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GreenSeed
182
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Posted - 2013.02.08 21:52:00 -
[1] - Quote
im a bit surprised no one has talked about them so far, so im making a thread to discuss them. im sure a lot already know the stats, but im posting them for the few that don't.
Things to note: - All modules are limited to one per ship "Max Modules Of This Group Allowed1 " - all modules share cycle speed, overload bonuses and heat damage with T2 variants of regular modules. - Nanite repair paste has a volume of 0.01m3, so all reppers get 8 cycles before reload. - i would expect that after the speculation on nanite paste goes away, small reps will cost 26k per cycle, 104k for the meds and 208k for the large reps ( ) - with no paste they repair a bit more than half what t2 reps, but they consume the same cap. boosted they rep 3x, a large ancillary repper will net you 1,350 armor when a T2 large repper gives you 800.
Stats: SMALL
Capacity0.08 m3 Volume5 m3 Mass500.00 kg Reload Time60.00 s activation cost40 GJ Max Modules Of This Group Allowed1 Structure Hitpoints40 HP Tech LevelLevel 1 Charges Per Cycle1 Heat Damage5.40 HP Required Thermodynamics LevelLevel 1 Overload duration bonus-15 % Activation time / duration6.00 s Overload Repair Bonus10 % Armor hp Repaired45 HP Used with (chargegroup)Nanite Repair Paste Boosted repair multiplier3 x
MED
Capacity0.32 m3 Volume10 m3 Mass500.00 kg Reload Time60.00 s activation cost160 GJ Max Modules Of This Group Allowed1 Structure Hitpoints40 HP Tech LevelLevel 1 Charges Per Cycle4 Heat Damage5.30 HP Required Thermodynamics LevelLevel 1 Overload duration bonus-15 % Activation time / duration12.00 s Overload Repair Bonus10 % Armor hp Repaired180 HP Used with (chargegroup)Nanite Repair Paste Boosted repair multiplier3 x
LARGE
Capacity0.64 m3 Volume50 m3 Mass500.00 kg Reload Time60.00 s activation cost400 GJ Max Modules Of This Group Allowed1 Structure Hitpoints40 HP Tech LevelLevel 1 Charges Per Cycle8 Heat Damage5.40 HP Required Thermodynamics LevelLevel 1 Overload duration bonus-15 % Activation time / duration15.00 s Overload Repair Bonus10 % Armor hp Repaired450 HP Used with (chargegroup)Nanite Repair Paste Boosted repair multiplier3 x
SShot: http://i.imgur.com/WVGVkc3.jpg?1
my opinion:
holy flying dongs batman! they be expensive YO!
at 1.6millon per reload i don't thing anyone will be using the large reppers often. 
the small reppers look nice to use on a ship that can go dual rep, using one t2 and the other back up (cycle) repper as ancillary sounds pretty nice. so the incursus will be beyond awesome. myrmidons and brutixes will be burning nanite paste like crazy using a similar method. even ships like the dragoon that i been using lately with dual reps in small fleets will get pretty impressive with the ancillary stuff, they will be able to perma run 2 small neuts and 2 reps, as opposed to one neut + 2 reps. (and ewar, prop etc.)
now i think the biggest problem will be the paste itself, currently a 3x repper myrmidon is a ***** to kill, they are limited by the amnt of cap booster on hold. and as such you often end tied in a fight that you have no chance to win, but you will delay the inevitable minutes and minutes so long as you have cap charges... im temped to say this wont change, it will only get worse now. since a myrm only needs to run 2 repppers, the third is free and boosted. granted, there's that 60 second reload, but it will rep 742.5 per cycle. 
my point is people will go for the maximum they can carry/afford as opposed to the maximum needed to get into a fight, decide if a commitment past a few minutes will net a fair chance of victory and release the jamming drones. this will be a factor on the overall paste consumption, so paste stabilizing at 30k+ p/u doesn't sound too far fetched. (friendly industry tip: go make paste)
so, anyway im waiting to see if they get seeded to see if keeping the paste in a container while inside the hold will allow the use of the repper with no paste. i always felt the auto load on charges was a limiting factor on the shield boosters, given that these modules don't consume extra cap i want to atleast try.
do i hear incursus nerf? |

Carol Krabit
School of Applied Knowledge Caldari State
30
|
Posted - 2013.02.08 22:12:00 -
[2] - Quote
Ancillary armor reps are going to drain cap even when loaded, so any cap stability will be improved slightly at best . |

Moonasha
Fweddit I Whip My Slaves Back and Forth
119
|
Posted - 2013.02.08 22:15:00 -
[3] - Quote
I certainly won't be using them on anything but small ships, the damn nano paste is so expensive... and will only get more expensive. |

nahjustwarpin
Imperial Academy Amarr Empire
59
|
Posted - 2013.02.08 22:38:00 -
[4] - Quote
large anc armor repper only reps 68-69% more than t2 repper, what a joke |

GreenSeed
182
|
Posted - 2013.02.08 22:45:00 -
[5] - Quote
Carol Krabit wrote:Ancillary armor reps are going to drain cap even when loaded, so any cap stability will be improved slightly at best . are you sure about this? the wording on the text, even when clearly copy pasted from the shield boosters, its still updated enough to see that they wont.
they aren't seeded yet, so i cant confirm or deny, and as usual stats are probably going to change. |

Anachronic
Abacus Industries Group Aerodyne Collective
94
|
Posted - 2013.02.08 22:46:00 -
[6] - Quote
GreenSeed wrote:Carol Krabit wrote:Ancillary armor reps are going to drain cap even when loaded, so any cap stability will be improved slightly at best . are you sure about this? the wording on the text, even when clearly copy pasted from the shield boosters, its still updated enough to see that they wont. they aren't seeded yet, so i cant confirm or deny, and as usual stats are probably going to change.
I'm pretty certain that the devs said they intentionally made them consume cap while loaded because the reason to use them was different than for the ASB, but I can't remember exactly where they said it |

Carol Krabit
School of Applied Knowledge Caldari State
30
|
Posted - 2013.02.08 22:57:00 -
[7] - Quote
GreenSeed wrote:Carol Krabit wrote:Ancillary armor reps are going to drain cap even when loaded, so any cap stability will be improved slightly at best . are you sure about this? the wording on the text, even when clearly copy pasted from the shield boosters, its still updated enough to see that they wont. they aren't seeded yet, so i cant confirm or deny, and as usual stats are probably going to change.
You may have missed this. |

Zarnak Wulf
In Exile.
1025
|
Posted - 2013.02.08 23:08:00 -
[8] - Quote
One LAAR on a Hyperion, assuming one nano pump rig for simplicity:
450 x 3(loaded AAR) x 1.375(bonus) x 1.1(rig) x 1.1(overheat) x 8 (number of cycles) = 17968.5 armor repped? That doesn't sound bad at all.
Also keep in mind - MARs are losing 20% pg requirements. LARs are losing 10%. Active tanking rigs increase the pg requirement on reppers now rather then increasing mass. |

Anachronic
Abacus Industries Group Aerodyne Collective
94
|
Posted - 2013.02.08 23:13:00 -
[9] - Quote
Zarnak Wulf wrote:One LAAR on a Hyperion, assuming one nano pump rig for simplicity:
450 x 3(loaded AAR) x 1.375(bonus) x 1.1(rig) x 1.1(overheat) x 8 (number of cycles) = 17968.5 armor repped? That doesn't sound bad at all.
Also keep in mind - MARs are losing 20% pg requirements. LARs are losing 10%. Active tanking rigs increase the pg requirement on reppers now rather then increasing mass.
I think they will get used but they will be situational. I think burst tanking could become more common on Armor boats if these pan out well since that's really what these are good for, not sustained tanking. |

Kusum Fawn
State War Academy Caldari State
289
|
Posted - 2013.02.09 06:35:00 -
[10] - Quote
Zarnak Wulf wrote:One LAAR on a Hyperion, assuming one nano pump rig for simplicity:
450 x 3(loaded AAR) x 1.375(bonus) x 1.1(rig) x 1.1(overheat) x 8 (number of cycles) = 17968.5 armor repped? That doesn't sound bad at all.
Also keep in mind - MARs are losing 20% pg requirements. LARs are losing 10%. Active tanking rigs increase the pg requirement on reppers now rather then increasing mass.
over 102 seconds (12.75 cycle with heat)
or 176.16 armor repped per second that sounds bad.
vs the unbonuses/unrigged XLASB which does 980(base rep)*5(second cycles)*7(cap 400s that fit) = 34,300 shield hp repped. or 196 shield hp repped per second.
and thats before heat. and doesnt require ship cap and has the same reload time
you need a rig, heat, and a ship bonus to make your aar less effective then the base stats of the asb. Oh and i forgot to mention - ->The aar requires the same amount of cap that a t2 repper does, ->requires nanite paste to function properly (or else it does less rep then a t2) ->has the same duration that a t2 has ->and the same basic fitting stats that the t1 has (which is 300 pg and 5 cpu less then the t2). -> is restricted to one per ship (unlike the asb)
stop being stupid. this module is garbage Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Taoist Dragon
Bastion of Mad Behaviour Hopeless Addiction
238
|
Posted - 2013.02.09 08:09:00 -
[11] - Quote
and when then the asb reloads you die. \o/
AAR can still be functional but less effective. ASB just cripples you without cap charges in it That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Zarnak Wulf
In Exile.
1026
|
Posted - 2013.02.09 08:10:00 -
[12] - Quote
Kusum Fawn wrote:Zarnak Wulf wrote:One LAAR on a Hyperion, assuming one nano pump rig for simplicity:
450 x 3(loaded AAR) x 1.375(bonus) x 1.1(rig) x 1.1(overheat) x 8 (number of cycles) = 17968.5 armor repped? That doesn't sound bad at all.
Also keep in mind - MARs are losing 20% pg requirements. LARs are losing 10%. Active tanking rigs increase the pg requirement on reppers now rather then increasing mass. over 102 seconds (12.75 cycle with heat) or 176.16 armor repped per second that sounds bad. vs the unbonuses/unrigged XLASB which does 980(base rep)*5(second cycles)*7(cap 400s that fit) = 34,300 shield hp repped. or 196 shield hp repped per second. and thats before heat. and doesnt require ship cap and has the same reload time you need a rig, heat, and a ship bonus to make your aar less effective then the base stats of the asb. Oh and i forgot to mention - ->The aar requires the same amount of cap that a t2 repper does, ->requires nanite paste to function properly (or else it does less rep then a t2) ->has the same duration that a t2 has ->and the same basic fitting stats that the t1 has (which is 300 pg and 5 cpu less then the t2). -> is restricted to one per ship (unlike the asb) stop being stupid. this module is garbage
You multiplied by the cycle time which is incorrect. The total shield repped using your scenario would have been simply 980 * 7 cycles = 6860. 196 hp/s is correct but why hold back? Put all the cards on the table.
980 * 1.1(overheat) * 9(navy cap boosters) = 9702 over 38.25 seconds or 253.65 shield per second. If you add in a shield boost bonus that becomes 13340.25 shield or 348.76 hp/s.
Now go back to the AAR. The Repair systems skill reduces the duration by 5%. At level 5 you get to cut your cycle time by 25%. That 15 seconds becomes 9.56 s with overheat. Add an armor nanobot accelerator and you are looking at 8.13 s cycles. An ASB ship will use resist rigs to plug holes. An active tanking armor ship is going to take advantage of the nanobot accelerator rigs and nano pumps.
Recompiling using a 65 second base and you get 201 hp/s for a non bonused ship and 276.44 hp/s for a bonused one. 38.25 seconds vs 65 seconds. Writing it off is a bit presumptuous. |

Gabriel Karade
Noir. Black Legion.
24
|
Posted - 2013.02.09 12:45:00 -
[13] - Quote
Kusum Fawn wrote:Zarnak Wulf wrote:One LAAR on a Hyperion, assuming one nano pump rig for simplicity:
450 x 3(loaded AAR) x 1.375(bonus) x 1.1(rig) x 1.1(overheat) x 8 (number of cycles) = 17968.5 armor repped? That doesn't sound bad at all.
Also keep in mind - MARs are losing 20% pg requirements. LARs are losing 10%. Active tanking rigs increase the pg requirement on reppers now rather then increasing mass. over 102 seconds (12.75 cycle with heat) or 176.16 armor repped per second that sounds bad. vs the unbonuses/unrigged XLASB which does 980(base rep)*5(second cycles)*7(cap 400s that fit) = 34,300 shield hp repped.or 196 shield hp repped per second. and thats before heat. and doesnt require ship cap and has the same reload time you need a rig, heat, and a ship bonus to make your aar less effective then the base stats of the asb. Oh and i forgot to mention - ->The aar requires the same amount of cap that a t2 repper does, ->requires nanite paste to function properly (or else it does less rep then a t2) ->has the same duration that a t2 has ->and the same basic fitting stats that the t1 has (which is 300 pg and 5 cpu less then the t2). -> is restricted to one per ship (unlike the asb) stop being stupid. this module is garbage Alt scrub, incorrect maths, wrong conclusion... ah that would be the Eve-O forums then.
On topic, I'm looking forward to these, these past 6 months have seen more changes to my Megathron fits than the past 6 years, loving it.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Maeltstome
Mentally Assured Destruction Whores in space
334
|
Posted - 2013.02.09 12:57:00 -
[14] - Quote
No he's right. The module achieves nothing. The rig changes are exactly what the doctor ordered but the fact that AAR's use cap is game-breakingly bad compared to an ASB.
It gives you the option of: Fitting shield and have a capless tank (Extenders or ASB). Or if you like you can fit armor, still need a cap booster and still get neuted to death with one fitted.
Like i said in the main thread: They opened pandroa's box with ASB's and now they are trying to jam it shut without dealing with the sh*t that came pouring out when they did. |

Bouh Revetoile
Barricade.
235
|
Posted - 2013.02.09 12:59:00 -
[15] - Quote
ASB being poorly balanced is not a reason to make any newer module as imbalanced as it is. |

Maeltstome
Mentally Assured Destruction Whores in space
334
|
Posted - 2013.02.09 13:54:00 -
[16] - Quote
Bouh Revetoile wrote:ASB being poorly balanced is not a reason to make any newer module as imbalanced as it is.
Yet they are already balancing this module and not attempting to fix the ASB? The module is implemented - it is literally a case of changing database stats to fix it. How should they fix it? Limit it to 1 per ship - I love my twin ASB sleipnir, but brawling down a vindicator in a command ship is a bit broken. |

Kusum Fawn
State War Academy Caldari State
289
|
Posted - 2013.02.09 16:06:00 -
[17] - Quote
Bouh Revetoile wrote:ASB being poorly balanced is not a reason to make any newer module as imbalanced as it is.
Considering that this aar is coming into the game percisely to counter the asb i would say ..
Perhaps the new module would balance the ASB? I mean since we are adding new modules here, why not create a new counterpoint to the unbalanced module yeah? or does that not make any sense.
Gabriel Karade wrote: Alt scrub, incorrect maths, wrong conclusion... ah that would be the Eve-O forums then.
On topic, I'm looking forward to these, these past 6 months have seen more changes to my Megathron fits than the past 6 years, loving it.
the formula is wrong. how are any of the other conclusions wrong?
Zarnak Wulf wrote: 980 * 1.1(overheat) * 9(navy cap boosters) = 9702 over 38.25 seconds or 253.65 shield per second If you add in a shield boost bonus that becomes 13340.25 shield or 348.76 hp/s.
Now go back to the AAR. The Repair systems skill reduces the duration by 5%. At level 5 you get to cut your cycle time by 25%. That 15 seconds becomes 9.56 s with overheat. Add an armor nanobot accelerator and you are looking at 8.13 s cycles. An ASB ship will use resist rigs to plug holes. An active tanking armor ship is going to take advantage of the nanobot accelerator rigs and nano pumps.
Recompiling using a 65 second base and you get 201 hp/s for a non bonused ship and 276.44 hp/s for a bonused one. 38.25 seconds vs 65 seconds. Writing it off is a bit presumptuous.
Im not gonna do any more forum math posting late at night, but i will copy your maths I dont think its presumptuous at all, looking at the unbonused ASB compared to the bonused AAR i see the unbonused ASB getting 253.65 and the bonused AAR at 276.44 I would guess that that number for the AAR is using rigs and a ship bonus?
and thats before you add the second asb.
THe aar is garbage and you all know it Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Reppyk
Yarrbear Inc. BricK sQuAD.
341
|
Posted - 2013.02.09 16:48:00 -
[18] - Quote
So it's basically a regular armor repair that reps a bit more the first ~40s, then you must take a choice : stopping it for 60s (lol) or keeping using it but it's worst than a T2 rep.
It's... bad. Most of the active/armor fights I experienced lasted (a lot) longer than 40s. And the charges are way too expensive, making it a truely PVP module that carebears farming lvl4 will never ever use.
Half the paste & [cap while eating paste nanites] consumption and maybe it could be used. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
675
|
Posted - 2013.02.09 17:22:00 -
[19] - Quote
Armor gets the short end of the stick yet again. Enjoy your cap consumption for a little more rep than t2 lar. I'll stick with the ASB, thank you.
Reppyk wrote:So it's basically a regular armor repair that reps a bit more the first ~40s, then you must take a choice : stopping it for 60s (lol) or keeping using it but it's worst than a T2 rep.
It's... bad. Most of the active/armor fights I experienced lasted (a lot) longer than 40s. And the charges are way too expensive, making it a truely PVP module that carebears farming lvl4 will never ever use.
Half the paste & [cap while eating paste nanites] consumption and maybe it could be used.
Even if cost isn't an issue, it consumes cap and doesn't rep enough compared to XLASB. Both will have to be fixed to make it viable/competitive. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Maeltstome
Mentally Assured Destruction Whores in space
335
|
Posted - 2013.02.09 17:26:00 -
[20] - Quote
sabre906 wrote:Armor gets the short end of the stick yet again. Enjoy your cap consumption for a little more rep than t2 lar. I'll stick with the ASB, thank you.  Reppyk wrote:So it's basically a regular armor repair that reps a bit more the first ~40s, then you must take a choice : stopping it for 60s (lol) or keeping using it but it's worst than a T2 rep.
It's... bad. Most of the active/armor fights I experienced lasted (a lot) longer than 40s. And the charges are way too expensive, making it a truely PVP module that carebears farming lvl4 will never ever use.
Half the paste & [cap while eating paste nanites] consumption and maybe it could be used. Even if cost isn't an issue, it consumes cap and doesn't rep enough compared to XLASB. Both will have to be fixed to make it viable/competitive.
You've hit the nail on the head. The Zealot is maybe the only ship that could potentially use this module. but most people will just fit a faction rep and use links instead.
Havign a module that consumes charges (expensive oens) and also consumes cap is straight up stupid. Guns are the only module that can get away with this.
Do you want the AAR to be burst tank or sustained tank CCP? It's one or the other. Atm is 50% of both and 100% ****. |

Gabriel Karade
Noir. Black Legion.
25
|
Posted - 2013.02.10 19:11:00 -
[21] - Quote
Kusum Fawn wrote:Gabriel Karade wrote: Alt scrub, incorrect maths, wrong conclusion... ah that would be the Eve-O forums then.
On topic, I'm looking forward to these, these past 6 months have seen more changes to my Megathron fits than the past 6 years, loving it.
the formula is wrong. how are any of the other conclusions wrong? THe aar is garbage and you all know it You were out by a factor of five and the central plank to your "it's garbage" argument was based upon the comparison of repaired amount over a complete 'fuel' load.
AAR is very different to ASB, there are a range of fits out there which will get a significant boost once this hits TQ - no, I'm not going to tell you how to fit your ship. maybe I'm just getting cranky in my old age - I've pretty much *always* seen these sort of threads pop up when something new is introduced, and seen them proven incorrect 3 - 6 months down the line when the tinkerers complete their tinkering and the meta catches up...
The worst thing Fozzie et al could have done is recreate the ASB in armour form.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
543
|
Posted - 2013.02.10 19:22:00 -
[22] - Quote
Gabriel Karade wrote:I've pretty much *always* seen these sort of threads pop up when something new is introduced, and seen them proven incorrect 3 - 6 months down the line when the tinkerers complete their tinkering and the meta catches up...
ASB modules says you're wrong and will keep saying it in 3-6 months unless spectacular changes.
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Kusum Fawn
State War Academy Caldari State
291
|
Posted - 2013.02.10 19:39:00 -
[23] - Quote
Gabriel Karade wrote:Kusum Fawn wrote:Gabriel Karade wrote: Alt scrub, incorrect maths, wrong conclusion... ah that would be the Eve-O forums then.
On topic, I'm looking forward to these, these past 6 months have seen more changes to my Megathron fits than the past 6 years, loving it.
the formula is wrong. how are any of the other conclusions wrong? THe aar is garbage and you all know it You were out by a factor of five and the central plank to your "it's garbage" argument was based upon the comparison of repaired amount over a complete 'fuel' load. AAR is very different to ASB, there are a range of fits out there which will get a significant boost once this hits TQ - no, I'm not going to tell you how to fit your ship. maybe I'm just getting cranky in my old age - I've pretty much *always* seen these sort of threads pop up when something new is introduced, and seen them proven incorrect 3 - 6 months down the line when the tinkerers complete their tinkering and the meta catches up... The worst thing Fozzie et al could have done is recreate the ASB in armour form. Im not saying that it wont boost specific fittings, I am saying that it wont boost them enough to be viable past the initial lol fitting explosion that always happens around a new module introduction. none of those fittings you are thinking of will last past the first two weeks of tranq useage because they simply arent good enough to compete in the current asb world.
I am not saying that the asb is a good module, i am not saying that the asb does not need to get nerfed again
I am saying that the current aar is a terrible module that doesnt go far enough towards addressing the problems with armor tanking to make a noticeable difference in the active armor/buffer useage.
It has huge fitting requirements, It needs a lot of cap It has a very long cycle time
Since we both agree that my math can use some work, Please give me the numbers for 1. X-L ASB with navy 400 cap boosters on an unbonuses ship (total hp repped and hp per second) 2. LAAR with full nanite (total hp repped and hp per second) 3. Each with heat and each with a single cycle time reduction rig
I ask this because it seems that everytime numbers comes up you decide to ignore the fact that the AAR doesnt rep nearly enough to counter an ASB and the unbonused OH asb reps a total of 25hp less then the shipbonuesed rigged OH AAR Which also has a whole host of drawbacks that the asb does not have.
Which i feel makes for terrible module introduction. its prenerfed to be crappy. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
|

Bouh Revetoile
Barricade.
239
|
Posted - 2013.02.10 23:17:00 -
[24] - Quote
Fair enough :
XLASB (9 cycles) : 980*9 = 8820 hp ; 5s*9 = 45s ; 196 hp/s LAAR (8 cycles) : 600*2,25*8 = 10800 hp ; 8*11,25s = 90s ; 120 hp/s
Though it is a bit unfair (armor have auxiliary nanopump too), here the numbers with one rig and heat Heat (boost amount +10% ; cycle time -15%) + cycle time reduction (-15% cycle time) : XLASB (9 cycles) : 8820*1,10 = 9702 hp ; 4,25s*9 = 38,25s ; 253,6 hp/s LAAR (8cycles) : 10800*1,10 = 11880 hp ; 8,128*8 = 65s ; 182 hp/s
Nobody use cycle time rigs before auxiliary nanopump or resistance rigs, and you can easily use a LAR on top of the LAAR to earn XLASB like hp/s, at the cost of a required cap booster though. LARII : 800/11,25 = 71 hp/s LAAR + LARII : 253 hp/s
Most armor fit use auxiliary nanopump, sometimes 2 of them, because that increase both burst and efficiency whereas active shield fit use resistance rigs, the only way to increase efficiency, but far less efficient for this than ANP. This is then a bit hard to compute a comparison without a fitting tool, and that may very well end in a fitting war. IMO, in the end, efficiency/burst/hp amount are pretty balanced, the only odd thing being the capless feature of ASB.
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
545
|
Posted - 2013.02.11 13:53:00 -
[25] - Quote
Bouh Revetoile wrote:ASB being poorly balanced is not a reason to make any newer module as imbalanced as it is.
Everything being about choices and options available, the available options after inferno 1.2 being what they are, the main question remains: why use AAR over ASB if you don't gate/station camp?
Gò¡Gê¬Gò«n+ên+¦n++n+¦n+ëGò¡Gê¬Gò«-á don't haten++ |

Bouh Revetoile
Barricade.
239
|
Posted - 2013.02.11 13:56:00 -
[26] - Quote
Sergeant Acht Scultz wrote:Everything being about choices and options available, the available options after inferno 1.2 being what they are, the main question remains: why use AAR over ASB if you don't gate/station camp?
To use your midslot for full tackle/EWAR/double prop/whatever. |

Kusum Fawn
State War Academy Caldari State
295
|
Posted - 2013.02.11 15:10:00 -
[27] - Quote
Bouh Revetoile wrote:Fair enough :
XLASB (9 cycles) : 980*9 = 8820 hp ; 5s*9 = 45s ; 196 hp/s LAAR (8 cycles) : 600*2,25*8 = 10800 hp ; 8*11,25s = 90s ; 120 hp/s
Though it is a bit unfair (armor have auxiliary nanopump too), here the numbers with one rig and heat Heat (boost amount +10% ; cycle time -15%) + cycle time reduction (-15% cycle time) : XLASB (9 cycles) : 8820*1,10 = 9702 hp ; 4,25s*9 = 38,25s ; 253,6 hp/s LAAR (8cycles) : 10800*1,10 = 11880 hp ; 8,128*8 = 65s ; 182 hp/s
Nobody use cycle time rigs before auxiliary nanopump or resistance rigs, and you can easily use a LAR on top of the LAAR to earn XLASB like hp/s, at the cost of a required cap booster though. LARII : 800/11,25 = 71 hp/s LAAR + LARII : 253 hp/s
Most armor fit use auxiliary nanopump, sometimes 2 of them, because that increase both burst and efficiency whereas active shield fit use resistance rigs, the only way to increase efficiency, but far less efficient for this than ANP. This is then a bit hard to compute a comparison without a fitting tool, and that may very well end in a fitting war. IMO, in the end, efficiency/burst/hp amount are pretty balanced, the only odd thing being the capless feature of ASB.
did you just say that to get something like the performance of a xlasb you would need two reppers? one LAAR and one LAR? Is that a LAR with a nanopump bonus? either way
thats 1 XLASB with one rig vs. (1 LAAR + 1 LAR) with one rig I would sat that the fitting differences are pretty important when you are considering that you have only matched the xlasb when you added a second module
200 cpu + 500 pg vs. 100 cpu + 3600 pg (this is LAR + LAAR , each at 50 cpu + 1800 pg) thats a huge fitting difference
and the aar has other drawbacks in addition to the fitting requirements the asb does not. Cap use being the biggest one.
this module is so prenerfed that it simply will not be a viable use module. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Freyya
Aliastra Gallente Federation
51
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Posted - 2013.02.11 17:55:00 -
[28] - Quote
Im smelling adaptive armor hardener all over again, only this time its not for just cap ships, its for frigs.... |

Gabriel Karade
Noir. Black Legion.
25
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Posted - 2013.02.11 18:23:00 -
[29] - Quote
As Bouh Revetoile beat me to it, there's not much else to say on the numbers (key difference being that ASB drops flat after half the time) except that going way way back, armour vs shield has always been balanced as 1 XL shield booster vs 2x Large armour repairers - now clearly you can't fit two AAR, but comparing XLASB vs LAR + LAAR is valid in my opinion, particularly considering the ships that will be using them.
I guess to sum it all up; don't try to directly compare ASB to AAR, you need to see how fits evolve rather than jumping straight on the "it's garbage" bandwagon - like I said, there are viable fits that will see immediate beneft from switching in this module.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770 War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Maeltstome
Mentally Assured Destruction Whores in space
342
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Posted - 2013.02.11 19:06:00 -
[30] - Quote
Gabriel Karade wrote:As Bouh Revetoile beat me to it, there's not much else to say on the numbers (key difference being that ASB drops flat after half the time) except that going way way back, armour vs shield has always been balanced as 1 XL shield booster vs 2x Large armour repairers - now clearly you can't fit two AAR, but comparing XLASB vs LAR + LAAR is valid in my opinion, particularly considering the ships that will be using them.
I guess to sum it all up; don't try to directly compare ASB to AAR, you need to see how fits evolve rather than jumping straight on the "it's garbage" bandwagon - like I said, there are viable fits that will see immediate beneft from switching in this module.
People will use them and will have effective setups. But it doesn't do anything to address the already glaring balance issues in sub-capital shield versus armour tanking. |
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