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CCP: Request for Clarification on Armor Resistance Shifting Hardener

Author
Moonaura
The Dead Rabbit Society
#1 - 2012-03-26 11:39:34 UTC  |  Edited by: Moonaura
Hey CCP, great looking fanfest, congrats. Big smile Excited for what is coming.

However, I am seeking clarification and further discussion regarding two of the new modules that were introduced at FanFest.

Here is the slide:
http://desmond.yfrog.com/Himg875/scaled.php?tn=0&server=875&filename=4wbsl.jpg&xsize=640&ysize=640


Here are the points I'd like clarification on:

  • Armor Resistance Shifting Hardener - A module that give resistance bonus, where the resistance bonus changes over time based on incoming damage
  • Fueled Shield Booster - A shield booster where you can choose to either use capacitor or a charge (from cargo hold) to fuel


I sense the logic that these two module types are designed to offer. They are both different and yet, somehow balance each other out. But they only really achieve this truly - in a solo engagement and to a lesser degree in a small gang.

The problem arises, when you scale the the fleet sizes. The armor resistance shifting hardener is potentially far more valuable in a fleet of 30-1000+ armor ships. Imagine for example, how this would effect the use of a Drake blob, tied to kinetic damage against an armor fleet using the shifting hardener? The armor fleet would tank the heck out of them.

Already, in these sort of fleet sizes, backed by guardians and archons, you arguably have the best logistics cruiser and triage carrier in the game, but now you end up handing armor a huge advantage in fleet combat. Because in shield fleets of this size - boosters aren't fit - ever. Instead it's all about resistances and buffer to get the best from the scimitars and basilisks. We will be left in a situation where shield fleet fits have to omni tank, and armor can just fit more buffer and adapt their resistances to be unbreakable.

The other issue facing most Caldari ships, is that we already need a cap booster to power an active tank and hybrid guns. Heck, shield boosters are so cap heavy, even missile boats need to fit a cap booster (you honestly don't think a medium shield booster is good enough on an active Drake fit right? Smile

So, the question is, where is the room in the cargo hold for the extra fuel we're now supposed to carry? It is already filled with missiles, hybrid charges and cap boosters. And for tight fits like this, the idea the idea we can burn extra cap to get some shield is not really an option, as no cap = death. You're talking about a tank type that has no passive adaptive module as it is, unlike Armor with it's EANM, so shield tanks are almost always active hardeners with invulnerability modules, without which the tanks fail fast.

Personally, I feel that if something like a shifting hardener is introduced - you need to do it for both armor and shield types.

In addition, offer a new, third module, for small gang armor pilots, where they can get some sort of tank benefit akin to the shield booster, that also uses 'fuel'. Hows about a Nanite Injector module for example?

And for Caldari hybrid ships, you'd need to give them a bit more capacitor to even contemplate fitting something that either uses fuel or any capacitor left.

Either way, more details on these modules and the thinking behind them, would be greatly appreciated. Thanks CCP, and keep up the good work.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Morgan North
Dark-Rising
Wrecking Machine.
#2 - 2012-03-26 11:49:42 UTC
2 Points.

1. Armor Resistance Shifting Hardener seems to imply its only for Armor, so... No Drake blob tanking armor in their right minds.

2. it is likely the Fuel to regenerate the shields will phase out the usage of Cap-Boosters in their current incarnation supporting active tanking shield-wise.
Moonaura
The Dead Rabbit Society
#3 - 2012-03-26 11:59:00 UTC  |  Edited by: Moonaura
Morgan North wrote:
2 Points.

1. Armor Resistance Shifting Hardener seems to imply its only for Armor, so... No Drake blob tanking armor in their right minds.

2. it is likely the Fuel to regenerate the shields will phase out the usage of Cap-Boosters in their current incarnation supporting active tanking shield-wise.



Well your first point is a little unclear, do you mean a drake blob would not attempt to fight armor? or do you mean Drakes fitting armor? Neither of which seems like a great game change. We'll just end up with three races tanking armor in fleets and the end of shields in anything above a 7 man gang.

As for your second point, that is complete supposition, given the lack of details so far, there is no mention that cap boosters would be used in this way, and the point remains, a Ferox eats cap with an active tank, the number aren't great even with a large shield booster - only about 300 omni, and we need 800 sized cap boosters to be long term cap stable.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

James Amril-Kesh
Viziam
Amarr Empire
#4 - 2012-03-26 12:20:22 UTC  |  Edited by: James Amril-Kesh
The armor hardener seems to help against prolonged DPS, but not against alpha. That makes it not very viable for large fleet fights.

The greatest benefit is probably to solo PVP with this module.

Enjoying the rain today? ;)

Buzzy Warstl
Quantum Flux Foundry
#5 - 2012-03-26 13:03:20 UTC
Drakes are supposed to be losing their Kinetic damage boost in favor of a ROF boost anyway.

This would be far more effective in PvE tanks.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

James Amril-Kesh
Viziam
Amarr Empire
#6 - 2012-03-26 13:37:43 UTC
Buzzy Warstl wrote:
This would be far more effective in PvE tanks.

I disagree. I think that for this module to be balanced it would have to be less effective than armor hardeners. Because of this, it's only more useful than hardeners if you don't know what damage type you're going to be facing in advance. You always know in PVE, so that makes this much less useful. Small scale PVP is where this module will see its use.

Enjoying the rain today? ;)

Moonaura
The Dead Rabbit Society
#7 - 2012-03-26 13:37:57 UTC  |  Edited by: Moonaura
Buzzy Warstl wrote:
Drakes are supposed to be losing their Kinetic damage boost in favor of a ROF boost anyway.

This would be far more effective in PvE tanks.


Well one can only hope that other Caldari missile boats get an ROF boost and it isn't just the Drake. I would like to see if be applied to the Cerberus as well for example. But other races are tied to a damage type, so if it remains Kinetic so be it, I'm not interested in a 'win' button for any race.

You may well be right it might be a PvE thing, without more details it is hard to make a good judgement. But regardless I can see it being used in PvP fits, we have some very creative players in EvE when it comes to exploiting fits and mechanics.

For me, the more interesting option, is to give both tank types similar modules, and see what people do with them, rather than restricting either type of the new modules to one tank type or another.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

PDH Sylar
Seven Minutes To Midnight.
#8 - 2012-03-26 14:45:55 UTC  |  Edited by: PDH Sylar
The active armor shift, will fit in well as both the Energized and Platings have the phrase ''Adaptive'' in their name. Hence it can adapt to incoming dps, instead of just being a omni-resist modual.

Sure, it will stop drake blobs using 100% kinetic damage, however as said before this is getting removed and replace with a ROF bonus, so you should technically do more dps with all damage type which is more of a bonus than just more dps with kinetic. At the end of the day, pvp should be about finding out what your opponent is trying to do and countering it. If you bring an armor fleet, and Im in a drake im not going to be shooting kinetic... I would proberly shoot explosive as no1 tanks this anymore as nothing apart from barrage and warriors do this damage type.

As for the shield booster fuel, if they make it so the booster runs 100% on this fuel, and uses no cap, sureley this will be a huge benefit to active shield tanking. You will be able to maintain MWD for longer aswell as having an awesome burst tank. Imagine ships such as the maelstrom and sleipnir, you wouldn't need a cap booster freeing up a med slot, while maintaining the same burst tank.

Sure shields are more small scale pvp however, thats the point of shields... you lose tank for more speed and damage. Thats the point of EVE, many different styles and tactics. I have trained both as both are very useful in different situations. Sure newer players wont be able to do both, but this is what drives you to keep playing and getting better. I can now fly every ship in game, and its boring... I wish could still get that awesome feeling of having 1hour left on a skill which lets you get in a new ship, or use a new weapon.

TL:DR - EVE is varied, ships have specific roles, bring a rock if he brings scissors, but becareful of paper. (lizard and spock are in jove space atm ~ release date pending)
Moonaura
The Dead Rabbit Society
#9 - 2012-03-26 16:13:28 UTC  |  Edited by: Moonaura
PDH Sylar wrote:
The active armor shift, will fit in well as both the Energized and Platings have the phrase ''Adaptive'' in their name. Hence it can adapt to incoming dps, instead of just being a omni-resist modual.

Sure, it will stop drake blobs using 100% kinetic damage, however as said before this is getting removed and replace with a ROF bonus, so you should technically do more dps with all damage type which is more of a bonus than just more dps with kinetic. At the end of the day, pvp should be about finding out what your opponent is trying to do and countering it. If you bring an armor fleet, and Im in a drake im not going to be shooting kinetic... I would proberly shoot explosive as no1 tanks this anymore as nothing apart from barrage and warriors do this damage type.

As for the shield booster fuel, if they make it so the booster runs 100% on this fuel, and uses no cap, sureley this will be a huge benefit to active shield tanking. You will be able to maintain MWD for longer aswell as having an awesome burst tank. Imagine ships such as the maelstrom and sleipnir, you wouldn't need a cap booster freeing up a med slot, while maintaining the same burst tank.

Sure shields are more small scale pvp however, thats the point of shields... you lose tank for more speed and damage. Thats the point of EVE, many different styles and tactics. I have trained both as both are very useful in different situations. Sure newer players wont be able to do both, but this is what drives you to keep playing and getting better. I can now fly every ship in game, and its boring... I wish could still get that awesome feeling of having 1hour left on a skill which lets you get in a new ship, or use a new weapon.

TL:DR - EVE is varied, ships have specific roles, bring a rock if he brings scissors, but becareful of paper. (lizard and spock are in jove space atm ~ release date pending)



Good post PDH, however not everyone wants to fly every race in the game and it takes many months for a new pilot to be half decent in one race alone and only then at say, medium sized weapons. Not all shield ships are known for speed and damage, most Caldari ships are the same speed, if not slower, than Amarr - with plating in. Granted they have better agility, but equally they have far larger signatures. In a fleet fit, Caldari have to forgo DPS in the low slots, for ECCM and a Damage Control, given the mid slots are made up of tank, propulsion and for blaster fits - Cap Boosters.

I appreciate that eve should remain varied, my worry is that you give armor a clear advantage in a fleet situation, you will see everyone just focus on armor for fleets. That is also how EvE works - everyone picks the ships that win the most.

I would like to see both types of modules for both types of tank types, to continue that variety, and avoid stratification.

Here is an example: An Abaddon could still fit two EANM's, 1600 plate, damage control and a new shift resistance module and have both great omni resists as standard, buffer and the new ability to focus it's resists if it comes across a specific fleet type. It still has free slots for DPS free and mids for tracking computers, target painters and other e-war etc.

While it may be true the Drake might be getting ROF instead of KN damage, will this be the case for all Caldari ships? From the Hawk, all the way through to the Phoenix - they all have Kinetic bonuses for DPS.

Even so, I grant you, a Caldari fleet with missiles in could mix up the DPS types regardless, thus nullifying the advantage of any shift resistance modules, but you still have the not inconsiderable issue with missiles, with their time to reach a target - a distinct disadvantage in smaller fleet PvP where logistics are involved.

Minmitar would also feel a fair bit hacked off, with most of their damage being explosive, it would put them at a real disadvantage against armor fleets.

So... my concern is, you end up with every one rerolling Amarr / Gallente, being forced to do so, just to remain competitive in a fleet fight. As a guy trying to show what Caldari can do, naturally, I'd feel a tad disappointed if that ended up being the case.

But right now, we could be debating over nothing, which is why I'd like some clarification, but based on what has been announced, I am concerned that armor fleets are about to get something shields can't make use of in a fleet and can only truly be countered, by also deploying an armor fleet.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Daedalus II
Aliastra
Gallente Federation
#10 - 2012-03-26 16:25:18 UTC
I think the goal with the adapting armor resists is simply to encourage more diverse fleets.

Yes it will break drake blobs, so what? Is that a bad thing?

Instead you will need a diverse fleet with many different damage types which will nullify the adaptive armor resist by spreading it out thin.

And the new lock breaking module has a similar purpose in that it wants to make blobs less efficient. As soon as you have the whole fleet attacking you (if you survive the alpha) you activate the module and it will almost certainly break the lock, making this sort of attacks useless.
Henry Haphorn
Killer Yankee
#11 - 2012-03-26 16:35:54 UTC  |  Edited by: Henry Haphorn
James Amril-Kesh wrote:
The armor hardener seems to help against prolonged DPS, but not against alpha. That makes it not very viable for large fleet fights.

The greatest benefit is probably to solo PVP with this module.


Agreed on that point on alpha damage. This is very much apparent in terms of high-sec suicide ganks in which Alpha damage reigns supreme over DPS. Career gankers always scan their targets for the purpose of figuring out the weakest damage resistance so that they can exploit it. Therefore the target's adaptive armor will not shift resistance enough in time to prevent itself from exploding at the hands of a ganker. This is why standard resistance mods that don't adapt will still remain more favorable to career gank survivors.

EDIT:

Actually, I see an additional flaw in the use of adaptive armor mods.

Let's say a Hulk pilot fits an adaptive armor mod onto his ship and mines to his heart's content. A scout scans the Hulk and reports which resist is strongest and weakest. A fleet of gankers arrive and start shooting the Hulk. But instead of shooting for the weakest resist, they aim for the strongest resist that also includes the resist from the shield. All but one or two of the gankers lose their ships to Concord because one or two are fitted to deal damage towards the weakest fit and have not yet fired. Because so much resist has been shifted towards the strongest resist that the weakest resist is made even weaker. Just weak enough for the one or two remaining gankers to finish the job even with Concord still present on the field.

But this brings more questions. Will Damage Control mods be allowed to be fitted with an adaptive armor mod? Will the adaptive armor mod shift the natural resist of the ship or will it add its own resist and shift those instead?

Adapt or Die

Moonaura
The Dead Rabbit Society
#12 - 2012-03-26 17:24:44 UTC
Daedalus II wrote:
I think the goal with the adapting armor resists is simply to encourage more diverse fleets.

Yes it will break drake blobs, so what? Is that a bad thing?

Instead you will need a diverse fleet with many different damage types which will nullify the adaptive armor resist by spreading it out thin.

And the new lock breaking module has a similar purpose in that it wants to make blobs less efficient. As soon as you have the whole fleet attacking you (if you survive the alpha) you activate the module and it will almost certainly break the lock, making this sort of attacks useless.


I don't fly in drake blobs, so it doesn't bother me in that sense. And yes, appreciate that may be the underlying idea, to stop that.

But rather than diversify, I think you'll just end up with every one in the same armor ships, and in a years time everyone will be whining about the Prophecy blobs instead of drakes.

Diversity is an issue in a fleet, because you end up with having to bring two types of logistics, and thus half your potential repair rates. That is generally not seen as a good tactic, so you'll end up with all armor fits. Thats okay for three of the races in EvE... if that is what you mean by diversity.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Simi Kusoni
HelloKittyFanclub
#13 - 2012-03-26 22:13:20 UTC
If you want a CCP response post in the general discussion forum, devs tend not to read/post in here Blink

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

PDH Sylar
Seven Minutes To Midnight.
#14 - 2012-03-26 23:33:47 UTC  |  Edited by: PDH Sylar
Spent ages typing a post.. press post and it deletes.... awesome.

Basically... Caldari is Caldari, they shield tank... the cards have been delt.

Option One - Crosstrain
Option Two - Dont crosstrain and accept that you cant do what other ships do.

When was the last time you heard armor pilots posting about their armor not passive recharging, or getting fully repped for free when docking in stations ???

It will take a total overhaul of the prophecy for it to ever be used in any sort of fleet combat. Its a waste of trit, unless you want a cheap bait cyno... but the maller does a better job.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#15 - 2012-04-02 04:46:23 UTC
I would like to point out (no trolling intended) that we already have a shield booster for armor: Armor Repairer

But I agree: A fueled version would be nice

Also, can your please type tour link? Everytime I try using a link on these forums when using my tablet or smartphone, it gives me a WE WERE GANKED page.

This is my signature. There are many like it, but this one is mine.

Drop-Me-Own-Stocks Darius
Caldari Provisions
Caldari State
#16 - 2012-04-02 04:58:32 UTC
Maybe CCP should make Shield Boosters use Cap Booster charges instead of introducing a new ammo type.

It would also be nice to see Shield Boosters give a passive (but tiny) Shield Recharge bonus in addition to what they can already do.
Who would like to buy a melon?  Madame, would you like to buy a--   ...oh. I see you've already got some.   Who would like to buy a melon?
Kiroma Halandri
Brutor Tribe
Minmatar Republic
#17 - 2012-04-02 05:06:49 UTC
Will all shield boosters receive the ability to use fuel? My ship has an unstable cap because of the Shield Booster.
Drop-Me-Own-Stocks Darius wrote:
Maybe CCP should make Shield Boosters use Cap Booster charges instead of introducing a new ammo type.

It would also be nice to see Shield Boosters give a passive (but tiny) Shield Recharge bonus in addition to what they can already do.

Merging modules only causes trouble, so even though it would be useful it might not be a good idea to combine Shield Boosters and Shield Rechargers, or to combine Cap Boosters and Cap Rechargers.
[center]I'm not Anti-Social,    **I just don't like you.[/center]**
Drop-Me-Own-Stocks Darius
Caldari Provisions
Caldari State
#18 - 2012-04-03 04:21:38 UTC
Bump
Who would like to buy a melon?  Madame, would you like to buy a--   ...oh. I see you've already got some.   Who would like to buy a melon?