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What do you think CCPs plans for armor and shield tanking are?

Author
Paikis
Vapour Holdings
#41 - 2012-08-26 11:57:49 UTC  |  Edited by: Paikis
Takeshi Yamato wrote:
The Reactive Armor Hardener improves active and buffer tank fits equally. If the goal is to improve active armor tanking, there's no way around buffing armor repairers in some way.


That's not technically true. Active armor tanks work at about the same level of efficiency as active shield tanks do. The issue is that the ships become too slow due to rigs. Removing the rigs penalties will allow you to active tank without the speed penalties. No plates and no rig penalties mean a lot of armor tanks would be as fast as a shield ship. Leaving the plate penalties would prevent armor ships from just stacking obscene hit points and STILL being fast. If you want to catch things and kill them, go active. If you want a slug match, buffer.

It would create a similar situation for shield tanking. Active tanks would not have the sig bloom penalty, reducing damage they take from larger ships, increasing the time taken to lock them, making them harder to probe etc. Buffer tanks would still have this issue (due to sig bloom from extenders).

What CCP have to make sure they avoid is buffing armor repairers too much (at all?) which would create unkillable armor tanked ships (triple rep myrm, dual rep incursus, dual/triple rep Hyperion are already good f.e).

Remove the rig penalties and see how it turns out. I have a hunch that we'll be back to Amarr BS blobs within days of the change.

EDIT: The reactive change I posted was to make the module viable (maybe?) and had ntohing to do with balance. In it's current incarnation it is not worth using except in some very niche situations.
Takeshi Yamato
Ministry of War
Amarr Empire
#42 - 2012-08-26 12:50:35 UTC  |  Edited by: Takeshi Yamato
Paikis wrote:
Remove the rig penalties and see how it turns out. I have a hunch that we'll be back to Amarr BS blobs within days of the change.


You're mistaken. Amarr battleships are pretty much unaffected by the speed penalty. The mass addition is negligible and they don't care about top speed.

The main victims of the speed penalty are Gallente blaster fit battleships, Amarr/Gallente cruisers and battlecruisers that don't have slot layouts suitable for nano shield fits.

If the speed penalty is removed or (greatly) reduced, expect to see more Gallente/Amarr ships out soloing and flying in nano gangs. Which is just what's needed because these typically consist mostly of Minmatar/Caldari ships.
Lin-Young Borovskova
Doomheim
#43 - 2012-08-26 13:09:46 UTC  |  Edited by: Lin-Young Borovskova
Large Collidable Object wrote:
Thought that was an interesting question - I have my opinion on the issue but don't want to influence the thread to much from the get-go.

However, with the introduction of ASBs and ARSHs respectively, CCP obviously don't want to equalize, but further diverge them.

I have never read or heard anything clear about their goal for each tanking type, though.


So thoughts what they should be, what CCP should aim for, snippets of information? Post them here.



I'd like to see hull tanking become viable to make it really different, however if some logic has something to do with EvE space and ships then shield tanking is the only reasonable thing out there.

imho the progressive dmg resist could be a good thing for armor if this module was actually tweaked, make it Energised instead of hardener and cut reactivity delay for about 50% more, this would bring more fitting options if armor rigs and plates get their drawbacks thrown down the toilets (we can always dream about heh)

Also make resist platings the actual Energised values and tweak Energised ones that need at least +25% they have right now to avoid making those ships even more oil tankers alike, well specially in space Lol

brb

Manar Detri
#44 - 2012-08-26 13:57:59 UTC  |  Edited by: Manar Detri
As a suggestion to ponder upon, how about if they'd merge plates and reps and change armor reps to a rep a % of armor in the ship,. Balancing ofcourse would be key in this matter but just for a fun thought think about it.

Edit: this would be a way of lessening the amount of needed modules for tanking (just like asb for shields) and also to go on with the trend of making armor tanking a buffer&slower repping compared to a less buffer more boosting of shield tanking.
Sun Win
#45 - 2012-08-26 20:18:12 UTC
It's worth remembering that, as currently implemented, armour tanks are king when it comes to capital ships, fighting on wormholes, and so on.

Denuo Secus
#46 - 2012-08-26 20:36:55 UTC
Sun Win wrote:
It's worth remembering that, as currently implemented, armour tanks are king when it comes to capital ships, fighting on wormholes, and so on.



Why? I'm no capital pilot (that's why I'm asking)...but I hear Phoenixes, Chimeras and Wyverns can field a strong tank. What makes armor king? Free med slots?
Liang Nuren
No Salvation
Divine Damnation
#47 - 2012-08-26 20:50:04 UTC
Denuo Secus wrote:
Sun Win wrote:
It's worth remembering that, as currently implemented, armour tanks are king when it comes to capital ships, fighting on wormholes, and so on.



Why? I'm no capital pilot (that's why I'm asking)...but I hear Phoenixes, Chimeras and Wyverns can field a strong tank. What makes armor king? Free med slots?


I think the two biggest reasons I can think of EHP on the tanked layer and fittings requirements of the RR modules themselves. Consider that the Chimera is complete garbage due to fittings and the Nidhoggur has no tank. There is no effective shield triage carrier.

-Liang

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

Lin-Young Borovskova
Doomheim
#48 - 2012-08-27 00:17:44 UTC
Sun Win wrote:
It's worth remembering that, as currently implemented, armour tanks are king when it comes to capital ships, fighting on wormholes, and so on.




Well maybe OP should reconsider his main post and precise this discussion shouldn't be around capital ships that have ridiculous amounts of EHP.
Think about it proportionally but reversed, if a frig is to a battleship what a battleship is to a titan, then frigs shouldn't have more than a couple HP, about 100 or maybe less.

So mixing oranges with apples brings nothing to the discussion when the real problem with armor is specific to sub cap ships.

What benefits do you have on using hulls with resist bonus versus those who don't and exactly what weapon system they use for what purpose, same for rep bonus hulls.
When you get out of that sort of "philosophy" some logical points you can start thinking about a plan how to balance things.
Not the uberness that is right now, if you want your ship to survive for a couple shots and if you're not at gate/station docking range because you like dyeing slowly, you slap uber slowing you down mega plates, super nuclear slowing you even more rigs, then because you're either an idiot or masochist you slap in the shortest range weapons so you are sure that you're going to die pretty but at least you killed something.

And please don't bring solo pvp in the discussion neither because this will lead, again, to comments about elite pvp at gates and stations or videos of 1vs several + the falcon/T3 booster shooting unfitted ships, noobs and carebears killing red crosses.

brb

Large Collidable Object
morons.
#49 - 2012-08-28 01:46:29 UTC  |  Edited by: Large Collidable Object
Lin-Young Borovskova wrote:


Well maybe OP should reconsider his main post and precise this discussion shouldn't be around capital ships that have ridiculous amounts of EHP.




Whilst that is a good post, I intentionally kept my OP as vague as possible.

Some of the points you raise where actually some of my main concerns. However, achieving balance within both tanking styles without just making them kind of the same just within two different layers of tank is undesirable imho. They should definitely retain certain unique characteristics.

But:

the current mechanics and trend as indicated by the introduction of the new modules indicate a development where armor tanks are used solely for EHP+resistance heavy immobile logistics blobs and supercaps whereas shield is better for everything else (I think I posted that somewhere already).

On an Aeon or Avatar, even ARSHs may be viable due to applying stacking mechanics and because their cap use isn't really an issue + the massive EHP give them enough time to adapt whereas the boosting power of ASBs presumably is negligible on a supercap (disclaimer: never did the maths on the latter).

OTOH, active armor tanking currently is a plain joke in PvP compared to what shied tanks can do.

The problem with that is the fact that it limits certain types of tanking to certain fleet sizes and ultimately, to ship sizes and tanking styles.

However, it is extremely hard to find a balanced solution for shield and armor tanking whilst maintaining their unique flavours and I don't exactly envy any dev involved with the issue.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Phinger
Trantor Mentalics
#50 - 2012-08-28 06:44:59 UTC
think we are getting distracted by the modules and not the issue.

ASB dual setups are powerful.....but what they have done is MADE fighting possible. And counters to them have yet to be worked effectively. But more Effective fights are happening aka longer fights more tactics involved in the fight...compared to arriving outnumbered and being insta popped. the majority of fighting that occurrs is only when the other players are outnumbered. ASB permits to combat the outnumbered senario. At the moment the comabt in this game is bring more than the other guy and little in the way of skill, dont have the numbers everyone docks up.

Armor on the other hand is languishing, nuthing can tank long enough HPS to cater for the outnumbered situation.

Options....

1. better repping ability to cap usage ratio to offset neuts and higher incoming dps and give more module options with less reppers. droping from 3 to 2 reppers

2. reduce the speed penalty, its just too high or introduce a new penalty,

3 on armor ships the obvious ones with lots of low slots to very few med slots, give them higher base speed and better agility to counter for the obvious riggings and armor that will be added.

But as CCP FOZZIE aludes.....Overall the tank issue is broader than just ASBs and armor, it even speads to pve and pvp fits. A fitted PVP ship does extremely poorly in PVE and vice versa....and thats the big reason why Low sec is not populated.

You go there looking for pvp, and pve players who go there occasionally lose ships cause they really cant fight a small roam gang in a pve fit. They wont fight they avoid you. So most fights are ganks or you stumble on another roaming gang and he who has more in fleet -wins.

Its takes an even more fundamental look at balance of tanking in all aspects of the game play to bring more closer together.
Cpt Branko
The Scope
Gallente Federation
#51 - 2012-08-28 06:57:00 UTC
Phinger wrote:

ASB dual setups are powerful.....but what they have done is MADE fighting possible. And counters to them have yet to be worked effectively. But more Effective fights are happening aka longer fights more tactics involved in the fight...


That's where you're flat out wrong.

You see, making fights longer lasting then they are with no recourse except more numbers/DPS at the moment brings no new exciting tactics to the table. What it enables is easier and more reliable blobbing - you can get more support and from further away because fights last longer.

The problem is that people imagine themselves in an ASB super-tank tanking a gang and slowly grinding them down one by one and think it helps to combat being outnumbered. Which sorts of works, on idiots who didn't adapt to using ASB themselves. Before long, however, it becomes a ASB super-tank tanking a gang which is trivially tanking it using their own ASBs... and you have even less chances of successfully engaging a larger gang or fighting in outnumbered situations.

The reason is quite simple, if you can pop ships reasonably fast in outnumbered situations, by splitting them / outsmarting them and engaging ships piecemeal, you can fight without numbers on your side. Remove the ability to pop a ship quickly, and numbers only become more important.

That is why boosting tank has always been a bad idea.
Cpt Branko
The Scope
Gallente Federation
#52 - 2012-08-28 09:04:33 UTC
Over the years there has been a steady stream of essentially tanking boosts. Overheating boosted tank more then gank, for instance. The introduction of drugs was a tank boost. T3 ships which offer BS-level buffer with recon utility. More recently, the increase of the Incursus' bonus, the introduction of the ASB. Why are we going in the direction of increased tank?

It makes sense from the perspective of someone who participates in huge-scale fights and doesn't like being one-volleyed.

However, from the perspective of small-scale fighting, there's no tactic (aside baiting) which benefits from increased tankability of ships, and most ones which rely on using your head to get a temporary advantage get only worse when tank is boosted, because temporary advantage means much less.
Meditril
Hoplite Brigade
Ushra'Khan
#53 - 2012-08-28 10:08:37 UTC
Liang Nuren wrote:
I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)

-Liang

Ed: Also, oversized mods wouldn't be as much of a pain in the ass.


NO. It is worse enough that we have ASB, but an armor variant of ASB would make it competely overpowered. Furthermore I like it that there are completely different types of tanking. ASB is also overpowered if you fit two or more of them therefore I think they should simply forbit installing more than one ASB on a ship.
Liang Nuren
No Salvation
Divine Damnation
#54 - 2012-08-28 16:43:17 UTC
Cpt Branko wrote:

You see, making fights longer lasting then they are with no recourse except more numbers/DPS at the moment brings no new exciting tactics to the table. What it enables is easier and more reliable blobbing - you can get more support and from further away because fights last longer.


So the thing about it is that your average fight should be able to last a while. However, that's exactly the role that CC is supposed to fill. CC their tank away and kill them in fairly short order. This is why it's so important that nos and neuts are effective against active tanks. Your choices are either Bring Deeps or Bring CC -- but CCP removed the CC option with ASBs.

Quote:

That is why boosting tank has always been a bad idea.


Not always. But yes, I agree with the sentiment.

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#55 - 2012-08-28 16:46:58 UTC
Meditril wrote:
Liang Nuren wrote:
I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)

-Liang

Ed: Also, oversized mods wouldn't be as much of a pain in the ass.


NO. It is worse enough that we have ASB, but an armor variant of ASB would make it competely overpowered. Furthermore I like it that there are completely different types of tanking. ASB is also overpowered if you fit two or more of them therefore I think they should simply forbit installing more than one ASB on a ship.


Please justify your assertion that armor tanking would be OP if it had an Armor Ancil Booster. I contend that ASBs are OP when fitting multiple ASBs and when fitting oversized ASBs. Furthermore, the tanking meta has dramatically shifted towards shields as more people realize that damage and mobility have become key attributes in the game.

The only good thing about the ASB being a shield module is that it's the biggest boost Amarr has ever seen.

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#56 - 2012-08-28 16:49:46 UTC
Cpt Branko wrote:
Over the years there has been a steady stream of essentially tanking boosts. Overheating boosted tank more then gank, for instance. The introduction of drugs was a tank boost. T3 ships which offer BS-level buffer with recon utility. More recently, the increase of the Incursus' bonus, the introduction of the ASB. Why are we going in the direction of increased tank?

It makes sense from the perspective of someone who participates in huge-scale fights and doesn't like being one-volleyed.

However, from the perspective of small-scale fighting, there's no tactic (aside baiting) which benefits from increased tankability of ships, and most ones which rely on using your head to get a temporary advantage get only worse when tank is boosted, because temporary advantage means much less.


This is true to a point. The game should not boil down to even small gangs requiring living in the London data center or having no tank at all. If you're so eager to see what life is like when you don't have HP, try brawling in some of the new attack frigates. It's an extraordinarily difficult form of PVP when you have no buffer at all.

-Liang

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

Cpt Branko
The Scope
Gallente Federation
#57 - 2012-08-29 12:09:34 UTC  |  Edited by: Cpt Branko
Liang Nuren wrote:

This is true to a point. The game should not boil down to even small gangs requiring living in the London data center or having no tank at all. If you're so eager to see what life is like when you don't have HP, try brawling in some of the new attack frigates. It's an extraordinarily difficult form of PVP when you have no buffer at all.


I agree it should not be instapop land.

In my view, the problems (of buffer/tank becoming too effective) began at BCs; with appropriate implants (or none in case of Drakes) and fits EHP is around 90-100K. This is a big jump compared to cruisers and most HACs except maybe Sacriledge. It's still not BS-territory when it comes to EHP, but it is huge when you consider these ships are quite capable as generic roaming ships and fairly inexpensive to boot.

However, it is not the base :stats: of the Tier 2s which were the problem which was often advertised, it is EHP-related bonuses combined with modules and rigs which you can fit plenty of which give a huge increase. Add slavesets and gang bonuses, and then it becomes quite extreme.

Then T3s were added which gave you recon functionality - but instead of the vulnerable 35-40K EHP, they packed 300+K EHP. Making an error with your Huggin/Rapier/Arazu/Lachersis didn't matter anymore (since you now use your T3 and mistakes don't really matter with 300+K EHP), and you had a quick-locking super-EHP option with medium guns.

In my view, it is not a problem if BS have good buffers or even buffers as high as they are now. The lock times are quite low, many of them have problems without some support, they are slow to roam in and slow to catch people but easy to get caught. Problems arise when normal roaming ships which are actually quite effective at catching people have almost battleship-level buffers (and T3s with faction-BS level buffer and recon capabilities), and these problems would have been better adressed by a "nerf" to specific things rather then "let's boost active tank to compensate".

Where the ASB fits in? A single XLASB fit people claim not to be overpowered in effect gives a Myrmidon, using crystals and pills (but not booster) circa 170K EHP if you do not manage to reload, unless it is receiving over 3+K DPS, while using 3 damage mods. (Incidentally, that ship has an armour bonus. The Cyclone is a far more impressive tank.)

It's driving in the wrong direction, really. There has been a continous stream of small changes which shifted things more towards tank which, over time, have added up.
Lin-Young Borovskova
Doomheim
#58 - 2012-08-30 09:31:07 UTC  |  Edited by: Lin-Young Borovskova
Meditril wrote:
Liang Nuren wrote:
I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)

-Liang

Ed: Also, oversized mods wouldn't be as much of a pain in the ass.


NO. It is worse enough that we have ASB, but an armor variant of ASB would make it competely overpowered. Furthermore I like it that there are completely different types of tanking. ASB is also overpowered if you fit two or more of them therefore I think they should simply forbit installing more than one ASB on a ship.


Sorry but no it wouldn't, you haven't given any argument proving your point however I can easily tell you without a doubt you don't fly shield Taloses or ever crossed an XL-ASB Talos group with fast point support (ceptors/assault frigs) -they literally genocide everything in their path including much larger groups.

OP is when you can fit an XL-ASB in a Vagabond then fit only dps/prop mods and you go take on 3 up to 5 ships including tanky ships but you're still able to gank them without much of a problem.

OP is when you fit cloack XL-ASB Lokis and simply destroy everything without even think about your tank because it's not a problem (specially on loki)

OP is a double med ASB 100MN AB Tengu, already crossed one of these? -run away dude, you'll get pinned/killed FTL without even know what's happening.

Because Cyclone, no need to talk about this one every one in this forum should have already crossed at least one.

Did you even realised a cloacky Loki with one of these has far above 1200 DPS tank, a good 600 guns dps, can perma run MWD with above 1600m/s mobility? (pimp it+implants+combat booster and relegates pimp Tengus to middle age)
-and you people are crying all over this forum Tengus are OP?? seriously?

Edit: I'll let you and every one who has any doubt take a look around here and see how much shield became meta including based armor ships with rep bonus. And there's a reason why shields that were already good including active ones became OP with this modules. While some ships needed this sort of module to become used again those who didn't became even more present, and there's no real counter to this but numbers unless specific situation.

brb

Hrett
The Scope
Gallente Federation
#59 - 2012-08-30 19:02:46 UTC  |  Edited by: Hrett
Lin-Young Borovskova wrote:
Meditril wrote:
Liang Nuren wrote:
I think what they should have done was introduce ASBs as armor modules. Yes, we'd still have an Exile + Legion problem but we wouldn't have crystals on top of it. Besides, I ******* hate crystals and I'd love an excuse to let my speed implants get some use. :)

-Liang

Ed: Also, oversized mods wouldn't be as much of a pain in the ass.


NO. It is worse enough that we have ASB, but an armor variant of ASB would make it competely overpowered. Furthermore I like it that there are completely different types of tanking. ASB is also overpowered if you fit two or more of them therefore I think they should simply forbit installing more than one ASB on a ship.


Sorry but no it wouldn't, you haven't given any argument proving your point however I can easily tell you without a doubt you don't fly shield Taloses or ever crossed an XL-ASB Talos group with fast point support (ceptors/assault frigs) -they literally genocide everything in their path including much larger groups.

OP is when you can fit an XL-ASB in a Vagabond then fit only dps/prop mods and you go take on 3 up to 5 ships including tanky ships but you're still able to gank them without much of a problem.

OP is when you fit cloack XL-ASB Lokis and simply destroy everything without even think about your tank because it's not a problem (specially on loki)

OP is a double med ASB 100MN AB Tengu, already crossed one of these? -run away dude, you'll get pinned/killed FTL without even know what's happening.

Because Cyclone, no need to talk about this one every one in this forum should have already crossed at least one.

Did you even realised a cloacky Loki with one of these has far above 1200 DPS tank, a good 600 guns dps, can perma run MWD with above 1600m/s mobility? (pimp it+implants+combat booster and relegates pimp Tengus to middle age)
-and you people are crying all over this forum Tengus are OP?? seriously?

Edit: I'll let you and every one who has any doubt take a look around here and see how much shield became meta including based armor ships with rep bonus. And there's a reason why shields that were already good including active ones became OP with this modules. While some ships needed this sort of module to become used again those who didn't became even more present, and there's no real counter to this but numbers unless specific situation.


Just because it is new, doesn't make it OP. It's a paradigm change, thank god. Once people figure out how to adapt, there will be a new equilibrium.

But as I said earlier in the thread, Double oversize fits need a tweak, and armor needs to be re-balanced. But single ASB setups aren't OP - they are just new. Give it time before there is a knee jerk reaction. Let it play out a bit.

spaceship, Spaceship, SPACESHIP!

Barrogh Habalu
Imperial Shipment
Amarr Empire
#60 - 2012-08-31 08:08:18 UTC
Lin-Young Borovskova wrote:
I'd like to see hull tanking become viable to make it really different, however if some logic has something to do with EvE space and ships then shield tanking is the only reasonable thing out there.

So far we have hull resist module for low slot and reppers for mid slots. Does it mean that it's possible to try to make hull taking into concept of tanking that uses both type of slots instead of focusing on a single rack (well, passive shield tanking isn't to be brought here tbh)?

Phinger wrote:
ASB dual setups are powerful.....but what they have done is MADE fighting possible. And counters to them have yet to be worked effectively. But more Effective fights are happening aka longer fights more tactics involved in the fight...compared to arriving outnumbered and being insta popped. the majority of fighting that occurrs is only when the other players are outnumbered. ASB permits to combat the outnumbered senario. At the moment the comabt in this game is bring more than the other guy and little in the way of skill, dont have the numbers everyone docks up.


While I agree with your main idea, I don't understand why do people bring "fighting outnimbered" argument here? I hear it all the day. "OGB allows me to fight against gangs". Sure, but gang will have OGB too. "I can tank DPS from a gang with my ASB". Of course you can since it reps more than anything else and is immune to neuting, but what stops the gang from using those?

Longer fights aren't bad, but not when that mean that you should stick to very powerful module that see little competition.

Also I must note that your perspective is small gang engagements, when it comes to larger scales (which is CCP's pride and joy, ming you), you'll see Buffer+logi everywhere, and that means a lot of armor ships unless we are talking about nanofleets or something similar. Different tanking approach in to different terms of engagement is exactly why it's hard to blatantly balance armor vs shields in one particular situation. And btw I don't think it's a good idea to try to do that, it's healthy thing when players use both concepts depending on situation's call.