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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.
|

Freyya
Aliastra Gallente Federation
51
|
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
|
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
|
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. |

Liang Nuren
Heretic Army Atrocitas
2966
|
Posted - 2013.02.11 19:20:00 -
[31] - Quote
The rep PG change combined with the active tank rigs being changed are probably all that really needed to change. The introduction of the AAR is interesting but ultimately underwhelming I think.
-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
|

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
696
|
Posted - 2013.02.11 19:23:00 -
[32] - 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.
It reps less, uses cap, costs far more to run, and takes more grid. It's garbage. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Sal Landry
School of Applied Knowledge Caldari State
34
|
Posted - 2013.02.11 19:40:00 -
[33] - Quote
sabre906 wrote:It reps less, uses cap, costs far more to run, and takes more grid. It's garbage. And you're right, you can't directly compare ASB to AAR. One of them fits. You have shield BCs fitting XL ASBs with ample room to spare compared to Myrm fitting Medium AARs. 
So? Shields have always active tanked better than armor, see the XLSB vs 1600mm plate, crystals vs slaves. Seriously you armor pilots whine as much as miners. |

Liang Nuren
Heretic Army Atrocitas
2966
|
Posted - 2013.02.11 19:42:00 -
[34] - Quote
Sal Landry wrote:sabre906 wrote:It reps less, uses cap, costs far more to run, and takes more grid. It's garbage. And you're right, you can't directly compare ASB to AAR. One of them fits. You have shield BCs fitting XL ASBs with ample room to spare compared to Myrm fitting Medium AARs.  So? Shields have always active tanked better than armor, see the XLSB vs 1600mm plate, crystals vs slaves. Seriously you armor pilots whine as much as miners.
Spoken like someone who can only fly one or the other. Shields, in your case. 
-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
|

Paikis
Vapour Holdings
633
|
Posted - 2013.02.11 19:47:00 -
[35] - Quote
Liang Nuren wrote:Sal Landry wrote:sabre906 wrote:It reps less, uses cap, costs far more to run, and takes more grid. It's garbage. And you're right, you can't directly compare ASB to AAR. One of them fits. You have shield BCs fitting XL ASBs with ample room to spare compared to Myrm fitting Medium AARs.  So? Shields have always active tanked better than armor, see the XLSB vs 1600mm plate, crystals vs slaves. Seriously you armor pilots whine as much as miners. Spoken like someone who can only fly one or the other. Shields, in your case.  -Liang
Ad hominems are bad mmkay?
However, just to entertain your silly idea that you have to fly both to have a valid opinion, I do fly both and I agree with him. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
696
|
Posted - 2013.02.11 20:02:00 -
[36] - Quote
Paikis wrote:Liang Nuren wrote:Sal Landry wrote:sabre906 wrote:It reps less, uses cap, costs far more to run, and takes more grid. It's garbage. And you're right, you can't directly compare ASB to AAR. One of them fits. You have shield BCs fitting XL ASBs with ample room to spare compared to Myrm fitting Medium AARs.  So? Shields have always active tanked better than armor, see the XLSB vs 1600mm plate, crystals vs slaves. Seriously you armor pilots whine as much as miners. Spoken like someone who can only fly one or the other. Shields, in your case.  -Liang Ad hominems are bad mmkay? However, just to entertain your silly idea that you have to fly both to have a valid opinion, I do fly both and I agree with him. All to often these conversations devolve into armour tanking versus shield tanking, and the objective of balance changes to one upping "the other guy". Just once I'd like to see a discussion that doesn't turn into an argument on why one side is overpowered and in need of a nerf.
To be able to fly both yet choose AAR over ASB...
This doesn't speak well of your IQ.
Btw, to catch ppl while packing 1600s, what's your secret? Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Liang Nuren
Heretic Army Atrocitas
2967
|
Posted - 2013.02.11 20:12:00 -
[37] - Quote
Paikis wrote:Ad hominems are bad mmkay?
I'm sure you responded to the wrong post then.
-Liang
Ed: All "you people" that are "like that" are just a bunch of "whiny cry babies" and "cry more than miners". Yeah, I'm the one **** stirring with ad hominem.  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
|

Nesteh Rotsuda
State War Academy Caldari State
0
|
Posted - 2013.02.11 20:45:00 -
[38] - Quote
I have not seen anyone mention how this might effect frigates. SAAR + MASB on the same fit might be a bit over the top? |

Liang Nuren
Heretic Army Atrocitas
2967
|
Posted - 2013.02.11 21:20:00 -
[39] - Quote
Nesteh Rotsuda wrote:I have not seen anyone mention how this might effect frigates. SAAR + MASB on the same fit might be a bit over the top?
No, I don't think that'll be much of a problem. Maybe you can post a fit that's worrying you in particular?
-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
|

Alticus C Bear
University of Caille Gallente Federation
133
|
Posted - 2013.02.11 22:07:00 -
[40] - Quote
I am not sure it is as bad as the general feeling suggests in this thread, but then I have been using the RAH so what do I know.
In all cases the ASB provides better boosting within itGÇÖs boost cycle.
I would say the SAAR is ok compared to the MASB they provide around the same hitpoints with the SAAR taking longer to provide those hitpoints. As you can continue to run the AAR it may be a good choice in a frigate fight as neither ship will last long enough to get a reload in.
I would suggest the same at the MAAR LASB level with neither ship likely to get time for a reload the MAAR can potentially provide more hitpoints, this is where I believe a form of buffer + AAR or a second rep is vital to last long enough to get the benefit.
AT LAAR level the XL- gets a massive head start in boosting power, although it goes into itGÇÖs reload quite quickly I believe if fight duration is between 49-103 seconds (this example differed in that I worked on having a SBAII & cycle time rig for the ASB and Nanopump/Nanopump/Accel rig for the LAAR) then the LAAR has an advantage before the ASB has reloaded and catches up, after the end of the second reload ASB (somewhere around 180seconds) things are still even but from this point there is some crossover but the XL-ASB has an increasingly large advantage. There may be an optimum point to reload the LAAR if the fight is expected to last more than 200 seconds.
Of course this excludes factors like resists and other advantages of shield fits in regards to slots and cap, I do not believe it is pre-nerfed it is arguably better balanced. If I were to change anything about the ASB I may suggest reducing the reload time on the small and increasing it on the XL.
|

mental maverick
Perkone Caldari State
39
|
Posted - 2013.02.11 22:09:00 -
[41] - Quote
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.
I agree somewhat, it's not bad but what would really make it shine is if the use of nanite paste could be turned on and off since like you say, you rairly need the extra rep boost in the beginning of a fight when your in an armor tanked ship. Your just not doing enough dmg to be able to charge in and kill something while you still have nanites like you can do with the ASBs. The way to do it in armor tanking ships is split targets up and chew through the first one while his friends are on they're way and then use the nanite paste to survive long enough to kill off the first target you tackled. Repair amount seems pretty fine to me as is. Active tanking in general could use a boost in order to make active tanks on ships that don't have a tanking bonus viable but as long as Legion and Tengu links are around that isn't going to happen because it would make boosted active tanking retardedly OP in a small scale environment imo.
Making the AARs not require cap at all is just a really bad idea tbh and would only serve to make it an armor ASB which is just plain dumb and boring. I think it was a bad idea to make the ASBs capless since basicly the only way to counter it is more dps, as in more ppl. Lately I have kind of had a change of heart though because like a lot of ppl have discovered even though having a capless tank is really awesome, without any source of cap you are still extremely vulnerable to neuts since mobility, tackle, hardeners all require cap. I would rather they tried to tweek the ASBs properties and bring them down in performance in some way but still having them require no cap. Making it possible to only fit 1 ASB might be a solution but a rather boring one imo, I'd rather see them nerfing them a bit instead but still keep them a viable choice both single and double fit. Maybe make them use larger cap charges so you wont be able to tank forever and ever and ever... or make it harder to oversize them. The latter probably being the best solution.
For armor tanking I would like to see it go more towards being a efficient way of tanking, more rep/cap then shields but less rep amount per cycle. Since dmg mods are allways a pain to fit on an active armor tank you are basicly slowly grinding your targets down and therefor need a tank that is sustainable for a longer amount of time then you would in a shield tanked ship with lots of dmg mods in the lows. I like the changes to armor tanking so far but a cap reduction across the board is sorely needed especially on the large reppers.
|

Nesteh Rotsuda
State War Academy Caldari State
0
|
Posted - 2013.02.11 22:16:00 -
[42] - Quote
I am no fit expert but I was thinking brawling frigates that would already consider using MASB to begin with. The SAAR might buy enough time for a reload on the MASB? Even if it didnt the amount of hp it would restore while overloaded for 6 cpu and 6 grid is quite alot.
I prefer using a regular shield booster on the breacher but this could give you an idea.
[Breacher, New Setup 4] Small Armor Repairer II Replace with SAAR Damage Control II Ballistic Control System II
Medium Ancillary Shield Booster, Cap Booster 50 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Experimental 1MN Afterburner I
Rocket Launcher II, Rocket Launcher II, Rocket Launcher II,
[empty rig slot] [empty rig slot] [empty rig slot]
Hobgoblin II x1 Hobgoblin II x1
2% or 4.25 cpu short but that can be made up a couple ways.
Im thinking even a shield buffer fit might benefit from putting this in one of its lows. |

Zarnak Wulf
In Exile.
1029
|
Posted - 2013.02.11 22:54:00 -
[43] - Quote
Nesteh Rotsuda wrote:I am no fit expert but I was thinking brawling frigates that would already consider using MASB to begin with. The SAAR might buy enough time for a reload on the MASB? Even if it didnt the amount of hp it would restore while overloaded for 6 cpu and 6 grid is quite alot.
I prefer using a regular shield booster on the breacher but this could give you an idea.
[Breacher, New Setup 4] Small Armor Repairer II Replace with SAAR Damage Control II Ballistic Control System II
Medium Ancillary Shield Booster, Cap Booster 50 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Experimental 1MN Afterburner I
Rocket Launcher II, Rocket Launcher II, Rocket Launcher II,
Hobgoblin II x1 Hobgoblin II x1
2% or 4.25 cpu short but that can be made up a couple ways.
Im thinking even a shield buffer fit might benefit from putting this in one of its lows.
Edit: quick Merlin buffer fit i threw together:
[Merlin, New Setup 3] Damage Control II Micro Auxiliary Power Core II Small Armor Repairer II Replace with SAR
Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Experimental 1MN Afterburner I Medium F-S9 Regolith Shield Induction
Light Neutron Blaster II, Light Neutron Blaster II, Light Neutron Blaster II,
Would this become a standard fit? WOuld it be OP?
It is a bad idea to try to dual tank a ship. It ends confused and performs badly. Both of these shield tanking ships have horrible armour stats. There is little buffer for them to try to stay ahead of. You'd be better served by damage modules, tracking enhancers, or even speed modules.... |

Zarnak Wulf
In Exile.
1029
|
Posted - 2013.02.11 23:02:00 -
[44] - Quote
I'm looking forward to the AAR. I think that if everyone thought them great they would quite possibly be overpowered. I remember threadnaughts on the projectile buff and supercarriers. 'Moar, moar, moar' on one and 'They're fine, we tested them. Put them in the game' on the other. 
The other end of the spectrum is the grand old metagame. Of all the combat and attack cruisers, only two still have dedicated utility slots - the Rupture and Stabber. Of the proposed rebalanced BC, most have to downsize something to fit a same size neut. I found myself slapping small neuts on the Harb, Ferox, Brutix, etc.... over on the test server. Even the Cyclone can only fit a medium and a small with it's two utility slots.... HAMs and one X-LASB take up the rest of the fitting. |

Maeltstome
Mentally Assured Destruction Whores in space
343
|
Posted - 2013.02.11 23:03:00 -
[45] - Quote
Zarnak Wulf wrote:Nesteh Rotsuda wrote:I am no fit expert but I was thinking brawling frigates that would already consider using MASB to begin with. The SAAR might buy enough time for a reload on the MASB? Even if it didnt the amount of hp it would restore while overloaded for 6 cpu and 6 grid is quite alot.
I prefer using a regular shield booster on the breacher but this could give you an idea.
[Breacher, New Setup 4] Small Armor Repairer II Replace with SAAR Damage Control II Ballistic Control System II
Medium Ancillary Shield Booster, Cap Booster 50 Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Experimental 1MN Afterburner I
Rocket Launcher II, Rocket Launcher II, Rocket Launcher II,
Hobgoblin II x1 Hobgoblin II x1
2% or 4.25 cpu short but that can be made up a couple ways.
Im thinking even a shield buffer fit might benefit from putting this in one of its lows.
Edit: quick Merlin buffer fit i threw together:
[Merlin, New Setup 3] Damage Control II Micro Auxiliary Power Core II Small Armor Repairer II Replace with SAR
Fleeting Propulsion Inhibitor I Faint Epsilon Warp Scrambler I Experimental 1MN Afterburner I Medium F-S9 Regolith Shield Induction
Light Neutron Blaster II, Light Neutron Blaster II, Light Neutron Blaster II,
Would this become a standard fit? WOuld it be OP? It is a bad idea to try to dual tank a ship. It ends confused and performs badly. Both of these shield tanking ships have horrible armour stats. There is little buffer for them to try to stay ahead of. You'd be better served by damage modules, tracking enhancers, or even speed modules....
Plate the **** out of a battle ship, plug in an XL-ASB. Dual tanking works well enough due to ASB's mechanics...
|

Liang Nuren
Heretic Army Atrocitas
2967
|
Posted - 2013.02.11 23:04:00 -
[46] - Quote
The Stabber has two missile slots IMO. They actually work out fairly well.
-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
|

Nesteh Rotsuda
State War Academy Caldari State
0
|
Posted - 2013.02.11 23:30:00 -
[47] - Quote
Zarnak Wulf wrote:Nesteh Rotsuda wrote: Snip
It is a bad idea to try to dual tank a ship. It ends confused and performs badly. Both of these shield tanking ships have horrible armour stats. There is little buffer for them to try to stay ahead of. You'd be better served by damage modules, tracking enhancers, or even speed modules....
SAAR reps 135 > overloaded 148.5 > 8 reps 1188 > 1553 ehp vs exp or 2795 ehp vs em for the Merlin buffer fit. That doesnt include any unboosted reps you might get lucky to throw in. Pretty nice for 1 slot i think.
It just appears this will be a bigger boost to shield frigates then the armor ones. |

Zarnak Wulf
In Exile.
1030
|
Posted - 2013.02.12 01:25:00 -
[48] - Quote
Nesteh Rotsuda wrote:Zarnak Wulf wrote:Nesteh Rotsuda wrote: Snip
It is a bad idea to try to dual tank a ship. It ends confused and performs badly. Both of these shield tanking ships have horrible armour stats. There is little buffer for them to try to stay ahead of. You'd be better served by damage modules, tracking enhancers, or even speed modules.... SAAR reps 135 > overloaded 148.5 > 8 reps 1188 > 1553 ehp vs exp or 2795 ehp vs em for the Merlin buffer fit. That doesnt include any unboosted reps you might get lucky to throw in. Pretty nice for 1 slot i think. It just appears this will be a bigger boost to shield frigates then the armor ones.
Take your Merlin fit, replace your meta MSE with the T2 version and the SAAR with a magstab. That Merlin in a comparison to yours, assuming both are fit with Null, does 161 DPS with 6085 EHP vs 131 DPS and 5691 EHP. Your SAAR has to cover an 11 second time-to-live hole with a kinetic resist in the 30's. In most circumstances the addition of rigs makes the dual tank Merlin's situation more desperate.
I prefer the extra DPS because in most situations I have to kill the target and GTFO before his friends arrive. The DPS on that gimmick fit is too low for me to consider it viable. |

Zarnak Wulf
In Exile.
1030
|
Posted - 2013.02.12 01:28:00 -
[49] - Quote
Liang Nuren wrote:The Stabber has two missile slots IMO. They actually work out fairly well.
-Liang
It's Minmatar. I say PO-tato, you say po-TAT-o.  |

Maeltstome
Mentally Assured Destruction Whores in space
344
|
Posted - 2013.02.12 18:56:00 -
[50] - Quote
Zarnak Wulf wrote:Liang Nuren wrote:The Stabber has two missile slots IMO. They actually work out fairly well.
-Liang It's Minmatar. I say PO-tato, you say po-TAT-o. 
choose 4 bonused guns and 2 unbonused missiles or 5 bonused guns and 1 unbonused missile.
Yea, thought so. |

Gitanmaxx
Viziam Amarr Empire
84
|
Posted - 2013.02.15 22:12:00 -
[51] - Quote
so it uses cap in addition to charges instead of just charges like the asb, and it's charges are crazy expensive. So basically the same as the shield tanking variety but worse? In a patch to correct shield tanking being far superior to armor tanking. Anyone else find this ironic? |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
572
|
Posted - 2013.02.15 23:07:00 -
[52] - Quote
Gitanmaxx wrote:Anyone else find this ironic?
It's good for business, most of my materials to build that nanite past gets sold fast and way expensive than ever. (schhhht don't say anyone Fozzie said somewhere there would be some changes on materials cost for those)
I don't know if any changes are going to be made about nanite paste components but as far as I'm concerned it's nothing really hard to build for self consumption, hell even the BPO can be made out of PI !!
*removed inappropriate ASCII art signature* - CCP Eterne |

Cartheron Crust
Red Federation
80
|
Posted - 2013.02.15 23:13:00 -
[53] - Quote
Terrible module that adds nothing to the game.
I would have been more satisfied with making all the existing armor repairers less cap hungry perhaps so you don't have to use as many moduless to viably active tank. Thus making it blatently obvious at the difference between shields and armor. This way you could use the extra fitting for either upgrading gun tiers or extra ewar.
This module is just trying to bandaid something that needs actual surgery. The other armor changes however are great. 
|

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
572
|
Posted - 2013.02.15 23:32:00 -
[54] - Quote
Cartheron Crust wrote:This module is just trying to bandaid something that needs actual surgery.
Agree with this.
*removed inappropriate ASCII art signature* - CCP Eterne |

Whitehound
833
|
Posted - 2013.02.15 23:40:00 -
[55] - Quote
For how long can the AAR use repair paste? How does this compare to the ASB when cargo size is factored in? Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling. |

Taoist Dragon
Bastion of Mad Behaviour
242
|
Posted - 2013.02.16 00:28:00 -
[56] - Quote
For small gang / solo stuff in medium to small ships the difference in shield v armour is much less with the new AAR coming into play.
The ASB has silly tank numbers for a very short time period then you eiher reload and hope you have enough buffer to last or you cap yourself out in very little time as it keeps boosting then you wait for reload. With the AAR you get a great burst tank for armour that lasts longer (due to slower cycle time) than ASB and when you run out of loaded nanite paste you still get a decent tankd ongoing. Cap is not an issue cos you fit to cap usages as an armour tanker anyways. The AAR just closes the gap somewhat in the 'burst' tanking.
FFS people stop trying to make shield tanking and armour tanking identical! they are different and operate in a different manner. With the changes to penalties and rigs for armour tanking they will be even more viable for the smaller ship classes. This is a good thing.
The tank differently if you can't see how to use it then don't use it! That is the Way, the Tao.
Balance is everything.
I'm NOT a Pirate! I'm a privateer! |

Zarnak Wulf
In Exile.
1035
|
Posted - 2013.02.16 00:53:00 -
[57] - Quote
Maeltstome wrote:Zarnak Wulf wrote:Liang Nuren wrote:The Stabber has two missile slots IMO. They actually work out fairly well.
-Liang It's Minmatar. I say PO-tato, you say po-TAT-o.  choose 4 bonused guns and 2 unbonused missiles or 5 bonused guns and 1 unbonused missile. Yea, thought so.
Or neuts. Which is the point. Of all the combat and attack cruisers out there only the Stabber and Rupture still have utility highs in the form of unbonused weapon slots. If you're making the point that they're silly not to fit said missile weapons - then you are supporting my larger point. Neutralizers are going to be the domain of specialized ships more and more as the rebalance goes on. Even the battlecruisers which have utility highs are being forced to sacrifice either tank or gank to get medium neuts fitted. More often you'll see them downsize the neut to small or skip it altogether. The metagame is changing and most don't even realize it.
Roll the damn thing out. Get a measure of the metagame. Make adjustments. This is their plan. I support it. |
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