Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jenshae Chiroptera
458
|
Posted - 2012.02.20 17:52:00 -
[1] - Quote
Okay, I am a bit sleep deprived, so this post might be a little more incoherent than I usually am.
The problem
When you are being zerged you are far more likely to be blown up before logistics ships can repair you. In small engagement and PVE it can be a useful way of tanking but in large fights you probably have the weakest tank in the system.
Story description blarrgh
Energy can not be created or destroyed - it can only be converted. The more abundant the energy, the easier it is to get the perfect type and to capture it for your own use.
The solution
(Shield tanking)
- Shield boost amplifier becomes an active module.
- When it is on then its absorb function kicks in.
- More ships shooting at you, which are not in your fleet, exponentially more efficiently you absorb energy to convert.
- You only convert the energy type damage which your resists block - low resists, low absorption.
- Can repair damage as it comes in and respond in an adaptable, corresponding way to the fight you are in.
- When you jump through a gate and your hardeners are on, they automatically come on when you de-cloak in the next system.
(Draw backs)
- Every cycle of your booster when it is on does overheating damage to the amplifier.
- The absorb ability only works when you are boosting.
- You can run out of capacitor and be dead in the water.
- Active will probably still have a lower breaking point than buffer tanking due to volleys and less eHP.
(Armour and hull tanking.)
Meh. Who cares?
- Stick the absorb function on the damage control, it is worse than an Energised Adaptive Nano Membrane in terms of resistance.
- Turning the Damage Control on and active hull or armour tanking means more resistance but you also start burning it out even when you don't want to.
- Nearly everyone loves and uses a DC anyway and it is less demanding to fit than the amplifier.
- The armour amplifier is a rig (and there are no active rigs)
- Hull has no amplifiers.
Ideas & stuff EVE - the game of sand castles, either building them or kicking them down. -á Status: Taking a break |
Tinu Moorhsum
Royal Scientific Research Enterprise
37
|
Posted - 2012.02.20 17:57:00 -
[2] - Quote
tl;dr: zero skill carebear wants some kind of uber thing..
response from people who have taken the time to actually train skillz and learn how to play eveonline...
LOL
'nuf said
|
Skippermonkey
Tactical Knightmare
668
|
Posted - 2012.02.20 18:06:00 -
[3] - Quote
or you could like... overheat your hardeners?
|
Jenshae Chiroptera
458
|
Posted - 2012.02.20 18:17:00 -
[4] - Quote
Yeah, stupid care-bear n00bs, they are almost as bad as developers.
From here
CCP Greyscale wrote: I'm going to disagree and say that the real problem with active tanking is its lack of scalability.
With buffer tanking, your survivability against an arbitrary amount of DPS is always directly proportional to your EHP. No matter what situation you're in, adding 50 percent EHP keeps you alive 50 percent longer.
With active tanking, there's a range of DPS where you survive indefinitely (effective rep amount > incoming DPS), a fairly thin range DPS where it's "balanced" (effective rep amount ~= incoming DPS), and then a huge range of DPS above that where your tank is effectively pointless (effective rep amount << incoming DPS) and has no impact whatsoever on your survivability.
This is I think also a major issue with "blasters" - a lot of the blaster platforms have to choose between fitting an active tank which isn't going to help at all half the time, and fitting a passive tank which discards one of their major hull bonuses and slows the ship down to boot.
The tricky bit in resolving this is finding a way to let active tanking scale effectively at higher DPS ranges without making it totally overpowered for smaller engagements. The most obvious fix I can see is some method of boosting active tanking's burst repair potential without making it sustainable at those levels. Adding permanent resistance bonuses to reps makes the modules somewhat more useful but also serves to homogenize fittings towards primarily relying on EHP.
Ideas & stuff EVE - the game of sand castles, either building them or kicking them down. -á Status: Taking a break |
Jenshae Chiroptera
459
|
Posted - 2012.02.22 23:49:00 -
[5] - Quote
Yes, I think this thread is a good example of this theory. Pity that the people it most applies to won't be able to concentrate long enough to watch it. Ideas & stuff EVE - the game of sand castles, either building them or kicking them down. -á Status: Taking a break |
|
|
|
Pages: 1 :: [one page] |