These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Armor tank modules

Author
Unit757
North Point
#61 - 2012-07-13 19:16:13 UTC
When it comes to NORMAL fittings for both shield and armor, it seems pretty balanced. The big thing on shield ships is free play on low slots for damage mods, and with armor ships you have plenty of room for full tackle. Each style has their advantages and disadvantages. for example, if im flying with a small group, I prefer armor as i can have decent tank and full tackle, wereas in a large fleet I prefer shield, as I can forgo tackle and fit a harder tank.
DarthNefarius
Minmatar Heavy Industries
#62 - 2012-07-14 00:52:20 UTC
Get ready to revamp your armour fits: on Sisi the T2 plates now are getting a buffer bonus that'll make them more valuable then the meta 4 Rolled Tungstens. Time to make room on the Power grid armour fleets Big smile
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#63 - 2012-07-14 01:08:29 UTC
DarthNefarius wrote:
Get ready to revamp your armour fits: on Sisi the T2 plates now are getting a buffer bonus that'll make them more valuable then the meta 4 Rolled Tungstens. Time to make room on the Power grid armour fleets Big smile

Shame that amarr ships will never be able to fit them because of the extra CPU load!
Lin-Young Borovskova
Doomheim
#64 - 2012-07-15 12:29:50 UTC
Vimsy Vortis wrote:
DarthNefarius wrote:
Get ready to revamp your armour fits: on Sisi the T2 plates now are getting a buffer bonus that'll make them more valuable then the meta 4 Rolled Tungstens. Time to make room on the Power grid armour fleets Big smile

Shame that amarr ships will never be able to fit them because of the extra CPU load!


They will but I guess some ships with resistance bonus is a fair trade if they fit 800's instead of 1600. Then we're about to get cruiser/BC rebalance, it will take some time but this means all parameters should be taken in account.
Only hope it's CCP Ybert(whateverthingIcanneverspell) who's in charge, he did an awesome work with all frigates, I can only think he would make all those cruisers/bc's something we would have tons of fun with like we do with frigs.

brb

Alara IonStorm
#65 - 2012-07-15 13:15:58 UTC  |  Edited by: Alara IonStorm
The Drake isn't overpowered because of Shields, it is pretty much the missiles. Remove the Drake and give the Prophecy 7 Launchers, 7 Lows and a missile damage bonus and I give it a week before the first Prophecies are destroying the game because everyone is using them thread. Other medium LR weapons are whole insubstantial. They eat up all your fitting and if you load the long range ammo that can nearly compete with the Drakes range your DPS drops into the pathetic. Artillery Canes are only good at close ammo range because of this.

The Drakes problem is that most of the medium LR fit turret ships in the game do not measure up with its weapons.

---

As for Armor Speed vs Shield it does go a bit overboard in some cases. An Armor Rupture, Thorax, Arbitrator, Maller, Vexor are all slower then the Shield Cane before Nano's. Hopefully that will be looked into in the upcoming Cruiser buff.

CCP has stated they want to look into the Armor situation and created a rig plan in F&I that didn't measure up and so it was cancelled.

IMO I think the best buff to both Armor and Shields is to remove Rig Penalties entirely. Drakes and Rokh's don't care how big there Sig is, they are going to be hit regardless. It is the small Shield Cruisers that suffer from it by bloating them, Armor Cruisers on the other hand move at or below the speed of Shield BC's and Armor BC's at the speed of Shield BS's.

Change those Rigging Skills from a -10 to a -20% and not only is there more reason to take it to V but it helps the smaller and underused ships like Cruisers and the Harbinger get a new lease on life without hurting the bigger ships. It also opens Astronautics to Armor Buffer Ships and ES to Shield Buffer Ships and makes weapons rigs more usable.
Takeshi Yamato
Ministry of War
Amarr Empire
#66 - 2012-07-15 18:27:02 UTC  |  Edited by: Takeshi Yamato
Armor Hurricane

1600mm Reinforced Rolled Tungsten Plates I
10MN MicroWarpdrive II
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Speed 1025 m/s

Without the plate and rigs it goes 27% faster (1311 m/s).



Shield Hurricane

10MN MicroWarpdrive II
Large Shield Extender II
Large Shield Extender II


Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Signature 1894 m

Without the rigs and extender the signature drops by 31% (1440 m)



What does speed affect? (besides getting around faster)
- Ability to escape and to catch targets
- Ability to get into optimal firing distance or to deny optimal firing distance to opponents
- Reduces missile damage in some cases and makes the ship harder to track in some cases.

In other words, speed is essential in almost every encounter and of great value. Speed is often the best "tank".

What does signature radius affect?
- Minimal effect on opponent's lock time (0.2 sec lock time difference when the Armor and Shield Hurricane lock each other)
- Affects opponent's tracking. This mainly makes a difference against opponents in larger ships using turrets a size class higher. In a Shield vs Armor Hurricane fight, there is basically no difference in damage (<1% difference, though I haven't performed an in-depth analysis. Let's just say it's going to matter in some cases).
- Affects missile damage in some cases. Rage HAMs do 11% more damage on the Shield Hurricane.

In other words, the drawbacks of increased signature radius are neglibible most of the time and only start mattering more in some circumstances.


This should explain a good part of the problem.
Bouh Revetoile
In Wreck we thrust
#67 - 2012-07-15 18:53:13 UTC  |  Edited by: Bouh Revetoile
Takeshi Yamato wrote:


Interesting stuff.


This.

The only point where signature and speed are equivalent is when you orbit your target to outtrack its guns ; in this case, 30% less speed is equivalent to 30% more signature, with an advantage for less speed, because it's easier to orbit with less speed ; though the advantage is gone when your target is faster than you...

Another problem of armor is that the freed mid slot allowing for EWAR are useless because you have no choice but to use them for web and scram ; that and the other EWAR being of little use most of the time.
Takeshi Yamato
Ministry of War
Amarr Empire
#68 - 2012-07-15 19:04:44 UTC  |  Edited by: Takeshi Yamato
Bouh Revetoile wrote:

This.

The only point where signature and speed are equivalent is when you orbit your target to outtrack its guns ; in this case, 30% less speed is equivalent to 30% more signature, with an advantage for less speed, because it's easier to orbit with less speed ; though the advantage is gone when your target is faster than you...


Yes. Armor has a very slight advantage when both ships are orbiting each other, but it shouldn't be much (27% speed reduction vs 31% sig radius increase in these setups).

The interesting part is the observation that shield tanked ships tend to have medium or long range weapons and due to being shield tanked, also higher speed. They can control better whether to actually engage in a close range brawl.
Cpt Branko
The Scope
Gallente Federation
#69 - 2012-07-15 21:29:34 UTC
Bouh Revetoile wrote:

Another problem of armor is that the freed mid slot allowing for EWAR are useless because you have no choice but to use them for web and scram ; that and the other EWAR being of little use most of the time.


This is not really so simple, because a spare mid is of great use in any small-scale situation. For instance, you can fit ECCM which is very useful. Extra webs are always useful. TD is situational, but very useful given it cuts incoming damage from a ship to 0 in many cases...

The bigger thing is really that lows are vital, and so is fitting.

Consider a Hurricane in a small gang setting, for instance. The best weapon to fit in gang settings is 720mm artillery, because it does better DPS and has more alpha then ACs anywhere outside 18-ish km or so. This is fine, but a 1600mm / eanm / dc tank is both not going to fit, but even if it did the ehp wouldn't be any better then a heated invuln+LSE tank, with lower speed as well.

Assuming hypothetically fitting TCs in the mids to compensate for lost TEs, the resulting ship would be worse in just about every way. With some more imaginative use of midslots it might be better for a few applications, but still.

The only place where armour buffer really rules is Battleships, because the fitting of 1600mm plates is not a problem fitting-wise, their range is greater anyway due to gun size, and they have enough lows that a 5 slot buffer tank won't leave them impotent.

Wuxi Wuxilla
The Scope
Gallente Federation
#70 - 2012-07-15 22:49:30 UTC
Quote:

The only place where armour buffer really rules is Battleships, because the fitting of 1600mm plates is not a problem fitting-wise, their range is greater anyway due to gun size, and they have enough lows that a 5 slot buffer tank won't leave them impotent.


AHACs are really great too (and pretty much a hardcounter to drakes)

There is also quite a bit useful stuff you can use midslots for - Scrams, Webs, Tracking Disruptor, Sensor Dampener, Cap Booster, Dual Prop, ECCM, Projected ECCM, Target Painter. My AHAC Vigi has 4 midslots (obviously) and I wish I had more, because I could fill all of them with awesome stuff.
WhaleCommander
Caucasian Culture Club
#71 - 2012-07-16 18:30:13 UTC
The only issue I see is that active armor tanking sucks.

You need ships with bonus or high resists to make it even considered viable, then pimped out mods, boosters, ganglinks, etc.

Deadspace shield boosters are significantly better than their tech 2 counterparts, while deadspace armor is not as much.
Lin-Young Borovskova
Doomheim
#72 - 2012-07-16 19:26:06 UTC
Wuxi Wuxilla wrote:
Quote:

The only place where armour buffer really rules is Battleships, because the fitting of 1600mm plates is not a problem fitting-wise, their range is greater anyway due to gun size, and they have enough lows that a 5 slot buffer tank won't leave them impotent.


AHACs are really great too (and pretty much a hardcounter to drakes)

There is also quite a bit useful stuff you can use midslots for - Scrams, Webs, Tracking Disruptor, Sensor Dampener, Cap Booster, Dual Prop, ECCM, Projected ECCM, Target Painter. My AHAC Vigi has 4 midslots (obviously) and I wish I had more, because I could fill all of them with awesome stuff.



Thing is that you should never take a pirate ship or faction DED mods as example for any sort of balance because it's all fail at the end, see 95% or above people crying about Tengu when they clearly know absolutely nothing what they're talking about.

If you want to pick a decent example of how bad armor tank is pick a 6 low slot Dominix, yep has more mids but hey!! it's a hell of a drone boat...

Then take Mega, 7 lows already 5 for tank (+ rigs or you'll just die often before you get in range) but only 3 mids, so you're using guns that make you cap out with top skills, using a awful cap hungry MWD plus, you'll fit at least 1 disruptor because you don't want that shiny to go away just because he uses AB instead of MWD.
At this point, if you ever had to do more than 20km towards your enemy, your about to cap out, so you have no other choice but to fit a cap injector just to be able to shoot and move, we're talking here of an all passive fit, ad 1 LAR and it's a dual cap injector you need witch means no point, no web.

Pick Hyperion, the awfullest of all Tier 3 battleships because of it's silly slots layout, cap/pg. same problem than Mega but you will just have +1mid and less tank but not even more dps on the field unless on top of something because Hyperions are obviously also known for their awful tracking.
Now change it for a double LAR+double cap inj, you just have to fit lower tiers guns, still have dmg application issues because awful tracking and you don't have much better tank, you just have tank as long as you have cap booster charges that are vanishing FTL but then, paper thin loot piƱata.

These are just some examples who by no means show they are useless, they can succeed and do in groups with logis tackling ships etc, but it's not like if something else couldn't do it too and easier for you group to carry on their back.
Ok since hybrids rebalance Blasters dps got interesting but rails still meh but this has little to do with the discussion apart from the cap hungry shooting side.

This kind of ship, and specially Domi and Hyperion, are by a strong margin a lot better shield fitted. What the heck?

It's just my point of view, the reason why we should not start saying "Armor tanking is omgfckpwn" just because Vindicators Bhaalgorns and other pirate ships that are most often what T1/T2/T3 base ships should have as base slots/PG/CPU in the first place.

Pick the new module, so if you're not using an armor afk drones killing red crosses Navy Dominix what interest do you have on it? -none, and it's not the silly skill that helps whatever, it's just a trolling skill nothing else.
Use it on caps? -probably, but from some of my friends flying those SC/TItans they don't even want to see the sight of it in their cargo.

I can't talk to much about Amarr since I don't fly those that much but Gallente yes, and no one around will make me change my mind about the fact imho armor tanking in general is bad and active armor tanking is total crap, eats too much slots/riggs, too heavy penalties, extremely cap hungry and overall there's absolutely no armor mods that bring the efficiency of shield tanking as a hole be it buffer or active (forget caps I don't even want to get in to that because they should all pop in a single boum to make this game a better place)

brb

Lin-Young Borovskova
Doomheim
#73 - 2012-07-16 19:37:36 UTC  |  Edited by: Lin-Young Borovskova
WhaleCommander wrote:
The only issue I see is that active armor tanking sucks.

You need ships with bonus or high resists to make it even considered viable, then pimped out mods, boosters, ganglinks, etc.

Deadspace shield boosters are significantly better than their tech 2 counterparts, while deadspace armor is not as much.



You've got X-type LAR+Officer (only 2 of them that high) with about 1240 rep/cycle 15sec then OC you need to pick skills, Tech 2 LAR reps 800 per 15sec cycle and faction most used one is Imperial Navy one for 900 HP rep per 15sec cycle

I'm sure someone will post at some point some omgfckpwn dude dual rep/injectors pwning 5000 dudes and tacking chunks of planets off with lost bullets yadayada...usual crap proving nothing else but most often how many silly people you can find in pvp with awfull skills/fitted ships/bad choices etc

Now if armor tanking is just sitting still pulse Abbadons,, and gate/station camping Megathrons, certainly I will never get and will ever see in whatever manner how this Armor tanking can be balanced.
I'll still think a shield Brutix/Myrmidon/Astarte/Dominix/Megathron/hyperion are awesomely better shield tanked.

brb

Takeshi Yamato
Ministry of War
Amarr Empire
#74 - 2012-07-16 19:45:23 UTC  |  Edited by: Takeshi Yamato
When CCP creates an item, they assign it a CPU and PG requirement based on some system. How much CPU is 1 PG and vice versa? Anyone knows?


Generally speaking, 2x Armor Repairer = 1x Shield Booster + 1x Shield Boost Amp.

If somebody knows the CPU equivalent of 1 PG then we figure out if there's some sort of imbalance in fitting requirements. It sure feels like 2x Armor Repairers are more demanding to fit.
Wuxi Wuxilla
The Scope
Gallente Federation
#75 - 2012-07-16 23:03:52 UTC
What are you even talking about?

First of all, you got the slots wrong. Domi has 7 lows (and 5 mids), Megathron has 4 mids.
Then you don't have to run dual injectors for single LAR + MWD (unless you forget to turn your MWD when you are in range. Which you shouldn't forget btw).
Hyperion has tracking issues, but as a 8 Gun Blaster Ship with dmg bonus it lays down the hurt on everything big enough (btw, Mael/Tempest/Abaddon/Apocalypse/Geddon can still track stuff without a tracking bonus and thats without superior blaster tracking)
I also don't understand the connection between pirate cruisers and deadspace mods - well, I don't understand most of your post, but still, that stood out.
Pirate cruisers are not really more expensive than HACs, are actually the weakpoint of any AHAC gang (missing t2 resists, big cap issues on the Ashimmu) and wouldn't even be in them if it weren't for the web/neut bonus. Pirate ships are good because of quite a few things, tank is not one of them (besides the Guristas line maybe)

Armor tanking is still very much viable, less so in the active department (there are still people killing stuff in dual rep Domis for example) - Talking about t2 fit domis without links before someone screams pirate/deadspace again.
Songbird
#76 - 2012-07-17 00:15:28 UTC
Armor tanking viable? sure , but lets count the matches in tournament where active armor tanking was used?

I personally saw 0 active armor tanks
OTOH almost every shield fleet out there had ASB as a supplemental tanks.

Active Tanking was semi balanced before ASB. Shield uses the more important mid slots so it has the better modules - invuln (which gives a blanket protection you can't buy for armor) boost amp, which armor can only mimic with rigs and crystal set implants which armor has not.

Enter ASB - reps for twice the amount for less cap(it says it uses 940 cap but will run off of 400 boosters)and activation time is 4 secs.

Look at a t2 armor rep with maxed skills :400 cap , 800 repair , 11.25 secs duration
Now look at an ASB with maxed out skills :400 cap, 980 repair, 4 secs duration
running from boosters of course but that's also an advantage since you cannot neut a booster charge.

hmmmm.....

Now think what an ancillary armor repper would look like :

200 charges, 1600 repaired , 9 secs duration(uses 800 cap without the charge) - yes I can see everyone and their grandma using 1 :)
Zyella Stormborn
Green Seekers
#77 - 2012-07-17 00:54:28 UTC
Lin-Young Borovskova wrote:
*snip*
I can't talk to much about Amarr since I don't fly those that much but Gallente yes, and no one around will make me change my mind about the fact imho armor tanking in general is bad and active armor tanking is total crap, eats too much slots/riggs, too heavy penalties, extremely cap hungry and overall there's absolutely no armor mods that bring the efficiency of shield tanking as a hole be it buffer or active (forget caps I don't even want to get in to that because they should all pop in a single boum to make this game a better place)



Amarr is slightly better due to better cap, but not a ton. And the fact that there is no 'passive' regen possibility for armor tanks is a bit painful as well, since it means you will ALWAYS have to a) hit a base and repair, or b) have a repper nearby. So the only options are to active tank (as you said, its terrible atm), or buffer with support.

Well said. ;)

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Lin-Young Borovskova
Doomheim
#78 - 2012-07-17 16:09:34 UTC  |  Edited by: Lin-Young Borovskova
Wuxi Wuxilla wrote:
What are you even talking about?

First of all, you got the slots wrong. Domi has 7 lows (and 5 mids), Megathron has 4 mids.
Then you don't have to run dual injectors for single LAR + MWD (unless you forget to turn your MWD when you are in range. Which you shouldn't forget btw).
Hyperion has tracking issues, but as a 8 Gun Blaster Ship with dmg bonus it lays down the hurt on everything big enough (btw, Mael/Tempest/Abaddon/Apocalypse/Geddon can still track stuff without a tracking bonus and thats without superior blaster tracking)
I also don't understand the connection between pirate cruisers and deadspace mods - well, I don't understand most of your post, but still, that stood out.
Pirate cruisers are not really more expensive than HACs, are actually the weakpoint of any AHAC gang (missing t2 resists, big cap issues on the Ashimmu) and wouldn't even be in them if it weren't for the web/neut bonus. Pirate ships are good because of quite a few things, tank is not one of them (besides the Guristas line maybe)

Armor tanking is still very much viable, less so in the active department (there are still people killing stuff in dual rep Domis for example) - Talking about t2 fit domis without links before someone screams pirate/deadspace again.



You're probably right about slots, I rarely check those from my office witch makes type silly things Lol

Anyway the point I was trying to make is that by no means we should put aside regular/navy/pirate ships and T2/faction/DED mods to say at some point "x" ship does really good in whatever field.
Anyway I'm tired of my journey to edit the dam post because of slots to still finish with same opinion, I'll pick shield Tanking over Armor tanking every day, and my armor skills are by far better than shield ones.

Also, will never say armor tanking or active tanking can't succeed, they can but at the highest fitting/mobility benefit sacrifices you don't want to unless you're close enough to rep at station have logistic somewhere or are using a lol double cap injector double rep, and the last one only proves how lolish the fit has to be to ever succeed tanking something.

brb

Katalci
Kismesis
#79 - 2012-07-20 01:24:51 UTC
nahjustwarpin wrote:
problem is the fleet compositions, which have bubblers and tacklers, and this more or less eliminates armor tanking ships with some spare mids (gallente) from current doctrines. gallente ships just don't fit to fly in a blob. don't say that's balanced, because 3 other races have their doctrines.

Tell me more about the fleet doctines of the Imperial Academy.
Bouh Revetoile
In Wreck we thrust
#80 - 2012-07-20 09:49:37 UTC
What I wanted to say is that when armor tanking, you almost always need three of your midslot for tackle (prop, scram, web) or you're not gonig to catch any target due to your speed. That mean that any armor tanking ship cannot use the midslot advantage armor is supposed to give to him unless it have four or five mids.

If you don't want to take the web, then you need a lot of speed, hence no armor rigs, and hence your tank is rather weak. Moreover considering that EWAR is CPU intensive, you then need to use armor plating instead of energized membrane, reducing your tank even more.

On the oposite, a shield tanked ship have almost all its lows free for anything he want, lowslot being critical more than sometimes useful as EWAR is.