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Ancillary Shield Boosters?

Author
Ditra Vorthran
Caldari Imports and Exports
#1 - 2012-08-28 21:11:07 UTC
Looking at the stats they don't seem to be that great. For example, the Large Ancillary shield booster has a cycle time of 4 seconds and a boost of 390 hp. A well fitted destroyer can hit with a DPS of 350, over 3.5 times that of the booster. The only real benefit I can see is that they're unaffected by neut/nosing.

However, they were used to great effect during the alliance tournament, so I know I'm missing something, but can't figure out what.

Help?

Many thanks.

"Miners mine so I don't have to." ~Metal Icarus

Sarah Schneider
Native Freshfood
Minmatar Republic
#2 - 2012-08-28 21:19:56 UTC
So, the fact that they provide local reps, without cap, and almost twice the amount of reps given by their regular booster counterpart skips you?

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Tippia
Sunshine and Lollipops
#3 - 2012-08-28 21:28:14 UTC
Ditra Vorthran wrote:
For example, the Large Ancillary shield booster has a cycle time of 4 seconds and a boost of 390 hp. A well fitted destroyer can hit with a DPS of 350, over 3.5 times that of the booster. The only real benefit I can see is that they're unaffected by neut/nosing.

However, they were used to great effect during the alliance tournament, so I know I'm missing something, but can't figure out what.
For one, you're missing resists… the 390 HP quoted is not the same kind of HP as in the DPS figure.
FlameOfSurvival
Kriegsmarinewerft
Goonswarm Federation
#4 - 2012-08-28 21:29:00 UTC
y should be buffed ... need to be stable @ 100% shields....
Ditra Vorthran
Caldari Imports and Exports
#5 - 2012-08-28 21:34:01 UTC
Sarah Schneider wrote:
So, the fact that they provide local reps, without cap, and almost twice the amount of reps given by their regular booster counterpart skips you?


I know they're good. The Alliance Tournament is testament to their usefulness. It's more to the fact that from what I saw in the alliance tournament, they seemed to fuction far above and beyond what their stats say they should. So I'm curious what I'm missing in trying to evaluate their usefulness for my own fits.

"Miners mine so I don't have to." ~Metal Icarus

Metal Icarus
Star Frontiers
Brotherhood of Spacers
#6 - 2012-08-28 21:46:36 UTC
Consider how long a fight is. 30 seconds, sometimes a minute before tank fails and someone dies.

what these do is provide a free boost of shields that cost no cap. You can keep your prop mod on, you dont need a cap booster and furthermore, it works with rigs, drug and implants (if you can afford them).

Anyways, any ship that provides a shield boosting bonus is great ship to use one or hell, even 2 ASBs. This allows you to tank far more than you ever could have in that 30-1 minute time span of a fight.

Where as one would need to tank far less for much longer doing PVE, one must tank far more in less than a minute in PVP.

Drawback is of course the reload time, but at the end of the cycles, you should be out of there or dead by the time you run out of boosters.
M1k3y Koontz
House of Musashi
Stay Feral
#7 - 2012-08-28 22:05:01 UTC
Ditra Vorthran wrote:
For example, the Large Ancillary shield booster has a cycle time of 4 seconds and a boost of 390 hp. A well fitted destroyer can hit with a DPS of 350, over 3.5 times that of the booster.


Dont forget resistances.

L ASBs are hardly ever used, the one that everyone uses and screams about being OP is the XL ASB.

How much herp could a herp derp derp if a herp derp could herp derp.