty damn well.
PS: Who cares how much paste is spent one way or another. It is just ammo for the tank rather than guns .. don't hear people complaining about the cost of pressing F1-F8 even though that is just as high if not higher (PvP = faction ammo). |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.03 14:13:00 -
[1520] - Quote
Nikuno wrote:1) As others have said, active armour tanking never works with one rep on anything above frigate classes, so yes active armour tanking does imply 2 or more repairers.
2) Even with 1 repairer you will normally require a cap booster. Bear in mind that the ships you're talking about are amarr and gallente both of which have cap greedy weapons.
3) A web is still a must. Running the mwd to keep up is madness from a cap perspective and blows your sig up to the point that nothing can miss you; a web removes the sig bloom issue and is much kinder to your cap hence it remains compulsory for gallente blaster ships and strongly advisable for amarr ships. You are considering that the armor changes won't change *any* thing. There's nothing to discuss in these conditions. |
|
Roime
Shiva Furnace
2130
|
Posted - 2013.03.03 15:09:00 -
[1521] - Quote
Nothing in these changes affects those three points in any way.
-á- All I really wanted was to build a castle among the stars - |
Nevyn Auscent
Broke Sauce
158
|
Posted - 2013.03.03 19:31:00 -
[1522] - Quote
Veshta Yoshida wrote: EFT's heat calculations are usually fairly accurate, so going by them with repairer situated in the middle of the rack with two mods on either side: T2 can be heated for a total of 40 cycles before off-lining, repairing 352 hp/cycle, 2816 hp in 8 cycles. MAAR can be heated for a total of 50 cycles (T1 stats > T2 stats) before off-lining, repairing 594 hp/cycle, 4752 hp in 8 cycles.
Beauty of using the mediums is that the numbers all line up with 8 almost being a constant, as those eight cycles also equate to the AAR reload time (61s, close enough). By the time the T2 burns out after its 40 cycles (5 minutes) it will have repped 14080 hp at a steady pace throughout while the MAAR at the same point in time will have repped for "only" 24 cycles for a total of 14256 hp in three bursts .. leaving it 26 more heated cycles (not counting the cooling happening when its reloading mind you!).
Bottom line: Initial test results from SiSi were bang on when they came back saying that the AAR is like designed to work in conjunction with a plate as the buffer carries it through the reload cycles.
Seems to me that YtterbiumGÖÑFozzie did their homework pretty damn well. .
So.... What your numbers are telling me is that provided you stop overheating before you burn the module out, you actually rep more by overheating a T2.
Because you stopped at the start of the reload cycle for the AAR with your numbers there meaning for the next 60 seconds there are no further reps from the MAAR. Meaning you also have a comparable minute to repair the MAR II. Or continue with unheated MAR II repping which is still pretty good. And in another few minutes, you also have to stop to repair the MAAR.
So sure, the MAAR can compete...... But what these numbers are saying is that the MAAR is no better for anything over 60 seconds than simply overheating a MAR II and pulsing it to repair as needed/allowed by the fight. & is actually less efficient at doing so. So the MAAR is basically an un-needed module that achieves no real change with it's current statistic, as it's burst tank is barely better than a T2 Rep even over a short sprint.
To make the AAR actually viable it needs a significant increase in it's burst tank from where it is now. |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.03 20:12:00 -
[1523] - Quote
Roime wrote:Nothing in these changes affects those three points in any way. So you believe.
Shield ships never needed a web for example, so why does active armor ship would need it ? That is one example of the biased hypothesis you make.
Like a lot of people, you won't see how good these armor changes can be until they make armor tank completely OP, because you are biased, believing armor is bad and these changes useless whereas you don't even tested them. |
Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
531
|
Posted - 2013.03.03 20:51:00 -
[1524] - Quote
Nevyn Auscent wrote:...Because you stopped at the start of the reload cycle for the AAR with your numbers there meaning for the next 60 seconds there are no further reps from the MAAR. Meaning you also have a comparable minute to repair the MAR II. Or continue with unheated MAR II repping which is still pretty good.... The output of the heated MAAR is such that the heated T2 won't catch up to it until it has approx. 15s left on its first reload, after which it pulls ahead quite rapidly .. so of that minute you speak of the first 3/4 is spent lagging behind .. end result is that the T2 either needs a companion rep or a plate that is larger than that needed for the MAAR. T2 never achieves the equivalent of a full reload cycle's worth of an advantage before it burns out so unless you deliberately choose to do the tally at the end of the reload cycles, the MAAR will come out ahead in all comparisons.
Sure it could be more, but it does the job of offering almost double rep amount compared to existing options in a comparable price range so the burst component is covered .. would hate to have one being even better as the cap drain would have to be higher as well and active reps are already crippling on my Amarr hulls. |
Nevyn Auscent
Broke Sauce
160
|
Posted - 2013.03.04 04:02:00 -
[1525] - Quote
Veshta Yoshida wrote:Nevyn Auscent wrote:...Because you stopped at the start of the reload cycle for the AAR with your numbers there meaning for the next 60 seconds there are no further reps from the MAAR. Meaning you also have a comparable minute to repair the MAR II. Or continue with unheated MAR II repping which is still pretty good.... The output of the heated MAAR is such that the heated T2 won't catch up to it until it has approx. 15s left on its first reload, after which it pulls ahead quite rapidly .. so of that minute you speak of the first 3/4 is spent lagging behind .. end result is that the T2 either needs a companion rep or a plate that is larger than that needed for the MAAR. T2 never achieves the equivalent of a full reload cycle's worth of an advantage before it burns out so unless you deliberately choose to do the tally at the end of the reload cycles, the MAAR will come out ahead in all comparisons. Sure it could be more, but it does the job of offering almost double rep amount compared to existing options in a comparable price range so the burst component is covered .. would hate to have one being even better as the cap drain would have to be higher as well and active reps are already crippling on my Amarr hulls. You don't need a full reload cycle worth as with good paste skills it takes less than a full cycle to repair. & you are going to have to repair the heated MAAR at some point also. Which puts the Heated MAAR cleanly behind at that point. Though I will admit on a 1v1 if you get to that point it's odd. But in a messy fight between several fleets, the T2 is a clearly superior option due to it's ability to turn heat off and still be effective repping, then overheat at the click of the button for on demand burst tanking. If you are taking enough incoming damage that the Heated T2 can't cope for the first 60 seconds, you also have just died during your MAAR reload cycle, because you have 0 rep for 60 seconds, so if some rep + 60 second isn't enough, 0 rep + 60 seconds is even less.
I'm sure there is some perfect DPS vs Rep vs Buffer balance which makes it all work out perfectly for the MAAR to have a slight edge. But the point is that the edge the MAAR has is so tiny that it's not worth creating an entirely new module for at this point. Right now if you need that edge you could just run with an overheated deadspace rep instead.
The MAAR just doesn't have enough 'burst' to stand out, it's just a varient on the overheat mechanic effectivly. (P.S. 1.69 is not 'almost double' in any real world debate, assuming you are overheating both for that & only talking the first 60 seconds) |
Roime
Shiva Furnace
2132
|
Posted - 2013.03.04 08:30:00 -
[1526] - Quote
Bouh Revetoile wrote:Roime wrote:Nothing in these changes affects those three points in any way. So you believe. Shield ships never needed a web for example, so why does active armor ship would need it ? That is one example of the biased hypothesis you make. Like a lot of people, you won't see how good these armor changes can be until they make armor tank completely OP, because you are biased, believing armor is bad and these changes useless whereas you don't even tested them.
No, you're the believer here, not a single fact has been hurt in writing any of your posts.
If you really want to participate, start by these.
Quote:1) As others have said, active armour tanking never works with one rep on anything above frigate classes, so yes active armour tanking does imply 2 or more repairers.
2) Even with 1 repairer you will normally require a cap booster. Bear in mind that the ships you're talking about are amarr and gallente both of which have cap greedy weapons.
3) A web is still a must. Running the mwd to keep up is madness from a cap perspective and blows your sig up to the point that nothing can miss you; a web removes the sig bloom issue and is much kinder to your cap hence it remains compulsory for gallente blaster ships and strongly advisable for amarr ships.
Do you think shield tanking is OP now?
-á- All I really wanted was to build a castle among the stars - |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.05 00:22:00 -
[1527] - Quote
Ok, let's go about these "facts" :
1) As others have said, active armour tanking never works with one rep on anything above frigate classes, so yes active armour tanking does imply 2 or more repairers.
Now, that could really work, because MAAR, for example, give you a little less hp in 8 cycles than a 1600mm plates without the agility drawback. ==> possible paradigm shift you don't even want to consider.
2) Even with 1 repairer you will normally require a cap booster. Bear in mind that the ships you're talking about are amarr and gallente both of which have cap greedy weapons.
According to my previous answer, you only need 8 MAAR cycles of cap, which is 8*160 = 1280 GJ in 61 to 72 seconds, something a cruiser with a nos can afford and a BC have no problem with.
3) A web is still a must. Running the mwd to keep up is madness from a cap perspective and blows your sig up to the point that nothing can miss you; a web removes the sig bloom issue and is much kinder to your cap hence it remains compulsory for gallente blaster ships and strongly advisable for amarr ships. This is plain wrong. Shield ships of any kind (like shield blaster boats, or even shield tanked amarr ships) never have been able to fit a web, and that never bothered any of those using them. People still bitching about shield still being superior to armor even on ship with 4 mid slots don't bother either. That is simply because with no rig speed penalty, your ship is as fast as any other ship of its class, and if you wan't to be close and don't overuse your MWD, scram is your friend.
I already addressed all these points BTW, eventhough I didn't quote to quote. I guess you will now try to argue with all of these answers ; your best bet is the second point applyed to a cruiser with a MWD and cap hungry weapons. That leave some playground though IMO and don't disqualify the module.
So yes, these changes don't look like completely OP, something they would if people like you were happy with them. Subtile changes can still be effective, and the objective is not to have 4 years of armor plain superior to shield even on caldari hulls. |
Roime
Shiva Furnace
2144
|
Posted - 2013.03.05 07:35:00 -
[1528] - Quote
Bouh Revetoile wrote:Ok, let's go about these "facts" :
1) As others have said, active armour tanking never works with one rep on anything above frigate classes, so yes active armour tanking does imply 2 or more repairers.
Now, that could really work, because MAAR, for example, give you a little less hp in 8 cycles than a 1600mm plates without the agility drawback. ==> possible paradigm shift you don't even want to consider.
Ok, so you admit that MAAR does not make active tanking in it's concrete sense viable, and try a paradigm shift. I already showed you how that "EHP" works in reality- you need to rep the incoming damage in order to get all the cycles out. If you don't rep it all, the leftover damage gets reduced from your buffer, and you die when that is over. Before you get all the cycles out of your repper.
This is called "tank breaking", and the problem all the other people in this thread see, but you overlook, is that the threshold for active armor tank breaking is extremely low. This is the reason why you need to either add more reppers, or a plate.
Quote:2) Even with 1 repairer you will normally require a cap booster. Bear in mind that the ships you're talking about are amarr and gallente both of which have cap greedy weapons.
According to my previous answer, you only need 8 MAAR cycles of cap, which is 8*160 = 1280 GJ in 61 to 72 seconds, something a cruiser with a nos can afford and a BC have no problem with.
Neither Thorax or Vexor has an utility high to spare for a NOS, but I guess dropping a turret to keep the tank running is acceptable for you- as long as you can hold on to your argument, anything goes.
For a BC, one MAAR is simply not enough, but true, you won't need all your cap to run the 8 cycles, you die before that.
Quote:3) A web is still a must. Running the mwd to keep up is madness from a cap perspective and blows your sig up to the point that nothing can miss you; a web removes the sig bloom issue and is much kinder to your cap hence it remains compulsory for gallente blaster ships and strongly advisable for amarr ships. This is plain wrong. Shield ships of any kind (like shield blaster boats, or even shield tanked amarr ships) never have been able to fit a web, and that never bothered any of those using them. People still bitching about shield still being superior to armor even on ship with 4 mid slots don't bother either. That is simply because with no rig speed penalty, your ship is as fast as any other ship of its class, and if you wan't to be close and don't overuse your MWD, scram is your friend.
His point was that web is the best candidate for the free mid, I guess, and not some other mythical EWAR mod. Shield blaster fits rely on gank, a shield buffer Brutix does twice as much damage as active armor fit, obviously making a web less necessary.
You are correct about the rig penalty change, I'd even say that active armor Brutix is much faster than most ships of it's class.
Quote:I already addressed all these points BTW, eventhough I didn't quote to quote. I guess you will now try to argue with all of these answers ; your best bet is the second point applyed to a cruiser with a MWD and cap hungry weapons. That leave some playground though IMO and don't disqualify the module.
No, the main argument is still just the low amount of hp repaired per second of all armor repairers. The cap usage is just an additional downside.
Quote:So yes, these changes don't look like completely OP, something they would if people like you were happy with them. Subtile changes can still be effective, and the objective is not to have 4 years of armor plain superior to shield even on caldari hulls.
That's a strawman, "anybody who is not happy with shield tanking still being better on active armor tank bonused hulls just wants armor to be OP".
How about starting with making active armor tank the best way to fit a Brutix and Myrmidon. If you are afraid that Drakes start to use active armor ( :D, just buff the hull bonus to 10%.
Anyway, I'm not one of those who have declared the AARs as useless, or this whole Armor Tanking 1.5 as fail, like you seem to think. Clear steps forward and nearly there, but major issues still remain.
- active rig changes were great, and something I've been hoping for a long time - plate mass penalty reductions and the skill are cool, but I don't think plated ships were too slow and in the end the change makes little practical difference (=armor buffer is fine and imo needs no further buffing) - AAR works on frigs, just like normal reppers work there, it's even better as frig fights are very short. It works on T2 cruiser fits that used to have a MAR+plate, and is just plain better on them.
What I'm arguing is that classic active only armor tanking is still underpowered outside frigs and niche fits (triple reps on bonused hulls) and very limited encounters. Low rep amount with slow cycle time that can be nulified by a hard counter (neuts) that brings no midslot benefit in ships that need to commit to fights is problematic.
Idea of burst tanking is to rep a ton in a short amount of time. If you can't kill your target before the burst tank ends, you'll most probably die during the reload. Modern day DPS in typical encounters is just massively higher than what active armor reps can handle, and AAR did very little to fix this. 1.69 times way too little is still too little.
P.S. Keep in mind that the basic balancing principle of tanks is= more tank, less damage. Increasing armor rep amount would not break this, they would still do less damage.
-á- All I really wanted was to build a castle among the stars - |
Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.05 11:25:00 -
[1529] - Quote
8 AAR cycles is still in the timeframe of a fight. Indeed, if you want to tank a whole army, that's not enough. But finaly you admit that these changes are mostly fine with the AAR not OP enough to your taste.
BTW, I think that capless ASB is a fundamentaly bad idea, because of the cap immunity, hence why I don't think AAR should be cap immune. If you want to tank a whole army in your single ship, dedicating a mid slot for a cap booster won't only feed your armor repers, but everything else too, and myrmidon for example did it for years, and the AAR didn't even exists. Only the ASB allowed some minmatar ship to do the same. Isn't that quite speaking for itself ?
As for EWAR, indeed the recurent nerf didn't make it obvious OP weapon of doom, but you can notice that people whine a lot about TD recently. My only fear is that it get nerfed too, because I think EWAR being mildly effective on unbonused hull is a good part of the reason why armor laged behind shield for some time.
Shield vs armor always have been armor with more buffer and shield with more burst active tank. What armor needed wasn't a way to become equal to shield for active tank and still superior with pure buffer, but an option for tanking and still being fast enough to compete with shield for mobile situations ; the armor 1.5 did a LOT for this.
You really underestimate EWAR BTW : a TD could significantly reduce your modern day level of dps, may be even to the level of what an AAR can tank. These changes are huge, and I think we can't have a good estimation of how enough or not they will be until they settle in the game, but I tend to think it's good thing they are not obviously OP like the ASB was and like they would probably be if people were very happy with them.
PS : your BC assertion, dying before the 8 cycles of a MAAR, is plain wrong, unless you want to tank multiple ennemies. PPS about your supposed strawman : "That's a strawman, "anybody who is not happy with shield tanking still being better on active armor tank bonused hulls just wants armor to be OP". " In fact, *you* are making a strawman, because the only thing I'm saying here is that people won't see armor a being good and balanced until it's obviously OP. The other side of the fence is always greener and people lack objectivity. |
Roime
Shiva Furnace
2149
|
Posted - 2013.03.06 06:16:00 -
[1530] - Quote
Yeah, strawman again. Buffing medium and large armor reppers would make them able to tank whole armies. Fend off swarms of attackers. Destroy galaxies, humiliate coalitions.
Like ASBs do, right? They are twice as powerful, after all.
You seem to be one of those who confuses buffer with active tank, and think that armor buffer fits are just plain better. They are balanced:
Armor buffer: More tank - less damage - more midslots Shield buffer: Less tank - more damage - more mobility
active tanks:
Armor: Less tank - less damage - cap vulnerable Shield: More tank - more damage - cap immune
As you can see, you can double active armor tank rep amount, and it would still have less damage and be cap vulnerable for the same amount of tank. Totally OP?
No, I don't underestimate EWAR. TD just doesn't help much when you fly a close range BC, in real situations.
Also, there is no "greener other side" for me, I can and do fly shields. Shield Myrmidon is solid, you should try it.
-á- All I really wanted was to build a castle among the stars - |
|
Nikuno
Atomic Heroes The G0dfathers
116
|
Posted - 2013.03.06 09:04:00 -
[1531] - Quote
Roime wrote:Yeah, strawman again. Buffing medium and large armor reppers would make them able to tank whole armies. Fend off swarms of attackers. Destroy galaxies, humiliate coalitions.
Like ASBs do, right? They are twice as powerful, after all.
You seem to be one of those who confuses buffer with active tank, and think that armor buffer fits are just plain better. They are balanced:
Armor buffer: More tank - less damage - more midslots Shield buffer: Less tank - more damage - more mobility
active tanks:
Armor: Less tank - less damage - cap vulnerable Shield: More tank - more damage - cap immune
As you can see, you can double active armor tank rep amount, and it would still have less damage and be cap vulnerable for the same amount of tank. Totally OP?
No, I don't underestimate EWAR. TD just doesn't help much when you fly a close range BC, in real situations.
Also, there is no "greener other side" for me, I can and do fly shields. Shield Myrmidon is solid, you should try it.
I also fly all forms of tanking; buffer and active, armour and shield. I can honestly say that the only time I will use active armour tanking is either for pve, which i do very little of these days, or if I'm using a heavily pimped proteus in pvp. Mostly for pve, however, I'll use passive shield buffer tanks as they're generally superior to active armour (and we all know buffered armour doesn't work in pve). For pvp I'm far more likely to use ASB for an active tank, it quite simply remains far superior to armour tanking in almost every respect, but most importantly it is immune to cap warfare.
That immunity is the biggest single factor in making the ASB so much better than the AAR. Remove the cap immunity and the AAr and ASB become much, much closer and a real choice would have to be made. The ASB would still remain the stronger tank, don't get me wrong, I'm certainly not saying that one change would miraculously balance these 2 out - I still believe the AAR would be slightly inferior. But that'd be the difference, it'd be SLIGHTLY inferior. Right now it's MASSIVELY inferior.
|
Bouh Revetoile
TIPIAKS
249
|
Posted - 2013.03.06 11:59:00 -
[1532] - Quote
As I said, there's nothing to discuss with you, because the only things you value are the advantages shield can provide (dps).
And provided a triple rep myrm could take on whole groups, yes, if you want it to be better, it will tank a small army.
Good for you if shield myrm suit your needs, but come back here when you want something else than a low slot shield tanking module. |
Roime
Shiva Furnace
2149
|
Posted - 2013.03.06 13:46:00 -
[1533] - Quote
Bouh, you're making stuff up. I'm not going to repeat what's been written not only by me, but in majority of all posts in this thread.
-á- All I really wanted was to build a castle among the stars - |
Ryans Revenge
Last Huzzah
55
|
Posted - 2013.03.07 05:37:00 -
[1534] - Quote
Just an idea I've personally had and a lot of people have agreed with as to fixing AAR's or making them more effective but not overpowered.
How about allowing AAR's to rep at their full 300% bonus constantly but they run off of cap boosters directly from your cargo with no cap usage. Therefore they can run at full effectiveness for long enough to be usefull. But then as soon as your out of cap boosters your tank is dead. Just like normal reps requiring a cap booster to run them but freeing up a midslot not needing a cap booster. You could adjust the time cycle / size of cap charges needed to run the AAR for balancing. Still keeping normal repairers for PVE like shield boosters now are and AAR's for pvp as ASB's are.
Just an idea to throw out there. |
Bouh Revetoile
TIPIAKS
250
|
Posted - 2013.03.07 12:40:00 -
[1535] - Quote
There wass a thread in ships&modules about AAR vs ASB, based on the myrmidon. It conclude with the idea that triple rep myrm is arguably better than ASB myrm, because the tank are comparable, but 3rep is more sustainable, and with some tweaking of the fit, you can even get a web.
You took part in this discussion Roime, so you should know.
Armor rep allow for sustainability of tank, something the ASB don't do ; and a web is an EWAR module.
You can also use a Cyclone to compare, and you would see that the sustained tank of a Cyclone is still worse than the one of the 3rep Myrmidon.
Is that enough of an argument ? That's even better than I thought... |
Roime
Shiva Furnace
2157
|
Posted - 2013.03.07 15:13:00 -
[1536] - Quote
Bouh yes, but the conclusion was that Liang had an error in her math.
Tanks were not comparable, AAR not more sustainable, ASB tank lasted about 20 seconds longer.
True, Myrmidon is the only armor BC that can fit a web with a triple rep tank. That's because only the Drake has more midslots.
-á- All I really wanted was to build a castle among the stars - |
Jonas Sukarala
Deep Core Mining Inc. Caldari State
26
|
Posted - 2013.03.07 15:18:00 -
[1537] - Quote
either way guys it shouldn't take 3 reps to compete with ASB's |
Omnathious Deninard
Extrinsic Operations
604
|
Posted - 2013.03.07 15:28:00 -
[1538] - Quote
I was just checking a ETF fit for a navy Dominix, and nearly cried I was pulling a 1k DPS tank an 1100 DPS gank. I was using dual x-large ASB and a full rack of 350mm rails with 3 DDAs Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Bouh Revetoile
TIPIAKS
250
|
Posted - 2013.03.07 17:00:00 -
[1539] - Quote
Liang maths may have been slightly wrong, her analysis was not.
Without any implant or booster, 3rep (no AAR) myrm get ~860ehp/s versus 816ehp/s with one XLASB (you should keep the second one to survive the reload of the first one). Not to mention that XLASB will only work 36s BTW, so you will tank even less if you pulse the ASB to survive one minute (almost half that in fact).
With AAR, 3rep (AAR) myrm tank 1059ehp/s for 52 seconds ; 574ehp/s for one minute. It tank 1605ehp/s with dual XLASB for 36 seconds, and 0ehp/s for one minute.
Myrmidon have too many midslots ? Fine, but that's so much for armor ship tanking better with ASB than with armor. And I'm not even talking about all those BC with only 4 mid slots.
But let's go deeper with numbers : a Cyclone can go twin XLASB, though it will kill its fitting to the point we won't talk about dps advantage anymore, exactly like an active armor tanking ship wont have midslots anymore. With one XLASB, you reach 1082ehp/s. Does this number remember you something ? Yes, indeed, it's almost the same than 3rep (AAR) myrm.
Of course, you may get insane numbers with a Drake, exactly as you can with a Prophecy, because they have one more slot on top of their godly bonus.
EFT don't tell what happen when the ASB need to reload, and that is why active armor is better for sustained tank than XLASB ; and that is why AAR and ASB can be seen as spreaded over time plates. |
Nikuno
Atomic Heroes The G0dfathers
116
|
Posted - 2013.03.07 19:55:00 -
[1540] - Quote
thread ate my post :( |
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Omnathious Deninard
Extrinsic Operations
614
|
Posted - 2013.03.07 20:01:00 -
[1541] - Quote
Nikuno wrote:thread ate my post :( Sorry Ideas For Drone Improvement Updated 11/30/12Catastrophic Uprising is Recruiting |
Nick Bison
Bison Industrial Inc Thundering Herd
318
|
Posted - 2013.03.08 02:52:00 -
[1542] - Quote
Maximus Andendare wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. This is really unfortunate. If anything, you should be boosting the bonuses on active tanking ships to 10% instead of nerfing the already-good Incursus.
It's just another example of "The Man" keeping the Gallente down. Just can't give us a break, can you?
Nothing clever at this time. |
Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
419
|
Posted - 2013.03.08 12:21:00 -
[1543] - Quote
Nick Bison wrote:Maximus Andendare wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. This is really unfortunate. If anything, you should be boosting the bonuses on active tanking ships to 10% instead of nerfing the already-good Incursus. It's just another example of "The Man" keeping the Gallente down. Just can't give us a break, can you?
The actual solution is to just buff the armor reppers by a small margin, and nerf the 5% resistance bonus to a 4% resistance bonus.... The issue with a 10% rep per level on a t1 hull is that it makes the bonus nearly required for reppers to be effective. Sure, a 10% bonus does address the fail balance between resistance and rep amount however the problem has more to do with the resistance bonus being extremely OP rather than the rep bonus being bad.
Like I said... Buff the reppers, and nerf the resistance bonus to actually fix the problem.
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Lidia Caderu
Cobalt Academy Cobalt..
0
|
Posted - 2013.03.11 12:38:00 -
[1544] - Quote
Cutting incursuses bonus to 7.5% is not a solution. What about people that don't want to use AAR, or its to pricy for t1 fit? You need to give something instead. Give a 7.5% bonus to damage for example or increase overall ships stats... |
Dr Ted Kaper
Patriot Security Services Solyaris Chtonium
13
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Posted - 2013.03.11 19:21:00 -
[1545] - Quote
ASB should still consume some cap, because being completely invulnerable to cap drain is absurd. As long as they consume some cap it would be better.... |
whaynethepain
63
|
Posted - 2013.03.14 15:24:00 -
[1546] - Quote
Dr Ted Kaper wrote:ASB should still consume some cap, because being completely invulnerable to cap drain is absurd. As long as they consume some cap it would be better....
Loonatic. Getting you on your feet.
So you've further to fall. |
Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
656
|
Posted - 2013.03.16 14:18:00 -
[1547] - Quote
You know what would be really nice?
A timer on the AAR reload. Your sense of time gets so borked in a fight its really hard to estimate.
Would be quite cool to know if you have 30 or 10 seconds left on it :P Beyond Divinity Recruitment is open! |
Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
410
|
Posted - 2013.03.17 01:19:00 -
[1548] - Quote
Garviel Tarrant wrote:You know what would be really nice?
A timer on the AAR reload. Your sense of time gets so borked in a fight its really hard to estimate.
Would be quite cool to know if you have 30 or 10 seconds left on it :P Even if they just made the white cycle timer line go the other way or something. MODULAR DRONES
MORE ORE SHIPS |
Inkarr Hashur
Sine Nobilitatis
252
|
Posted - 2013.03.18 19:01:00 -
[1549] - Quote
CCP Fozzie wrote:Ok I'm going to respond to some themes from the thread so far.
Firstly I want to assure everyone that whatever we end up releasing in 1.1 will not be the end of the line. We'll be continuing to iterate on tanking in many different ways from patch to patch.
Also yesterday I was overly curt and snarky with some of my replies, I apologize for that as it made our communication more difficult instead of easier.
Resist Bonus vs Rep Bonus There's a couple issues here that I'd like to address. I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere. In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.
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. I am of the opinion that as much as possible the armor and shield tanking need to stay distinct, but this does not mean there are not areas where changes must happen. The gap between low and midslot tanking is affected by the balance between low and midslot modules such as for instance the TE and TCs. The rep at the start of the cycle is a major advantage for shield tanks that needs to be countered by corresponding advantages for armor tanks and armor tanking ships. 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. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later.
Addition of new skills and modules Many people have expressed objections to the addition of new skills and modules to the game rather than rolling all the changes into existing modules. I understand the feeling many people have that skills create a gap between older and new players, but that logic can be applied to any existing skills as well. Skill systems in games like Eve do provide a certain advantage gained over time, but the diminishing returns over levels helps to balance the playing field. I disagree that Armor Upgrades is any more a "must train skill" than any other support skill, and many players will find quickly training it to level 2-3 will get them most of the way to the bonus enjoyed by an older player at a far lower time commitment. Also note that half the plates are receiving mass reductions completely unconnected to the skill. As for the new module and rig, I agree that in general having fewer modules/ships/features that all work is better than having many that don't. However we feel that these additions open up useful design space by allowing the tanking mechanics to be influenced in different ways. As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way. Modules built towards burst tanking will be definition overshadow other tanking types in many pvp scenarios, but I don't think that is necessarily a bad thing as long as sustained tanking systems have their own effective uses in the game. The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB. Heat is a mechanic that I think has been underutilized over the years by CCP, but I don't want to rely on it as the only method of burst tanking.
Snip
Snipped for length
You don't seem to address in this thread active armor tanking versus active shield tanking parity. Any comments to make on that aspect of balancing? |
Roime
Shiva Furnace
2327
|
Posted - 2013.03.24 13:02:00 -
[1550] - Quote
So, are you ready to lift the rep bonus to 10%?
That could be Armor Tanking 1.6, then when you see that it merely balances the active tanking hulls against resist bonused hulls. you can decrease the cycle time and buff the base rep amount of all reppers by 10% and call it 2.0.
:)
-á- All I really wanted was to build a castle among the stars - |
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Luc Chastot
Gentleman's Corp
264
|
Posted - 2013.03.24 17:18:00 -
[1551] - Quote
Roime wrote:So, are you ready to lift the rep bonus to 10%?
That could be Armor Tanking 1.6, then when you see that it merely balances the active tanking hulls against resist bonused hulls. you can decrease the cycle time and buff the base rep amount of all reppers by 10% and call it 2.0.
:)
I have not flown the incursus in a few months, but taking its bonus to 10% again would probably be OP when combined with the SAAR; however, all other ships with a reper bonus would suck less with an extra 2.5%. Make it idiot-proof and someone will make a better idiot. |
PavlikX
You are in da lock
48
|
Posted - 2013.03.24 18:40:00 -
[1552] - Quote
Description of the armor rigs tells that they give penalty to the ship's velocity. What is this? CCp decided do not change them or this is mistake? |
Alticus C Bear
University of Caille Gallente Federation
138
|
Posted - 2013.03.24 18:56:00 -
[1553] - Quote
PavlikX wrote:Description of the armor rigs tells that they give penalty to the ship's velocity. What is this? CCp decided do not change them or this is mistake?
Which rig? only the nano pump and accelerator were changed and I see them as updated.
SAAR is great and small reppers are in a pretty good place. The active rep bonus is not as good as the resist bonus but in this class that only really applies to the punisher and the Incursus and these are balanced mainly due to the number of mid slots the punisher has.
At a medium and large level the EHP bonus provided by the resist bonus really shows in these classes and Medium and large reppers lack a little punch, 10% rep bonus at this level sounds balanced to me. |
Taoist Dragon
The Church of Awesome
309
|
Posted - 2013.03.25 23:01:00 -
[1554] - Quote
The 7.5% active rep for the incursus is fine. going back to 10% is a bit much.
I often fly an armour rifter which has nowhere near the rep of an incursus yet it deals fine with the damage it gets generally. If it isn't it is usually because I've made a mistake and put the rifter in a situation that is wasn't fit to deal with. Same with the incursus. That is the Way, the Tao.
Balance is everything. |
Roime
Shiva Furnace
2392
|
Posted - 2013.03.29 08:58:00 -
[1555] - Quote
Yes, 7.5% is fine on Incursus, as is the vanilla rep amount of small reppers.
Medium and large reppers and hulls need to be buffed, their stats aren't on par with incoming damage in their use cases.
- long cycle and low rep amount still doesn't mean "longevity", it means you dip into hull between reps, don't climb back and you die. - T2 AARs? - consider reducing reload time of cap boosters
I'm very disappointed that this thread was unstickied already.
-á- All I really wanted was to build a castle among the stars - |
Roime
Shiva Furnace
2401
|
Posted - 2013.03.30 10:32:00 -
[1556] - Quote
Daily bump until active armor balancing is finished.
-á- All I really wanted was to build a castle among the stars - |
Seranova Farreach
Friendship is Missles
439
|
Posted - 2013.03.30 13:00:00 -
[1557] - Quote
bump too.. all active rep ships should be balanced nicely vs buffer. |
Roime
Shiva Furnace
2405
|
Posted - 2013.04.01 17:26:00 -
[1558] - Quote
Still needs love.
-á- All I really wanted was to build a castle among the stars - |
Roime
Shiva Furnace
2475
|
Posted - 2013.04.10 06:40:00 -
[1559] - Quote
Ok, it's starting to look now that armor tanking was added to the infamous CCP backlog of unfinished and abandoned things.
Situation was clear earlier- active armor is too weak in regards to current meta (and in comparison to shield tanking), too slow, easy to counter and results in fits with less damage and range, and it uses both low slots and midslots.
Only one of these things was fixed, the speed. Nothing was done to cap requirements or rep amount of reppers. Hulls with rep bonus were not buffed.
The logic should be clear- the tank that gives up damage and range and has a hard counter has to be stronger. Not the the tank that allows for more damage and range, and can't be neuted.
Active armor tanks will never be OP, even after a serious buff to base stats they still need all lows, rigs and 1-2 mids to tank. They are ships that commit to every fight by design. They fight in small neut range.
-á- All I really wanted was to build a castle among the stars - |
Luc Chastot
Gentleman's Corp
290
|
Posted - 2013.04.10 07:17:00 -
[1560] - Quote
Roime wrote:Ok, it's starting to look now that armor tanking was added to the infamous CCP backlog of unfinished and abandoned things.
Situation was clear earlier- active armor is too weak in regards to current meta (and in comparison to shield tanking), too slow, easy to counter and results in fits with less damage and range, and it uses both low slots and midslots.
Only one of these things was fixed, the speed. Nothing was done to cap requirements or rep amount of reppers. Hulls with rep bonus were not buffed.
The logic should be clear- the tank that gives up damage and range and has a hard counter has to be stronger. Not the the tank that allows for more damage and range, and can't be neuted.
Active armor tanks will never be OP, even after a serious buff to base stats they still need all lows, rigs and 1-2 mids to tank. They are ships that commit to every fight by design. They fight in small neut range.
We were handed a tank full of empty promises. Make it idiot-proof and someone will make a better idiot. |
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IceDe4d
Kath's Menagerie Gank for Profit
0
|
Posted - 2013.04.10 10:48:00 -
[1561] - Quote
aktiv armor tank is still to weak and the new reps are not good at all... they boost 8 times a little more and after that they rep less and still need the same power as a t2 that makes no sense at all. On top of that 60 seconds reload cycle is rly ******* long in eve most of time you are dead before it can releoad. And after that patch didnt killed a single pvp ship that had the new armor reps fitted.... |
Askulf Joringer
Sebiestor Tribe Minmatar Republic
26
|
Posted - 2013.04.10 11:21:00 -
[1562] - Quote
IceDe4d wrote:aktiv armor tank is still to weak and the new reps are not good at all... they boost 8 times a little more and after that they rep less and still need the same power as a t2 that makes no sense at all. On top of that 60 seconds reload cycle is rly ******* long in eve most of time you are dead before it can releoad. And after that patch didnt killed a single pvp ship that had the new armor reps fitted....
A modest decrease in the cap consumption of medium and large armor reppers combined with a very modest increase in rep amount should solve the major issues. These modules are not nearly as bad as people make them out to be.
The other major concern as has been pointed out for years now is that the progression of improvement between deadspace armor reppers and dead space shield boosters is totally out of wack. This needs to be addressed asap.
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Roime
Shiva Furnace
2502
|
Posted - 2013.04.11 11:22:00 -
[1563] - Quote
So, how's 2.0 coming along?
-á- All I really wanted was to build a castle among the stars - |
Roime
Shiva Furnace
2514
|
Posted - 2013.04.12 07:15:00 -
[1564] - Quote
sup, any news on 2.0?
-á- All I really wanted was to build a castle among the stars - |
Roime
Ten Thousand Years Shinjiketo
2852
|
Posted - 2013.05.17 07:17:00 -
[1565] - Quote
Necro from page 33.
Hands up if you honestly thought that CCP would actually finish armor tanking 2.0
-á- All I really wanted was to build a castle among the stars - |
Grunnax Aurelius
luna Oscura Clandestina Armada The Nightingales of Hades
125
|
Posted - 2013.05.17 07:40:00 -
[1566] - Quote
Shields are superior in every way its how CCP wants it, if your mad that Armour generally sucks, fly a Prophecy they actually have good Armour Tank and Damage.
PS - Shields 4 Life!!! Two Teir Carriers-áhttps://forums.eveonline.com/default.aspx?g=posts&t=207604&find=unread |
Felsusguy
SVER True Blood Unclaimed.
152
|
Posted - 2013.05.17 07:55:00 -
[1567] - Quote
IceDe4d wrote:the new reps are not good at all Incorrect. Factoring in reload time, they have a better repair amount per second and are more capacitor efficient. They are better than Tech II Armor Repairers for burst tanking, and if you have a decent buffer (or a second, non-ancillary armor repairer as backup), sustained tanking as well. How droll. |
Legault Revan
Hard Knocks Inc.
7
|
Posted - 2013.05.25 02:22:00 -
[1568] - Quote
Just a thought about cap booster efficiency with tanking. Vs. ancillary shield boosters, the ancillary armor boosters are going to be less cap stable, in addition to using cap boosters less efficiently, which makes them very unbalanced. For example, you can run an extra-large ancillary shield booster on navy 400s and be fine, but if you run cap boosters on navy 400s in order to power your ancillary armor repairer, it's not going to be nearly as good. There needs to be some sort of rebalancing to these based around capacitor usage. |
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