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NextDarkKnight
Global Economy Experts Stellar Economy Experts
18
|
Posted - 2013.02.18 18:36:00 -
[301] - Quote
Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. |

Lili Lu
699
|
Posted - 2013.02.18 18:58:00 -
[302] - Quote
NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. Is that solo pve? Anyway, it looks like you will have to contemplate resistance resist rig + amp(s) usage in conjuntion with one invuln, as opposed to extender rig + specific hardener(s) plus invuln, or multiple invulns, if you want to close/reduce a resist hole. What you may lose with overall resist profile you may gain back partially with some added cap stability. Old fitting paradigms are going to have to change.
This change does not necessarilly mean shield resist skills will be lost training, One will have to refit with resist amps to take advantage. It does make eanms look better in comparison to specific hardeners for armor. But then often that was already the case. It also makes resist rigs for both tanking types look more attractive as opposed to simply fitting CDFE or trimark rigs.
Regardless this is about the only recent nerf to the existing advantages of shield tanking over armor tanking in pvp. Even this combined with the minor buffs being given to plated (because the new armor reppers and active armor bonuses will still suck) armor tanking, through the honeycombing skill and plate mass reduction on 800 and 200 versions, will probably not be enough to shift the imbalance much. I predict many ships with more lows than medium slots will continue to use nano'd shield tanks over armor tanks. |

Taoist Dragon
Bastion of Mad Behaviour
257
|
Posted - 2013.02.18 20:41:00 -
[303] - Quote
Dracvlad wrote: Tao, you seem to want to engage with me on this, in terms of Axe's comment, my backing of his comment was in regards to which ships it had the biggest impact on, though I do still think the Talos is viable, his comments aimed at your style of play or your comments on this thread have no interest for me whatsoever. Your own comments have done the talking for you, I don't need to add anything to them, rather like when I let off steam on this in terms of the signature radius penalty on shields, perhaps shields will get some skill along the lines of armour honeycombing, or perhaps not which is the point I was trying to make. No matter what your comments are, the fact is that without a passive module covering all resists for shields, the neuting of shield ships is going to be a lot more effective. That CCP decided to do this knowing full well that the passive bonus was originally added to nerf neuting shows that they are likely to want this to stop people using shields on armour ships and use the new armour modules. The knock on effects of this are profound in some areas, while a Chimera is not really a very effective PvP carrier, it can be fitted for PvP for when you get caught, however the fit now has to be based on passive modules and nerf's its tank by around 8% on the best fit I could come out with, however its acceptable. Like always I will sort out my new tactics around the current situation, however I am sad to not be able to use a couple of ships in their full glory now that this is being applied tomorrow. Have fun...
Hi Drac
I can't comment on the carriers abilities etc but I can see your point in not being able to use them in way you have become used to. As for the effect of neuting on shield ships, one of the biggest complaints by armour tankers in general is that ASB's are neut immune and armour tanking is by far more neut prone. This being said though There has been comments by ccp dev that they are reducing the number of ships with utility highs to reduce the effect of cap warfare somewhat. Just look at the rebalance that have happened so far. A lot of the frigs and cruiser don not have utility highs anymore.
The specific skills themselves are now probably more usefull for armour tanks as they are more likely to fit a passive resist module than a shield tanker but this is fine as we don't need to have the tanking systems to be he same.
But it is good to hear that you'll adapt and make it work for you. We need more people to do this rather than just complain. That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
18
|
Posted - 2013.02.18 21:01:00 -
[304] - Quote
Lili Lu wrote:NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. Is that solo pve? Anyway, it looks like you will have to contemplate resistance resist rig + amp(s) usage in conjuntion with one invuln, as opposed to extender rig + specific hardener(s) plus invuln, or multiple invulns, if you want to close/reduce a resist hole. What you may lose with overall resist profile you may gain back partially with some added cap stability. Old fitting paradigms are going to have to change. This change does not necessarilly mean shield resist skills will be lost training, One will have to refit with resist amps to take advantage. It does make eanms look better in comparison to specific hardeners for armor. But then often that was already the case. It also makes resist rigs for both tanking types look more attractive as opposed to simply fitting CDFE or trimark rigs. Regardless this is about the only recent nerf to the existing advantages of shield tanking over armor tanking in pvp. Even this combined with the minor buffs being given to plated (because the new armor reppers and active armor bonuses will still suck) armor tanking, through the honeycombing skill and plate mass reduction on 800 and 200 versions, will probably not be enough to shift the imbalance much. I predict many ships with more lows than medium slots will continue to use nano'd shield tanks over armor tanks.
I'm talking capital escalations with no triage carrier where every bit of resistance counts. Without the extra resistance I have lost tengus for some of toons under heavy neut. It raise the direct cost of fielding a PVE Tengu and Loki. |

Solomunio Kzenig
East Khanid Trading Khanid Trade Syndicate
7
|
Posted - 2013.02.18 21:06:00 -
[305] - Quote
Zhilia Mann wrote:CCP Greyscale wrote:tl;dr yes, this has been removed, because we felt that for a number of reasons it wasn't a function we wanted on active hardeners This bonus came to the top of our work due to a defect, which prompted us to discuss whether we even wanted this feature in the first place. After fairly extensive discussion, we decided we would prefer to just remove it outright, for the following reasons:
- 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. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.
- The UX of this feature as implemented is pretty bad - there's two sets of resist attributes on the hardeners with very little explanation, the skill descriptions need to be unusually complicated to explain exactly what's going on, and it's not at all obvious from the modules that this feature even exists (see Liang's comment above).
Eh. This is annoying. Yes, I understand that fitting tradeoffs can and should exist. But so should training tradeoffs, and you've just changed that calculus significantly. That's 16 ranks of skills that no longer offer a benefit that lots of us valued. Eight of those ranks were extraordinarily niche to start with, but we chose to train them anyway -- largely because we'd still get some benefit from inactive invulns. Without that benefit I'm sure many people wouldn't have made that choice. But now you've pushed it through. That's the second point for annoyance. In general, CCP is doing much better communicating with its player constituents about changes. Where exactly was the notice on this though? No discussion, no questions, nothing in CSM minutes even. It just pops up on SiSi one day as if it were the most natural thing in the world. Well, it's not. It's actually a significant change. Anyhow. I've seen enough of these things to know that the odds of reverting this change now that it's hit SiSi are slim to none. I'd still like to see it, but I won't pretend I'll ragequit over it. Wrong direction though, folks. Poorly played.
QFT |

Fergus Runkle
Truth and Reconciliation Council
16
|
Posted - 2013.02.18 21:56:00 -
[306] - Quote
So to get anything out of these skills we need to use the passive amps, fine. How about giving shield tankers an Adaptive Nano Plating equivalent then?
The ANP / ENAP modules are what make the armour compensation skills worthwhile.
Come one throw us a bone, give us a multispectral amplifier.
please? |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
584
|
Posted - 2013.02.18 23:34:00 -
[307] - Quote
NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now.
DCU II = 12.5%
Maybe you need to change your fits a little bit and play differently but it's not that much of a big change as you guys claim to be. *removed inappropriate ASCII art signature* - CCP Eterne |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
584
|
Posted - 2013.02.19 00:06:00 -
[308] - Quote
NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now.
Tengu with sub +10% shield per level
1 Pithum B-Type Em (cheapo for wh guys) 1 T2 Explo Amplifier 1 DCU II 1 T2 EM rig 2 T2 LSE
No invuln fitted, resist profitle = 72.7 - 82.5 - 73.8 - 76.8
Add 1 T2 invuln and you get = 77.4 - 88.3 - 81.6 - 82.8 -change that T2 invuln and other mods for a dead space/faction ones and you get the lowest resist at 80%, add OGB and it becomes insane even with invuln off line.
Not trying to prove anything else than the simple fact you had a base 15% passive effect gone that wouldn't even provide those 15% once offline because stack penalty.
With HAMs you get a nice 750DPS without much pimp for 40km range (CNSHAM], add implants and a bit of pimp and it's about 850 without overheat for a cruiser with over 50K EHP and 680m/s with cheapo C-Type afterburner.
No big deal *removed inappropriate ASCII art signature* - CCP Eterne |

NextDarkKnight
Global Economy Experts Stellar Economy Experts
18
|
Posted - 2013.02.19 03:59:00 -
[309] - Quote
What your saying is to carry a second Tengu per person to off set the 12%. |

Human Cola
The Church of Awesome Caldari State Capturing
4
|
Posted - 2013.02.19 12:26:00 -
[310] - Quote
Sergeant Acht Scultz wrote:NextDarkKnight wrote:Some of my wormhole PVE requires the 12% passive bonus to the inactive invul field. Without a module to do this I can kiss that activity good bye now. Tengu with sub +10% shield per level1 Pithum B-Type Em (cheapo for wh guys) 1 T2 Explo Amplifier 1 DCU II 1 T2 EM rig 2 T2 LSE No invuln fitted, resist profitle = 72.7 - 82.5 - 73.8 - 76.8 Add 1 T2 invuln and you get = 77.4 - 88.3 - 81.6 - 82.8 -change that T2 invuln and other mods for a dead space/faction ones and you get the lowest resist at 80%, add OGB and it becomes insane even with invuln off line. Not trying to prove anything else than the simple fact you had a base 15% passive effect gone that wouldn't even provide those 15% once offline because stack penalty. With HAMs you get a nice 750DPS without much pimp for 40km range (CNSHAM], add implants and a bit of pimp and it's about 850 without overheat for a cruiser with over 50K EHP and 680m/s with cheapo C-Type afterburner. No big deal
So.. to offset this nerf, just fly around faction fit loot pinatas, no big deal?
|

Tor Gungnir
Sebiestor Tribe Minmatar Republic
424
|
Posted - 2013.02.19 13:19:00 -
[311] - Quote
Oh dear sweet Satan, they actually went ahead with it! ARGH!  Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
592
|
Posted - 2013.02.19 15:55:00 -
[312] - Quote
Human Cola wrote:So.. to offset this nerf, just fly around faction fit loot pinatas, no big deal?
Because farming Tengus are known to be T1 fitted? Wh dudes crying about isk? -WTF???
If you're in some WH (like OP) and can't afford to put 1 or 2 B in your farming ship, change to a better WH corp/alliance.
*removed inappropriate ASCII art signature* - CCP Eterne |

Human Cola
The Church of Awesome Caldari State Capturing
4
|
Posted - 2013.02.19 18:09:00 -
[313] - Quote
Sergeant Acht Scultz wrote:Human Cola wrote:So.. to offset this nerf, just fly around faction fit loot pinatas, no big deal? Because farming Tengus are known to be T1 fitted? Wh dudes crying about isk? -WTF??? If you're in some WH (like OP) and can't afford to put 1 or 2 B in your farming ship, change to a better WH corp/alliance.
I care not about worm holing, but I care about hits my FW ships take. |

Rroff
The Xenodus Initiative. Ministry of Inappropriate Footwork
204
|
Posted - 2013.02.19 19:03:00 -
[314] - Quote
Given the drastic effect this has on exposing the EM hole on a shield tanked ship - even armor tanked ships with the nasty explosive hole have a bit of coverage from EANMs usually this seems like a badly thought out decision. |

Malice Redeemer
Redeemer Group Joint Venture Conglomerate
132
|
Posted - 2013.02.20 07:14:00 -
[315] - Quote
This is a pretty major nerf, especially to the 4 skills that are now all but useless. Also you are showing how little you know about your game again, and its pretty sad. |

Hexxas kozak
Perkone Caldari State
0
|
Posted - 2013.02.20 09:32:00 -
[316] - Quote
well CPP is killing the game , they ****** up the battlecruiser class , the raven gor its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
|

Alayna Le'line
National Liberation Force Nomads.
75
|
Posted - 2013.02.20 13:09:00 -
[317] - Quote
AxeMan2 wrote:Especially pilots who try and shield fit their Armor ships.
This might be entirely intentional and I'm not even sure it's such a bad thing. |

Bloody Wench
305
|
Posted - 2013.02.20 14:02:00 -
[318] - Quote
Adding my voice to the change it back chorus.
Change it back. |

Malkev
GRUMPS RESEARCH TEAM
58
|
Posted - 2013.02.20 14:53:00 -
[319] - Quote
Hexxas kozak wrote:well CPP is killing the game , they f_u_c_k_e_d up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff. I'm thinking you need to learn how to fit a Drake if you think it can't handle level 3 missions anymore.
Also, continue to ignore the fact that its damage bonus was doubled. |

Malcanis
Vanishing Point. The Initiative.
7704
|
Posted - 2013.02.20 15:21:00 -
[320] - Quote
Hexxas kozak wrote:well CPP is killing the game , they ****** up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
*Do not bypass the profanity filter* - CCP Eterne
Did you know that there are other BCs than the drake? Vote for Malcanis for CSM8 https://forums.eveonline.com/default.aspx?g=posts&t=192717&find=unread |

CMD Ishikawa
Center for Advanced Studies Gallente Federation
2
|
Posted - 2013.02.20 15:57:00 -
[321] - Quote
Hexxas kozak wrote:well CPP is killing the game , they ****** up the battlecruiser class , the drake got its hp reduce and lost a missile launcher slot as well , and the now the damm resistant modules they are ******* with too , thats is it for me , im quiting , new players dont have fair chance in this game , Drake was a very good lvl 3 mission runner ship for new commers but after CPP desided to nerf this ship , i see no reason for me and my alt account to stay in the game any more . thanks alot for ruining the game for me and others that dont have 7 billion skill points to counter the stupid changes you made in retribution 1.1
instead of messsing with the game like this mabee you should try and focusing on make new stuff.
*Do not bypass the profanity filter* - CCP Eterne
Come on, if you are leaving this game because they changed one class wich indeed required rebalancing, may be this game is not for you.
There are many other ships and fittings you can try, and you don-Št need 7 billion SP to counter those changes.
A game so complex like this will always bee seeing changes and rebalancing, just like real life the best we can do is to adapt. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
602
|
Posted - 2013.02.20 22:11:00 -
[322] - Quote
Alayna Le'line wrote:AxeMan2 wrote:Especially pilots who try and shield fit their Armor ships. This might be entirely intentional and I'm not even sure it's such a bad thing.
Shield modules are so much out of whack that armor ships using those have the same issues for tackling (4slots it's meh) but win so much agility, speed and dps while keeping a decent tank (some times better than armor one)
This goes even more crazy when you start using faction/pirate/T2 ships with enough mids, for the record a brutal 2.5K DPS OH blaster Vindicator can still have a very decent tank (amount/resists) which is enough to clean the field from peskies thx to his brutal dps. Until these latest changes I couldn't understand why people would not shield tank their Vindicator, unless of course sitting duck games, maybe these changes will make me armor fit one at some point but I'm not very enthusiast ATM *removed inappropriate ASCII art signature* - CCP Eterne |

Alice Katsuko
Terra Incognita Unclaimed.
202
|
Posted - 2013.02.21 09:29:00 -
[323] - Quote
A frightening number of people apparently don't understand how active hardeners worked pre-patch. So I'll start off by explaining as clearly and simply as possible, using small words:
Pre-patch, active hardeners (both shield and armor) provided a small bonus when inactive, and a large bonus when active. The inactive base bonus was 1%; the active was 55% for T2 hardeners. The armor and shield compensation skills increased the passive bonus, but not the active bonus. With max skills, a hardener would provide a 15% bonus when inactive, and a 55% bonus when active. Note that the active bonus was not affected by the compensation skill.
Post-patch, active hardeners provide a large bonus when active. The active bonus is 55% for T2 hardeners. Note that the active bonus remains identical.
In comparison, a passive T2 hardener (both shield and armor) provides a base 37.5% resistance with no skills, and 46% with max skills.
To summarize, with max skills:
Active Hardener (on): 55% -> 55% Active Hardener (off): 15% -> 0% Passive Hardener: 46% -> 46%
Numbers are: Pre-Patch -> Post-Patch
The only change has been to the bonus provided by active hardeners when turned off. Since active hardeners provided a paltry 15% bonus even with max skills, there was no conceivable situation where a player would intentionally turn off an hardener while under fire.
The passive bonus came into play in two situations:
Under heavy cap pressure, a ship might not have sufficient cap to power the active hardeners. A subcap with no capacitor is generally a dead subcap. All competent capital pilots carry a set of passive hardeners for refitting; a capital that is neuted dry and does not have any support will not be saved by an extra 15% of resistance. So in cap warfare, the passive bonus was of marginal utility.
In high-lag situations, a pilot may not be able to turn on his hardeners. High-lag situations are predictable; only an idiot jumped into Asakai without expecting massive lag. Capitals carry passive hardeners in large part to be able to gracefully deal with high-lag situations.
(As an aside, shield capitals aren't considered inferior because they can't fit an EANM, but because of path-dependence and issues with the hulls themselves. The Chimera needs a CPU boost; the Hel needs a useful bonus; the Phoenix and Leviathan will be fine once capital missiles can no longer be speed-tanked by capitals; the Nag should pick a weapons platform and stick with it. Maybe some sort of slave-equivalent wouldn't hurt. There is one questionable armor capital -- the Thanatos; there are several sub-par shield capitals.)
So the passive bonus was largely irrelevant, and players know how to fit for the rare situations where active hardeners may be a liability.
The compensation skills only applied to the passive bonus. The passive bonus had nothing to do with the active bonus. The shield compensation skill was worthless for most pilots before the patch, and it is worthless pilots now. Nothing has changed.
|

Barrogh Habalu
Imperial Shipment Amarr Empire
421
|
Posted - 2013.02.21 10:53:00 -
[324] - Quote
Alice Katsuko wrote:A frightening number of people apparently don't understand how active hardeners worked pre-patch.
*snip*
So the passive bonus was largely irrelevant, and players know how to fit for the rare situations where active hardeners may be a liability. I was occasionally following this thread and it seems that people are well aware how hardeners used to work, but they disagree with passive bonus being irrelevant. |

Dav Varan
Caltech Shipyards
3
|
Posted - 2013.02.21 11:52:00 -
[325] - Quote
Active hardners originally never had passive resists. We all survived.
But the choice ccp speaks about when fitting would be nice. Now where do I get my omni passive shield tank module choice.
Yes armor dudes can get an active, but given armor tankers ability to fit cap boosters more freely it should probably have a significant cap consumption to give active resists armor tankers the same vulnerability to neuting that active resist shield tankers have. |

Painesia
R3d Nova
0
|
Posted - 2013.02.25 07:17:00 -
[326] - Quote
Not sure why so many people have a hard time understanding how the passive resists work on an active hardener , I've played the game for years and always had this understanding and have trained my characters according to the benefits of active hardeners having a passive resist when not activated . This change makes the shield and armor compensation skills significantly less valuable, can I have my SP's back to re-allocate them please. |

Bouh Revetoile
TIPIAKS
247
|
Posted - 2013.02.25 11:54:00 -
[327] - Quote
Painesia wrote:Not sure why so many people have a hard time understanding how the passive resists work on an active hardener  , I've played the game for years and always had this understanding and have trained my characters according to the benefits of active hardeners having a passive resist when not activated  . This change makes the shield and armor compensation skills significantly less valuable, can I have my SP's back to re-allocate them please. If you think your armor compensation skills are wasted, you definitely deserve not get your SP back. |

Dracvlad
Saints Among Sinners Executive Outcomes
58
|
Posted - 2013.02.25 12:40:00 -
[328] - Quote
Its amazing to see the number of people who are completely ignorant of the benefit that the passive bonus and shield compensation skills to V gave. Having benefitted from these skills a number of times in small gang and solo PvP where Curses and Pilgrims are a very nasty ship to face up against, I can only direct my contempt at CCP Greyscale for mindlessly removing them and for people who are so useless at PvP they cannot work out the value of it. I have to say I find Alice Katsuko the most amusing, because understanding the mechanics does not mean that you understand the value, and trying to project your ignorance on people who complained about it was oh so funny, I had someone sniggering suggest I read your post, all I can say is try harder, you are almost there...
I really hope that their new recent recruit to CCP who is an excellent solo PvP'r will reverse this inane decision. |

Ark Destroyer
Neutral Talent
7
|
Posted - 2013.02.25 20:03:00 -
[329] - Quote
Seems like the vast majority, armor or shield tankers, are against this... why are they doing this again? because the programming is to hard and the explanation to difficult? Neutral Talent CEO Specializing in "complete" super-capital packages
Complete supercapital packages |

Verity Sovereign
Pator Tech School Minmatar Republic
398
|
Posted - 2013.02.25 20:24:00 -
[330] - Quote
I'm still trying to find a use for my kin and exp shield comp skills, I'll keep my em and therm, but I'd like to get my Exp and Kin sp back... I'll never use them now |
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