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Humongous inconsistencies in deadspace tanking mods - shield boosters made extreme

Author
Tomcio FromFarAway
Singularity's Edge
#1 - 2012-09-15 11:53:04 UTC  |  Edited by: Tomcio FromFarAway
Recently I took interest in those tanking modules ( never used anything more than one c-type booster before ) and it seems that there are some serious inconsistencies regarding those mods. I'm sure that others have also identified this problem although I haven't seen any threads about it and I'm visiting forums regularly and even if there were some threads long time ago the problem remains.

The core differences between armour reppers and shields boosters are as follows :
Reppers
- less cap used
- more reps given
- long cycles
- reps at end of cycle

Boosters
- more cap used
- less reps given
- short cycles
- reps at beginning of the cycle

Of course there are more differences between armour and shield tanking but they are not really relevant in this specific situation.

Those core concepts are implemented on the level of base modules ( T1 and T2 ) and it works as it should. Deadspace mods however behave differently. Shield boosters have taken over benefits of reppers ( less cap, more reps ) but are also maintaining their inherent advantages. The problems seems to be limited to small and medium modules.


Here are results of my testing :

Relevant skills at 5, no rigs, implants or hull modifiers.

ArrowSmall mods

- repper/booster
base increase in repping effectiveness ( cap stays the same )
repper T1->T2 33%
booster T1->T2 30%

increase of repping effectiveness for deadspace mods

......................coreli.......centii......pithi...........gisti
T2->C-type.....10%........23%......83%Attention......30%
T2->B-type.....20%........35%.....116%Attention......36%
T2->A-type.....30%........46%.....153%Attention......90%Attention

capacitor modifiers ( 'minus' meaning reduction of cap needed )

......................coreli.......centii......pithi.......gisti
T2->C-type.....0%........12.5%......0%......-45%Attention
T2->B-type.....0%........12.5%......0%......-40%Attention
T2->A-type.....0%........12.5%......0%......-35%Attention

To put it in a more meaningful form lets see how it all works out when time is taken into account.

time span of test..........18seconds
number of SAR reps....4
number of SSB reps....10
modules used in test :
SAR : T2, coreli/centii a-type
SSB : T2, pithi/gisti a-type

.............................T2sar...T2sb......coreli.....centii.....pithi...............gisti
repping amount....320......300.........416.......468.......760AttentionAttention.....570AttentionAttention
cap used..............160......180.........160........180......160Attention..........117AttentionAttention

pithi booster is repping 62% more than centii repper while using 11% less cap
gistii booster is repping 21% more than centii repper while using 35% less cap

ArrowMedium mods

- repper/booster
base increase in repping effectiveness ( cap stays the same )
repper T1->T2 33%
booster T1->T2 32%

increase of repping effectiveness for deadspace mods

......................corelum...centum....pithum...........gistum
T2->C-type.....10%........23%.......81%Attention..........28%
T2->B-type.....20%........35%......115%Attention.........37%
T2->A-type.....30%........46%......153%Attention.........88%Attention

capacitor modifiers ( 'minus' meaning reduction of cap needed )

......................corelum...centum....pithum....gistum
T2->C-type.....0%..........12.5%.......0%.......-46%Attention
T2->B-type.....0%..........12.5%.......0%.......-41%Attention
T2->A-type.....0%..........12.5%.......0%.......-36%Attention

And another test :

time span of test..........63 seconds
number of SAR reps....7
number of SSB reps....22
modules used in test :
SAR : T2, corelum/centum a-type
SSB : T2, pithum/gistum a-type

.............................T2sar...T2sb......corelum.....centum.......pithum................gistum
repping amount....2240.....1980.........2912........3276.........5016AttentionAttention.........3740Attention
cap used..............1120......1188.........1120........1260..........1188Attention.............752AttentionAttention

pithum booster is repping 53% more than centum repper while using 5% less cap
gistum booster is repping 14% more than centum repper while using 40% less cap



As you can see those boosters are breaking core design concepts of reppers/boosters, what's even worse those differences are beyond extreme.
I'm yet to test other modules extensively but it seems that large reppers/boosters are working as they should ( they are conforming to design concepts and in no way seem OP ).
My first test on deadspace EANM and Adaptive fields shows that the same inconsistencies can be also observed there but I didn't have the time to run the numbers.


If I didn't fcked up something during my testing ( very unlikely ) then I believe we need to see some serious rebalancing in that area.

Comments, criticism and trolling equally welcomed.Blink
Nestara Aldent
Citimatics
#2 - 2012-09-15 12:16:37 UTC
Yes they aren't balanced. Expect CCP to boost shield tanking even more in the future!Lol
Melina Lin
Universal Frog
#3 - 2012-09-15 12:23:12 UTC
So, Tengu selling like crazy, frigate mods collecting premium prizes for years and it just hit you that the mods are a bit op? Lol

Anyway, I agree. There's no nerf bat big enough to sort this craziness out.
Lin-Young Borovskova
Doomheim
#4 - 2012-09-15 12:24:10 UTC
Nestara Aldent wrote:
Yes they aren't balanced. Expect CCP to boost shield tanking even more in the future!Lol



I'm quite sure they can perfectly sort out all numbers, take a close look at and eventually bring something unique making this specific tanking a little bit more interesting.

What if they introduce some mod not using cap but cap booster charges and reps huge amounts of shields? Lol
Yes please more shield mods and stronger, I still have some trouble making my Megathron have a decent shield tank, I need more mods.

brb

Tomcio FromFarAway
Singularity's Edge
#5 - 2012-09-15 12:46:33 UTC  |  Edited by: Tomcio FromFarAway
Melina Lin wrote:
So, Tengu selling like crazy, frigate mods collecting premium prizes for years and it just hit you that the mods are a bit op? Lol


I always assumed that those mods are selling like crazy because of ships like Tengu, Loki, Sliepnir and the fact that active shield tanking is generally superior to active armour tanking.
I never assumed that the modules themselves are completely out of whack in terms of actual numbers.
I never really cared about the stats themselves ( I don't use them myself ). Well that's not entirely true, I do care about one stat and that is selling price. I sell quite a lot of those mods ( especially pithum line ).Twisted

Also - EvE players are always whining when something is terribly out of whack and I never saw threads about it.
Cpt Gobla
Sebiestor Tribe
Minmatar Republic
#6 - 2012-09-15 13:51:43 UTC
Lin-Young Borovskova wrote:
Nestara Aldent wrote:
Yes they aren't balanced. Expect CCP to boost shield tanking even more in the future!Lol



I'm quite sure they can perfectly sort out all numbers, take a close look at and eventually bring something unique making this specific tanking a little bit more interesting.

What if they introduce some mod not using cap but cap booster charges and reps huge amounts of shields? Lol
Yes please more shield mods and stronger, I still have some trouble making my Megathron have a decent shield tank, I need more mods.


Oooh! I wants me a shield tanked Geddon!

OT: Yup, deadspace shield boosters are silly. It gets even more silly when you realise that ASBs rep more than the best officer boosters.

Granted, the market balances it out somewhat. Especially the Gist Boosters are insanely expensive. But nonetheless it probably could be improved a whole lot.
Tippia
Sunshine and Lollipops
#7 - 2012-09-15 14:49:10 UTC
…so why is any of this a problem?
Roime
Mea Culpa.
Shadow Cartel
#8 - 2012-09-15 17:12:36 UTC
That shield tanking is once again ridiculously superiour to armor to an extent that looks like complete oversight by the guys who designed Pithi boosters? That it's one module that adds to the OPness of Tengu? Differences like this affects the whole geography of exploration... you can do better, dear Tipsy!



.

Daniel Plain
Doomheim
#9 - 2012-09-15 17:47:05 UTC
deal with it. (⌐■_■)

I should buy an Ishtar.

Roime
Mea Culpa.
Shadow Cartel
#10 - 2012-09-15 18:23:05 UTC
"lol"

.

Tomcio FromFarAway
Singularity's Edge
#11 - 2012-09-15 19:45:55 UTC
Tippia wrote:
…so why is any of this a problem?


Are you trying to insult your own intelligence or is it just some poor attempt at trolling?
Either the case you of all people can do better than that.

Roime wrote:
"lol"


My thoughts exactlyLol
Well, he stated that he very much likes his Tengu on several occasions so this kind of reaction is to be expected. No one likes when you try to screw over their favourite toysTwisted
Ashera Yune
Doomheim
#12 - 2012-09-15 22:04:45 UTC
Active armor tanking is mostly a joke and is ill suited for PVP, unless you spurge billions on Deadspace, Drugs, and boosters to make it even considered viable.

Active armor tank bonus is found mostly on gallente and is more harmful than helpful, due to significant powergrid requirements and the mandatory cap boosters which reduce the midslots used for tackle.

Active armor tanking makes gallente blaster boats slow and clumsy due to rigs.


Active armor tanking is only good for frigates(not sure now with ASB) and Carriers and Dreads.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

Lin-Young Borovskova
Doomheim
#13 - 2012-09-15 23:42:50 UTC
Ashera Yune wrote:
Active armor tanking is only good for frigates


They're still better with ASBs, try it out, difference is just insane.

brb

Tippia
Sunshine and Lollipops
#14 - 2012-09-15 23:43:23 UTC
Roime wrote:
That shield tanking is once again ridiculously superiour to armor to an extent that looks like complete oversight by the guys who designed Pithi boosters? That it's one module that adds to the OPness of Tengu? Differences like this affects the whole geography of exploration... you can do better, dear Tipsy!
Shield tanking isn't particularly affected by these modules because they're too rare to be used outside of very specific situations. If the Tengu is overpowered, then the solution is to fix the Tengu (but then, it only overpowers it in that very specific situation, where balance isn't particularly important to begin with and where the Tengu isn't the best ship anyway). The “geography of exploration” isn't really meant to be balanced to begin with…

So what's the problem?

Tomcio FromFarAway wrote:
Are you trying to insult your own intelligence or is it just some poor attempt at trolling?
No. I'm asking you a question. I can't help noticing that you couldn't answer it.

So what's the problem?

Ashera Yune wrote:
Active armor tanking is mostly a joke and is ill suited for PVP, unless you spurge billions on Deadspace, Drugs, and boosters to make it even considered viable.
More accurately, active anything-tanking is ill-suited for PvP unless we're talking about ASBs (and even then, it's still only for rather small engagements), which isn't what's being discussed here.
Daniel Plain
Doomheim
#15 - 2012-09-16 02:31:08 UTC
Tippia wrote:

So what's the problem?

i don't see it either.

I should buy an Ishtar.

Tomcio FromFarAway
Singularity's Edge
#16 - 2012-09-16 06:22:17 UTC
Tippia wrote:
Shield tanking isn't particularly affected by these modules because they're too rare to be used outside of very specific situations.


Are you suggesting that all those deadspace fitted, pve Tengus are 'rare'?
That's an interesting assessment.

Also - deadspace fitted Tengus, Lokis and even Sliepniers are being actively used in pvp. Of course they are in the minority but that doesn't mean they aren't there.

Tippia wrote:

(but then, it only overpowers it in that very specific situation, where balance isn't particularly important to begin with and where the Tengu isn't the best ship anyway).


It is one of the most popular ships and one of the reasons is it's tanking capability provided by extremely OP mods.

Tippia wrote:

The “geography of exploration” isn't really meant to be balanced to begin with…


Actually it should be ( content wise ). That doesn't mean it's profitability shouldn't be influenced by 'demand' factor. However when this demand is a result of the OPness of modules then there is a problem. Those mods wouldn't be as popular ( profitable ) if it wasn't to the fact that they are simply too good when compared to other comparable mods.

nullsec << Caldari/Angel low/hi
Isn't that a contradiction of of 'risk vs reward' concept?
The concept you are referring to ( and supporting ) quite often in your posts?

Tippia wrote:

So what's the problem?


The fact that we have very popular modules, used on very popular ships and that those modules are not only breaking core design decisions but are doing so with extremity then I believe it is a problem.
If the differences were minor I would say : "screw it, it's nothing big" but if the differences reach silly levels ( ~150% ) then it is just not right.
Gabrielle Lamb
Pator Tech School
Minmatar Republic
#17 - 2012-09-16 09:12:25 UTC
Yeah, small and medium deadspace boosters are awesome!

Have you seen the T2 versions though? They're so crappy and give such a bad boost to cap ratio nobody ever uses them. The problem isn't the Deadspace versions beeing too good, it's that the T2 versions need a massive buff!

T2 Armor repairers for instance are perfectly usable and solid modules, Deadspace versions are awesome versions of the same modules.

Comparing a Tengu with a Gist Med Shield booster + Boost Amp +C-Type Invuln Field + A-Type EM Ward field to a Proteus with 2x C-Type EANMS, A-Type Explosive and a Deadspace Armor repper, and you'll find the Proteus not only has more EHP but also a higher sustainable tank.
Gabrielle Lamb
Pator Tech School
Minmatar Republic
#18 - 2012-09-16 09:16:13 UTC
Tomcio FromFarAway wrote:

nullsec << Caldari/Angel low/hi
Isn't that a contradiction of of 'risk vs reward' concept?
The concept you are referring to ( and supporting ) quite often in your posts?


Simply not true though, the average DED 10 site pays ~2b or so the average DED6 site ~300m and the average DED4 site maybe 50, for DED3 in Gurista space you're lucky if you get an average of 25m or so because only a single good module can even drop.
Tippia
Sunshine and Lollipops
#19 - 2012-09-16 09:54:02 UTC
Tomcio FromFarAway wrote:
Are you suggesting that all those deadspace fitted, pve Tengus are 'rare'?
No. I'm stating that the modules are rare.

Quote:
It is one of the most popular ships and one of the reasons is it's tanking capability provided by extremely OP mods.
…and it's popular in an area where balance isn't particularly important and where the Tengu isn't the best ship to begin with. Balance is a spectacularly low priority when all you're doing is shooting rats (and if you're shooting something else, these modules are rather behind on the power curve and thus not worth the cost).

Quote:
Actually it should be ( content wise ).
CCP disagrees. They're very fond of imbalances between different parts of space.

Quote:
Those mods wouldn't be as popular ( profitable ) if it wasn't to the fact that they are simply too good when compared to other comparable mods.

nullsec << Caldari/Angel low/hi
Isn't that a contradiction of of 'risk vs reward' concept?
No, largely because it's not a particularly well-supported claim. The same exploration opportunities exist in null, following the same reward curve, and they take a back-seat to other means of making money. Additionally, since you included lowsec, you already have something that's higher risk for your higher reward.

Quote:
The fact that we have very popular modules, used on very popular ships and that those modules are not only breaking core design decisions but are doing so with extremity then I believe it is a problem.
…and that problem is…? Being popular is not a problem, and the “core design decisions” rather sound like something you've made up. Also, even if it did exist… so what? We're talking about the very highest end of modules here — breaking out of the mould is rather something you'd expect them to do. It just sounds like you're making a reversed appeal to popularity: everyone likes them, so they must be something bad… Yes, they're good modules. So what?
Cpt Gobla
Sebiestor Tribe
Minmatar Republic
#20 - 2012-09-16 10:16:38 UTC
Tippia wrote:
snip


The problem isn't that these modules simply exist. That's fine. The problem isn't that these modules break the mould. That's fine. The problem isn't that these modules are hugely popular. That's fine.

The problem is that shield boosters are the only high-end module that breaks the mould.

If high-end modules can be expected to break the mould then why aren't there large armor reps with 200 cap cost? Why aren't there A-Type Energized Adaptive Membranes with 50% resists? Why aren't there deadspace MWDs with 1000% speed boosts? Why aren't there officer ECMs with 10+ jam strength?

I mean they're high-end modules that can be expected to break the mould right?

Except they don't. None of them do. Only shield boosters do.

That's what's wrong.
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