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ASB is BULL.

First post
Author
Liang Nuren
No Salvation
Divine Damnation
#421 - 2012-08-21 04:59:33 UTC  |  Edited by: Liang Nuren
Pipa Porto wrote:

Except that you can't. As we detailed above, an X-L ASB Cyclone will hold off 2 BCs for ~5m, and 3 until it's first reload.

A Double X-L Maelstrom can tank about 1500 DPS (though you have to drop to 650s to fit) cold, which is about 4 BCs running both. Heated, it'll tank ~2k DPS, which will keep it alive against about 5 BCs, but only until reload, at which point it's 60k EHP buffer will disappear in 30s (45s to the 4 BCs it can hold off unheated).

So you can't tank 5-7 BCs for a couple of minutes.


A dual XL ASB Cyclone can tank 7 BCs at 500 DPS each (3500 DPS) until it runs out of cap boosters. That will take ~4 minutes. In that time it will tank 800k effective damage (~200k real damage).

-Liang

Ed: And yes, it will get the reload off. Easily.

I'm an idiot, don't mind me.

Zyella Stormborn
Green Seekers
#422 - 2012-08-21 05:04:34 UTC
Pipa Porto wrote:
Liang Nuren wrote:
Hrett wrote:
I'm not going to lie - I hated the ASB at first as I thought it was a broken mechanic. I complained about it in the forums and cursed CCP for its ignorance. In fact, I think i did so in this very thread.

I was wrong.


I realize it's cool to be able to tank 5-7 battlecruisers for a couple of minutes, but that doesn't make you wrong earlier in the thread. It just means you've been seduced by an imbalanced game mechanic.

-Liang


Except that you can't. As we detailed above, an X-L ASB Cyclone will hold off 2 BCs for ~5m, and 3 until it's first reload.

A Double X-L Maelstrom can tank about 1500 DPS (though you have to drop to 650s to fit) cold, which is about 4 BCs running both. Heated, it'll tank ~2k DPS, which will keep it alive against about 5 BCs, but only until reload, at which point it's 60k EHP buffer will disappear in 30s (45s to the 4 BCs it can hold off unheated).

So you can't tank 5-7 BCs for a couple of minutes.



Im confused... where did Battleship come into that comparison? Unless you are trying to show the ship that CAN tank more than 2 BC's?

Currently I am not aware of any armor tanking ships, active or not, that can hold off 2 BC's for 5 minutes, and be completely immune to Neuts at the same time. Hell, for all of the complaining in the past about Drakes being a pain to kill, now you have even more tank on some of these ships.

ASB's are a great concept, but they need tweaking, both in number and size equip able on ships. It's the combination of things on ASB that make them OP, not just the fact that its a clicky shield heal.

My Harby, Prophecy (yeah, im Amarr primary, Caldari secondary atm), and Zealot have all become next to useless against any BC ship out there with ASB's, as they can simply outlast me (depending on what I am up against, I can sometimes offer a decent active tank in the Zealot as long as no neuts reach me)
So now in order to have any fighting in that class of ship I must go to ASB's to hope to compete? Or bring friends while they can run solo?

Eh, I stand by it. More tweaking needs to be done. ;)

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

Jerick Ludhowe
Internet Tuff Guys
#423 - 2012-08-21 05:06:21 UTC
Pipa Porto wrote:



Except that you can't. As we detailed above, an X-L ASB Cyclone will hold off 2 BCs for ~5m, and 3 until it's first reload.

A Double X-L Maelstrom can tank about 1500 DPS (though you have to drop to 650s to fit) cold, which is about 4 BCs running both. Heated, it'll tank ~2k DPS, which will keep it alive against about 5 BCs, but only until reload, at which point it's 60k EHP buffer will disappear in 30s (45s to the 4 BCs it can hold off unheated).

So you can't tank 5-7 BCs for a couple of minutes.


You're very very wrong, dbl xl asb mael can tank way more than 1500 dps. Please learn maths
Hrett
The Scope
Gallente Federation
#424 - 2012-08-21 05:12:19 UTC  |  Edited by: Hrett
Liang Nuren wrote:
Hrett wrote:
I'm not going to lie - I hated the ASB at first as I thought it was a broken mechanic. I complained about it in the forums and cursed CCP for its ignorance. In fact, I think i did so in this very thread.

I was wrong.


I realize it's cool to be able to tank 5-7 battlecruisers for a couple of minutes, but that doesn't make you wrong earlier in the thread. It just means you've been seduced by an imbalanced game mechanic.

-Liang


Its not a couple of minutes, its 54 seconds if I recall. And 7 BCs x ~500dps = 3500dps. That will alpha an ASB.

EDIT. ASBs are bad for small gatecamps if you are the attacker. They are great small gatecampees if you are being attacked. They help soloers and small gangs. I am glad they are here.

Though as I said in the part of my post that you didnt quote, multiple ASBs need to be looked at. And it IS unbalanced until they add an armor module like it.

It gives active tanking a place in situations where there are more than 2 enemy ships. That was needed.

spaceship, Spaceship, SPACESHIP!

Hrett
The Scope
Gallente Federation
#425 - 2012-08-21 05:22:07 UTC
Liang Nuren wrote:
Pipa Porto wrote:

Except that you can't. As we detailed above, an X-L ASB Cyclone will hold off 2 BCs for ~5m, and 3 until it's first reload.

A Double X-L Maelstrom can tank about 1500 DPS (though you have to drop to 650s to fit) cold, which is about 4 BCs running both. Heated, it'll tank ~2k DPS, which will keep it alive against about 5 BCs, but only until reload, at which point it's 60k EHP buffer will disappear in 30s (45s to the 4 BCs it can hold off unheated).

So you can't tank 5-7 BCs for a couple of minutes.


A dual XL ASB Cyclone can tank 7 BCs at 500 DPS each (3500 DPS) until it runs out of cap boosters. That will take ~4 minutes. In that time it will tank 800k effective damage (~200k real damage).

-Liang

Ed: And yes, it will get the reload off. Easily.


You are saying that a Cyclone with a single XL ASB running can tank 3500 dps? I presume that is max boosted and drugged and whatever else? Perhaps, but the Cyclone will cap out before the 5 mins and lose its hardeners I would guess. Id love to see this everyday fly around low-sec fit. ;)

Even if true, there are already armor and shield BS that can approach that number with longer cap stability I am pretty sure, but I dont do boosting alts, so Im not certain.

spaceship, Spaceship, SPACESHIP!

Liang Nuren
No Salvation
Divine Damnation
#426 - 2012-08-21 05:35:22 UTC  |  Edited by: Liang Nuren
Hrett wrote:

You are saying that a Cyclone with a single XL ASB running can tank 3500 dps? I presume that is max boosted and drugged and whatever else? Perhaps, but the Cyclone will cap out before the 5 mins and lose its hardeners I would guess. Id love to see this everyday fly around low-sec fit. ;)

Even if true, there are already armor and shield BS that can approach that number with longer cap stability I am pretty sure, but I dont do boosting alts, so Im not certain.


A reasonable top end for a non-faction fit ASB Cyclone is ~5200 DPS tanked per ASB. My personal Cyclone tanks about 4200.

-Liang

Ed: And no, you aren't getting volleyed there. You might remember the discussion from a couple of weeks ago about a 100k DPS Loki that should have capped out around 25k DPS tanked.

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#427 - 2012-08-21 05:41:21 UTC  |  Edited by: Liang Nuren
Hrett wrote:

Even if true, there are already armor and shield BS that can approach that number with longer cap stability I am pretty sure, but I dont do boosting alts, so Im not certain.


I didn't respond to this part, sorry. No, you can't beat that for cap stability since it basically doesn't use any. But still, I'm sure a triple/quad XL ASB Rattlesnake could get a better tank. I think one of the things that bothers me is that a Myrmidon is literally better off in every possible respect by fitting a standard T2 dual XL ASBs to triple deadspace armor reps.

But that's not really a problem with armor tanking - and truly both the old XL Cyclone and the triple rep Myrmidon were renowned for their ability to tank. That just goes to illustrate how out of whack these ASBs are.

-Liang

Ed: The only armor BS that can get 10k DPS tanked (that I'm aware of) for any time period is a triple X Type/Officer Kronos. It burns out pretty quick though.

I'm an idiot, don't mind me.

Hrett
The Scope
Gallente Federation
#428 - 2012-08-21 06:14:44 UTC
Liang Nuren wrote:
Hrett wrote:

You are saying that a Cyclone with a single XL ASB running can tank 3500 dps? I presume that is max boosted and drugged and whatever else? Perhaps, but the Cyclone will cap out before the 5 mins and lose its hardeners I would guess. Id love to see this everyday fly around low-sec fit. ;)

Even if true, there are already armor and shield BS that can approach that number with longer cap stability I am pretty sure, but I dont do boosting alts, so Im not certain.


A reasonable top end for a non-faction fit ASB Cyclone is ~5200 DPS tanked per ASB. My personal Cyclone tanks about 4200.

-Liang

Ed: And no, you aren't getting volleyed there. You might remember the discussion from a couple of weeks ago about a 100k DPS Loki that should have capped out around 25k DPS tanked.


Post that fit up. Id love to see it. If you want get them nerfed, spreading that fit around will do it.

But it sounds like to me that you are making an argument to nerf off-grid boosting though. At least that is my interpretation.

spaceship, Spaceship, SPACESHIP!

Liang Nuren
No Salvation
Divine Damnation
#429 - 2012-08-21 06:30:17 UTC  |  Edited by: Liang Nuren
Hrett wrote:
Post that fit up. Id love to see it. If you want get them nerfed, spreading that fit around will do it.


Sure, this is the fit I've been running with:

[Cyclone, XL Active Tank]
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Co-Processor II

Experimental 10MN MicroWarpdrive I
X-Large Ancillary Shield Booster, Navy Cap Booster 400
Adaptive Invulnerability Field II
Limited Adaptive Invulnerability Field I
Warp Scrambler II

220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
220mm Vulcan AutoCannon II, Republic Fleet Phased Plasma M
Medium 'Knave' Energy Drain
Small 'Gremlin' Power Core Disruptor I
Small 'Gremlin' Power Core Disruptor I

Medium Anti-EM Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I


Valkyrie II x4

With Standard Blue Pill (which I normally don't run), it tanks 5200 DPS. Without it, 4350. It's the source of my "800 DPS" test regarding reloads. I've been able to tank BC gangs with it, so I know for fact that this works.

Quote:
But it sounds like to me that you are making an argument to nerf off-grid boosting though. At least that is my interpretation.


Not really, because the problem would still exist even with on grid links. Maybe you want to make the argument that ALL gang links are far too powerful? I could agree with that, sure - but there'd have to be some compensation from the gang boost nerf into the modules themselves.

Which brings us back to square one. That ASBs are hilariously OP.

-Liang

Ed: I do have to ask you: when in the **** would you ever use a non ASB shield booster now? I wouldn't even use a non-ASB shield booster for PVE.

I'm an idiot, don't mind me.

Hrett
The Scope
Gallente Federation
#430 - 2012-08-21 06:54:24 UTC
I dont have a problem with links. I just have a problem with offgrid links. They can be powerful if they are at risk. Right now they are not at risk.

I havent PvEd in years, I dont think, but I wouldnt use an ASB for pve because you simply dont need it, and the cap boosters take up cargo space. Sure, you could, but why?

But yeah - other boosters/reps are pretty useless now. Its why armor needs a similar-ish module.

Active tank revival is a good thing. They need to tweak it, but I am glad for the new options. Its been a while since we had a paradigm shift.

Welcome.

spaceship, Spaceship, SPACESHIP!

Darius Brinn
The Scope
Gallente Federation
#431 - 2012-08-21 06:58:49 UTC
Liang Nuren wrote:
I think one of the things that bothers me is thata Myrmidon is literally better off in every possible respect by fitting a standard T2 dual XL ASBs to triple deadspace armor reps. [...] That just goes to illustrate how out of whack these ASBs are.


Hit the nail in the head, there.

A ship with a strong active armor tanking bonus and three EXTREMELY expensive repairers is worse than the same ship with two T2 ASBs.

It's also far slower.
It's also far more vulnerable to neuts.
It also has less DPS.

Multiple oversized ASBs have to go.
Cpt Branko
The Scope
Gallente Federation
#432 - 2012-08-21 07:19:12 UTC  |  Edited by: Cpt Branko
Permatanking (until you run out of cap boosters) even a single ganky ship of the same shipclass without downsides in some respect (like, capacitor for the old XL-SB Cyclone and slowness and capacitor of the old tri-rep Myrmidon) is just detrimental for PVP and balance in general. Of course, it is fun to use and abuse it vs people who take longer to adapt - but in a year it will be ASB this and ASB that.

Being able to tank a ship or two ships is nice, until it comes to that that they can also tank you until they run out of boosters. The solution is, of course, bring more people, and I dislike that solution.

As for active tank revival: I'm all for it. But an active tank does not need to even tank a single ganky ship of the same class for it to be "useful" or desirable on some ships and fits. The biggest grief with an active tank isn't the amount tanked - I don't think being able to sit there and completely tank the damage output of another ship in it's optimal is good for game balance - it is the difficulty of fitting an active tank in the first place. The slot, fitting and in some cases capacitor requirements are too large.

However, an active tank needs to have advantages and disadvantages. It needs to be killable in some realistic way. For instance, take the old XL-ASB Cyclone.

You could kill it if you kite for long enough (or neut it hard enough), because the ship, while being able to tank a lot and generally win up close vs a lot of ships, couldn't both MWD and tank for extended periods. I killed one with an artycane that way, a ship which should in theory lose. However, if he had tackled any BC right away, it would probably be a win for the Cyclone. That is good balance, in my view.
Liang Nuren
No Salvation
Divine Damnation
#433 - 2012-08-21 07:58:04 UTC  |  Edited by: Liang Nuren
Hrett wrote:
I dont have a problem with links. I just have a problem with offgrid links. They can be powerful if they are at risk. Right now they are not at risk.

I havent PvEd in years, I dont think, but I wouldnt use an ASB for pve because you simply dont need it, and the cap boosters take up cargo space. Sure, you could, but why?

But yeah - other boosters/reps are pretty useless now. Its why armor needs a similar-ish module.

Active tank revival is a good thing. They need to tweak it, but I am glad for the new options. Its been a while since we had a paradigm shift.

Welcome.


I don't really want to get into the links conversation again, but it's absolutely trivial to show that links (on grid or off) are problematic. Furthermore, the fact that every other rep in the game (armor or shield, deadspace or not) is now rendered useless because of the introduction of one module should be ringing some warning bells.

I mean, don't get me wrong - I like new options. But I like options, and right now the correct answer is to fit an oversized ASB or two to literally everything in small gangs.

-Liang

I'm an idiot, don't mind me.

Cpt Branko
The Scope
Gallente Federation
#434 - 2012-08-21 08:26:39 UTC  |  Edited by: Cpt Branko
Liang Nuren wrote:

I don't really want to get into the links conversation again, but it's absolutely trivial to show that links (on grid or off) are problematic.


Agreed. In the old days of 3% bonus on CS (which are clumsier and more specialized then T3s), and T1 links - the bonuses were still very, very significant and worth having. On top of introducing T3s which are far handier boosters then CS (or BCs), the boost amount was increased by 33% accounting from 3% to 5% and T2 links.

As a result, it's both easier to use links and they are more powerful, when no boost, especially no boost to link effectiveness was really needed.

Regardless... let's keep this about ASB.

Liang Nuren wrote:

Furthermore, the fact that every other rep in the game (armor or shield, deadspace or not) is now rendered useless because of the introduction of one module should be ringing some warning bells.

I mean, don't get me wrong - I like new options. But I like options, and right now the correct answer is to fit an oversized ASB or two to literally everything in small gangs.


Agreed. It is always bad for balance when the amount of choices, be it viable ships or viable fittings, or viable gang compositions goes down. It is doubly alarming when ships start to be fit contrary to their ship bonuses as a norm, such as active armour tank bonused ships fitting an active shield tank (or even passive shield tank).

Fits should have more counters then "bring more people or the same fit".

This is not even mentioning how detrimental being able to fully tank even one ship of the same shipclass, much less a gang, without any counters available is for PVP in general. Which is why any future tank boosts should not go towards boosting the amount tanked by some crazy amount. There are other parameters of tanked ships you can boost to make them more attractive to use.
Jerick Ludhowe
Internet Tuff Guys
#435 - 2012-08-21 13:32:12 UTC
Cpt Branko wrote:


This is not even mentioning how detrimental being able to fully tank even one ship of the same shipclass, much less a gang, without any counters available is for PVP in general. Which is why any future tank boosts should not go towards boosting the amount tanked by some crazy amount. There are other parameters of tanked ships you can boost to make them more attractive to use.


Can't agree with you more here branko. As you've stated the ability to nearly endlessly tank a ship of similar class while using a t1 shield booster is a giant step backwards as far as game design and balance goes. Couple the near immunity to nuets which are the quintessential counter to heavily tanked ships prior to asb just break the game in the small scale arena. I will however say that spending hundreds of mil/several bil on a dead space tank should allow for the ability to tank 1 or sometimes several hostile ships of similar class so long as the primary counter of nueting is retained.

As for improving active tanking... I'll chime in on armor as I'm far more well versed with said ships and setups compared to the pre asb super shield tanks. First, the change from 7.5% to 10% per level to rep amount proposed by ccp is most certainly a step in the right direction. It gives a rather modest increase to the tankability on said bonused ships compared to the current implementation. Due to the much higher slot requirments to field active armor vs active shield (non asb) I think that this is a fantastic step forward in terms of balancing the two tanking styles. The other change I would suggest is a reduction in the cap consumed per rep cycle to ideally allow for dbl rep setups on cruiser/bc sized ships to be viable w/o the use of 2x cap injectors which are more or less required at this point, especially on ships that consume cap to fire guns which more or less are the ships with the rep bonus in the first place. Now I am pulling numbers out my ass but I believe a reduction of 15-20% cap for medium reppers would be ideal.

Another topic of debate which is integral in the discussion of active non asb tanking would be the effectiveness of cap boosters, again specifically in the medium category. Now comparing a heavy cap booster to a medium cap booster we can see that the "storage" of charges on the heavy cap booster is in some cases almost 5x as high when specifically looking at 800 charges and their navy variants. Couple this massive difference in cap defense with the increased availability of mid slots on armor tanking BS and you will find that the relative cap stability on a dbl rep BS is significantly better than the relative cap stability on a dbl rep BC or cruiser even if the relative cap recharge on bcs/cruisers is better. I know i'm getting a bit off topic here by diving into a minimally talked about "issue" but I think increasing the cap storage of t2 medium cap boosters to 2x navy 800s and possibly up to 4-5x navy 400s would not be an awful idea. This coupled with a minor reduction in cap consumption of med reppers would allow for a single medium cap booster to be viable freeing up a midslot on many of the 4 mid ships allowing for the use of proper tackle enabling viable solo / small gang opportunities.


Either way, You and Liang are hitting the nail on the head with this debate so i'll try and not dilute the thread with more off topic nons
Roime
Mea Culpa.
Shadow Cartel
#436 - 2012-08-21 14:00:11 UTC
Just remove ASB, solved.

It didn't improve the game in any, simply skewed the tank balance to favour shields even more, which was exactly the opposite of what was needed.



.

Pipa Porto
#437 - 2012-08-21 14:27:16 UTC
Liang Nuren wrote:
Pipa Porto wrote:

Except that you can't. As we detailed above, an X-L ASB Cyclone will hold off 2 BCs for ~5m, and 3 until it's first reload.

A Double X-L Maelstrom can tank about 1500 DPS (though you have to drop to 650s to fit) cold, which is about 4 BCs running both. Heated, it'll tank ~2k DPS, which will keep it alive against about 5 BCs, but only until reload, at which point it's 60k EHP buffer will disappear in 30s (45s to the 4 BCs it can hold off unheated).

So you can't tank 5-7 BCs for a couple of minutes.


A dual XL ASB Cyclone can tank 7 BCs at 500 DPS each (3500 DPS) until it runs out of cap boosters. That will take ~4 minutes. In that time it will tank 800k effective damage (~200k real damage).

-Liang

Ed: And yes, it will get the reload off. Easily.


With Strong Blue Pill and both ASBs going heated, I get a 3500 dps tank. Drop the prop mod, and you get another 1000dps of tank, but even assuming that pulsing your 2nd ASB could get you through the reload, the 2300dps tank one ASB gets you will only last about 45s to that 3500 dps incoming before you go Boom.

That just barely tanks those 7 BCs. Since it's heated, the ASBs last 45s before needing a reload (they might get 2 cycles of cap using boosts, for another 7s). Then the 3500 damage will go through the 35k Buffer in about 10s. So a Dual X-L ASB (Gimpy as its fit is), can tank those 7 BCs for 1m, then it dies.

It will not get the reload off. At all.

EvE: Everyone vs Everyone

-RubyPorto

Liang Nuren
No Salvation
Divine Damnation
#438 - 2012-08-21 15:51:08 UTC
Pipa Porto wrote:

With Strong Blue Pill and both ASBs going heated, I get a 3500 dps tank. Drop the prop mod, and you get another 1000dps of tank, but even assuming that pulsing your 2nd ASB could get you through the reload, the 2300dps tank one ASB gets you will only last about 45s to that 3500 dps incoming before you go Boom.

That just barely tanks those 7 BCs. Since it's heated, the ASBs last 45s before needing a reload (they might get 2 cycles of cap using boosts, for another 7s). Then the 3500 damage will go through the 35k Buffer in about 10s. So a Dual X-L ASB (Gimpy as its fit is), can tank those 7 BCs for 1m, then it dies.

It will not get the reload off. At all.


Your fit is bad. With Standard Blue Pill you can squeeze 5k+ per ASB, not both ASBs heated.

-Liang

Ed: And either way, CCP just made a dev post saying ASBs are too string. /shrug

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#439 - 2012-08-21 15:57:08 UTC
CCP Fozzie wrote:


Discussion of tanking imbalances:
So some people have been asking if we care about some of the design problems inherent in our current tanking situation, and if we're going to redesign these ships to compensate for these problems.
Firstly, we are very aware of the many problems we're facing in tanking design at the moment. The balance between active and passive tanks, and between armor and shield (and honour) tanking are both in need of work. ASBs have made parts of this problem better (adding new interesting gameplay and making "active" tanking more popular) while making other parts worse (too good in many circumstances, and skewing the meta further towards shield). Armor and shield tanking balance suffers because mass (and velocity) penalties are far more severe than signature radius penalties in most circumstances, and to a lesser extent because of the difference between shield hitting at the start of a cycle and armor hitting at the end. This is especially harmful for active tanking Gallente blaster ships that need that speed to get within range.
These problems are real and we are working on them, but the solution isn't to skew the ships themselves too far in the opposite direction. Our goals are to hit the problems at their source.
That being said there may be things we end up doing to these ships to help smooth things out, such as reducing cycle times and/or tweaking the mass of the armor tankers down a bit. We're going to keep working on these ships up to and beyond release in the Winter.


I'd say he's exactly right. On the one hand, it's absolutely dead simple to tank 5-7 ships of the same size you are. On the other, that's just stupid.

-Liang

I'm an idiot, don't mind me.

Hrett
The Scope
Gallente Federation
#440 - 2012-08-21 16:14:04 UTC  |  Edited by: Hrett
Just to be clear again - I think multiple ASB fits need tweaking, but I really like the new mechanic.

I do want to point some things out though. Branko you make some good points, but I want to compare them to the current "buffer" paradigm.

Cpt Branko wrote:


Agreed. It is always bad for balance when the amount of choices, be it viable ships or viable fittings, or viable gang compositions goes down. It is doubly alarming when ships start to be fit contrary to their ship bonuses as a norm, such as active armour tank bonused ships fitting an active shield tank (or even passive shield tank).

Fits should have more counters then "bring more people or the same fit".



You mean like buffer? Because right now buffer is the "more of the same fit." Buffer Drakes and Canes etc (the cruiser class too) have ruled small gang for too long now. And people have been flying Shield buffer Hypes, Shield buffer Myrms, and Shield buffer Brutix for years. The fact that people are fitting ASBs to Myrms and Brutix is not a testament to the overpoweredness of ASBs, it is a testament to the shittyness of active armor tanking in general. ASBs actually give you MORE options and MORE diverse gangs. Here are some typical "counter hull bonus" buffer fits that you see around now:

http://eve-kill.net/?a=kill_detail&kll_id=13441529

http://eve-kill.net/?a=kill_detail&kll_id=12107168

And to be fair, ill link battleships with buffer and "combo" tanks that you see on some "Kil2 Solo Fits." (which it turns I was flying too):

http://eve-kill.net/?a=kill_detail&kll_id=13455583 (2 separate fights where enemies brought 2 battleships each time to our home system and got blobbed). ASB would not have saved any of the ships here - with the possible exception of making the DNI last a bit longer if it was dual XL fit.

Cpt Branko wrote:


This is not even mentioning how detrimental being able to fully tank even one ship of the same shipclass, much less a gang, without any counters available is for PVP in general. Which is why any future tank boosts should not go towards boosting the amount tanked by some crazy amount. There are other parameters of tanked ships you can boost to make them more attractive to use.


This is simply not the case in every situation. They are not always a trump card. All you have to do is survive to the reload and then they die. Even if your dps is anemic (like my awesome-sauce 51 dps with faction iridium Atron vs MASB atron):

http://eve-kill.net/?a=kill_detail&kll_id=14380830

ASB fits, especially dual ASB fits, usually dont have secondary tanking mods. They NEVER have secondary cap mods. The Cyclone fit that Liang posted earlier is all well and good, but once a single neut turns off its two Invulns, its hosed. Neuts still work. They just arent all-powerful. Even without neuts, its cap only lasts 2 mins. Then it dies. Even a "normal" repper/booster fit should win 1 v 1 against an ASB fit because ASB dps is generally gimped it it fits an oversized booster (Liang's does ~451 dps - my dual rep thorax with standard exile can tank that). Now, you might have an issue with multiple ASB fits, but as I said - those might need tweaking.

But ASB is not all powerful in all situations and it cant always tank gangs of 6-7 BCs. As I was typing in this thread last night and not paying attention, I derped into a gate camp in my (allegedly) all-powerful ASB Brutix. The result? Webbed, scrammed, neuted, alphaed because I had no buffer and my invuln was off. To be fair, I might have made it back to the gate if I had turned on my MWD before I was scrammed instead of just overheating it and not turning it on (dont play when you are tired and arguing or the forums kids Blink )

http://eve-kill.net/?a=kill_detail&kll_id=14399984

Are ASBs powerful? Yes. Was active tanking before them lackluster and/or limited? Yes. The ASB revives it. But they arent all-powerful. People will have to adapt. It will actually be "less of the same" buffer buffer buffer setups and we will see a different dynamic in small gangs. Thank the stars. I really hope this is the start of a paradigm shift for small gangs.

Now if they would just give us a good armor module that is similar.

IMHO, of course.

EDIT: Turns out, I agree with CCP Fozzie. ;)

spaceship, Spaceship, SPACESHIP!