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Balancing shield and armor tanking for small scale

Author
KamiCrazy
Deep Core Mining Inc.
Caldari State
#1 - 2012-10-05 23:36:04 UTC  |  Edited by: KamiCrazy
I had a few ideas in my head and I'd like to see what others think of them.

A lot of complaints about shield vs armor tanking is the speed penalties associated with armor tanking and many want armor tanking to be buffed to compensate.

I don't think that is enough I think shield tanking right now is very much in vogue and even if armor tanking was buffed it'd still be king.

So instead I propose these changes.

Increase armor mod values significantly to provide bigger buffers. Only plate mods, not actual ship armor values.
Make armor repairers extremely cap efficient, reduce repair rate slightly, increase time between repair and make it consume nanite repair paste. Overheat mode increases consumption of nanite repair paste by 200% and provides a 100% repair rate increase.


Nerf shield extenders significantly reducing shield buffers. Actual ship shield values unchanged. Increase
Buff the shield recharge bonus of all shield recharge mods significantly to over compensate
Remove all penalties between having to trade between shield boost and passive shield recharge.
Remove ASB and replace with an invulnerability burst, 2.5 secs of 97% shield resists with 30 sec cooldown.


The idea is to make armor the EHP king, make it very cap efficient as icing and to balance it with some sort of ammo consumption.

Shield is balanced by making it more risky with less EHP. However that is supposed to be balanced with greater in combat shield regen that does not require cap. It should also force a shield nano to have to balance between speed vs shield recharge vs dps.


I do not propose any changes to remote repairers.
Cap James Tkirk
Baba Yagas
The Initiative.
#2 - 2012-10-05 23:48:21 UTC
this just seems like a heavy handed buff to armor and a nerf to shields

i would agree currently the ANC booster is OP and needs some work but other than that they are about equal just require different tactics
KamiCrazy
Deep Core Mining Inc.
Caldari State
#3 - 2012-10-05 23:58:25 UTC  |  Edited by: KamiCrazy
Shield tanking was already better than armor tanking before the ASB. The ASB only made it even more skewed.

I don't agree with your premise that they are balanced and just different tactics.

IMO there is very little downside to shield tanking as long as you have the mids to do it. Once you got the tackle and prop on you can effectively shield tank some ships with just one LSE due to rigs.

How is that balanced at all?

In another words here is what I think is WRONG with shield tanking.

LSE's are too good, extenders in general are way too good. Providing both EHP AND passive shield regen with a drawback that can be compensated by simply adding more speed to your ship.

Shield rigs are in the same boat, I never think twice of putting shied rigs like core defence extenders on a ship.

However I always think twice about putting armor rigs on a ship. Losing 5% speed per a rig is awful.

Therefore in addition to armor tanking buffs I think shield definitely needs a nerf in the EHP department. However I don't think hurting passive shield tanking is a good thing. In fact I think passive shield tanking should be considered a viable tradeoff against damage or speed.
Paikis
Vapour Holdings
#4 - 2012-10-06 00:50:18 UTC
You are bad and you should feel bad
Marcus Gideon
Triglavian Assembly
#5 - 2012-10-06 02:15:52 UTC
Passive regen is the root of all evils.

Armor doesn't grow back on its own, so any kind of armor tank is either going to be Cap dependant, or just a waiting game.

Shields magically refill over time. And the math behind it can be easily manipulated, to keep a passive Drake alive against 500 Neuts without breaking a sweat.

The fact that shields recharge "to full" in a given amount of time, is why Extenders are overpowered. Making "full" a bigger number, means the recharge is stronger, to get "full" in the same amount of time.

Shields have been biased for ages now, and there's never been even a glimmer of hope that it might change.

Along comes the ASB. Now you can still run a completely passive setup... oh, and passively boost over double what an active shield tank could conjure. With a little effort, you can fit 2x ASB, and keep up the magic trick forever just by offsetting reloads. Or run them both, and suddenly your cruiser tanks Dread guns!


Our only hope is that one day, they'll let us get our hands on the spiffy Terran gun from the trailer!

http://www.youtube.com/watch?v=PKdTJjDnYzE&t=88
Roime
Mea Culpa.
Shadow Cartel
#6 - 2012-10-06 06:28:45 UTC
The biggest problem is in MWD sig bloom.

Both tank types have a drawback that affects the tracking formula, for armor it's speed, for shield it's signature radius. In theory this is balanced, but suddenly MWD. Now both armor and shield have huge signatures, and any difference there is in signature radius is lost due to the fact that the bloom is so big. This leaves only armor tank with the natural drawback, it's slower.

Other issues are in fitting. Armor uses low slots and can't increase damage. Speed rigs affect armor amount directly (WTF) and speed modules means less tank modules fitted. Shield tank is a total non-issue to fit compared to armor due to much lowers requirements.

Then add natural shield recharge rate, very low repair rate and high fitting requirements of active armor modules and the fact that two main armor races lack viable T1 medium range weapons and you got our current situation where active armor tanking is limited to frigs, and buffer armor tank only makes sense on T3s with logi backup and selected BS + larger.

I don't armor tank any of the Gallente battlecruisers, and two of those have hull bonus to active armor tanking. It is no longer viable.

.

Veryez
Hidden Agenda
Deep Space Engineering
#7 - 2012-10-06 12:25:39 UTC
Ironically enough your complaints are 6 years too late. This is the just about same arguement we used 6 years ago when revelations sent ship balance into a tailspin that has taken years to correct. There was a time when every ship active tanked as plates and extenders were useless. Weapon caps use and ships capacitors were based on active tanking.

Then CCP introduced rigs and massively buffed plates and ship EHP (because Tux wanted "longer" fights). The net result were small nerf to hybrids, nerfs to lasers (but buffs to amarr ships as they didn't have to active tank) and massive nerf to projectiles (which were largely considered useless - imagine that). Finally over the years weapons have been buffed such that each can be useful in the right circumstances. People can whine all they want, but ship balance in EvE is about as good as it's ever been (and is getting better).

And now you want to scale back some of the revelations changes. With today's weapons this would be a huge buff to certain weapon systems, This change would be far larger than you expect. I would rather CCP continue with the ship rebalancing before they look at any specific module, otherwise some ships might need to be re-rebalanced as they are thought to buffer tank in their normal setups. Sure it's easy to say this or that module needs to be nerfed when used in this way, but to really balance a module, you need to consider (and test) it in many configurations (else we wind up with another istab - a module CCP changed because "nobody used it").
Joneleth Rein
#8 - 2012-10-06 14:09:12 UTC
Having read the OP I'm getting the feeling he's actually never took the chance to fly the ships in more than one fitting. Like the dude above said. You'r proposing a buff to armor and a nerf to shields doctrines and not just tweaking modules.

On the top of my head i'd have to say armor repairers are extremely cap efficient compared to non ASB shield boosters not because of the module but the hulls this module is supposed to fit in. You also have to keep in mind that in shield if you'r going active tanking you'r going one size larger in the shield reppers otherwise you'r sacrificing repair amount for stability.And it's a BIG loss in repair amount. I have yet to see a triple-repped shield battlecruiser (ahem Armor Myrmidon).And before someone shouts about the cap the modules need remember that shield ships have literally CRAP capacitor since their weapon systems is cap-less. It gives you much less room to play with modules that eat your cap. Again this is pre-ASB era in which case active shield tanking was avoided unless the ship was pimped.It's obvious why pilots would prefer the extenders in their hulls. Now as for the ASBs,even if they are overpowered it gave a chance to have close active-tanked setups that don't rely on cap (there wasn't much in the hulls anyway)but are on a timer.

But generally speaking I would really suggest taking a look at the difference in shield and armor doctrines as a whole and not just the modules if you suspect major imbalances. Sometimes it's designed that way for a damn good reason. And I won't even go at the empire doctrines. E.g caldari SHIELD ships have literally crap base speed.They just don't have to balance their tank/speed like armor do but they do have to balance tank/utility and tank/sig.

Spider Pig! Spider Pig! Does what a Spider Pig does.. Can he swing? From a web.. No he can't. He's a pig.

Denuo Secus
#9 - 2012-10-06 15:02:21 UTC  |  Edited by: Denuo Secus
Marcus Gideon wrote:
Passive regen is the root of all evils.

Armor doesn't grow back on its own, so any kind of armor tank is either going to be Cap dependant, or just a waiting game.

Shields magically refill over time. And the math behind it can be easily manipulated, to keep a passive Drake alive against 500 Neuts without breaking a sweat.

The fact that shields recharge "to full" in a given amount of time, is why Extenders are overpowered. Making "full" a bigger number, means the recharge is stronger, to get "full" in the same amount of time.

Shields have been biased for ages now, and there's never been even a glimmer of hope that it might change.

Along comes the ASB. Now you can still run a completely passive setup... oh, and passively boost over double what an active shield tank could conjure. With a little effort, you can fit 2x ASB, and keep up the magic trick forever just by offsetting reloads. Or run them both, and suddenly your cruiser tanks Dread guns!


Our only hope is that one day, they'll let us get our hands on the spiffy Terran gun from the trailer!

http://www.youtube.com/watch?v=PKdTJjDnYzE&t=88


Nonsense! Did you even fly such a Drake in PvP? I'm sure your fleet mates were really happy about your role in your fleet Big smile

- said Drake, able to outlast 500 Neuts and to *tank* using passive shield recharge, serves no other purpose than tanking. Reason: you need to utilize all your med and low slots to get such a huge passive recharge. Afaik tanking is not a role in combat. Such a Drake couldn't even be a heavy tackler since all med slots are needed for tanking. As soon as you fit tackle in your meds your tank drops drastically. Nothing a combat fitted BC couldn't overwhelm. Damage dealt by such a Drake laughable, it's damage application is bad. A passive armor brick can be a heavy tackler at least, since all med slots are free.

- if a Drake is fitted to do anything else than tanking you need low slots for damage and med slots for propulsion, tackle and/or ewar. Now we have a peak regen of ~100 DPS. Even a frig can overwhelm this.

- if you'd know the math behind shield regen, as you claim, you'd know the EFT value for shield regen happens at ~30% only. Before and after it's lower. In PvP the shield regeneration servers practicable purposes mostly since you don't need to dock to get back your main source of HPs.

Having said that, I agree there should be a way how armor tanks could regain HPs in a passive way. As mentioned, for practical reasons. The need to dock or to have logistic ships around is one reason why armor is bad for solo/very small scale PvP in hostile space.
Alticus C Bear
University of Caille
Gallente Federation
#10 - 2012-10-06 20:35:53 UTC
I do not think the answer is to boost buffer fits or nerf Shield fits to make armour more viable

That said I could see a few tweaks, some ideas.

Resist modules have stacking penalties, introduce stacking penalties for buffer modules both plates and extenders, probably not at the current stacking penalties rates but still a bit less EHP for subsequent modules, this has a slight side effect of advantage to armour as 1600mm plates have better EHP addition. Dual LGSE fits are more common than dual Plate fits.

Rig penalties, Amour penalties are Harsh and something needs to change.

ASB is currently being taken care of by CCP.

Passive regen is good for shield buffer fits but there is not an armour equivalent, this does not need changing for shields and many could suggest fitting small armour repairers but even this feels like a wasted slot on a full armour buffer fit. Armour repairers could provide a small omi resist bonus when offline this would help buffer fits by boosting EHP when offline or allowing armour repair following a fight losing the resist bonus at the same time. Either armour repairers could be changed or a new weaker repping module could be introduced as balance.

One of the problems Active Armour fits especially face is the number of slots that are taken up.

Fix the reactive Hardener module, in its current form it is to cap costly and probably does not provide enough resistance, tweaking this module may allow an armour ship to plug it’s resist hole and still boost other resists if damage varies, this may save a module/rig slot normally given over to explosive.

I feel small reppers are quite good but at the medium level things are not quite the same, rather than using two/three slots for reppers introduce a Heavy Armour repairer in between medium and Large. Double the fittings and repping of a medium repper or thereabouts.
Fon Revedhort
Monks of War
#11 - 2012-10-06 20:53:37 UTC
Regardless of what low-level players say, Shield Extenders and corresponding rigs should increase mass and reduce speed just like armor - functionality should define penalties. If a mod increases HP then it should slow you down. It's really that simple.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#12 - 2012-10-06 22:56:35 UTC
Fon Revedhort wrote:
Regardless of what low-level players say, Shield Extenders and corresponding rigs should increase mass and reduce speed just like armor - functionality should define penalties. If a mod increases HP then it should slow you down. It's really that simple.

I heard that CCP are looking on it other way round - they may reduce armour rigs penalties instead.
Though I see why you suggest keeping slowing down as a tanking factor.
Noisrevbus
#13 - 2012-10-07 00:15:55 UTC  |  Edited by: Noisrevbus
Fon Revedhort wrote:
Regardless of what low-level players say, Shield Extenders and corresponding rigs should increase mass and reduce speed just like armor - functionality should define penalties. If a mod increases HP then it should slow you down. It's really that simple.


I think alot of people oversimplify the complexities of the two different tanking types alot in general.

If the secondary effects (the tracking modifiers; mass and signature) were streamlined the only difference between armor and shield at a module-balance level would be buffer versus regeneration and you would enter into a similar relation to active and passive: if you have logi armor would always appeal more. Shield would trend toward active and armor passive. They would then also be suggestive when it comes to different scales and gang sizes.

You would still have the slot-allocation level (damage/fitting mods versus active utility mods) to shake things up a bit, but overall we would see the different "roles" we already see today even stronger reinforced (ie., shield is fast and bursty, armor is tanky and well-rounded).

The problem with reinforcing those roles is that it turns into some self-fulfilling prophecy and any racial traits or special ships that enabled out-of-box thinking (Gallente fast armor, Caldari tanky shields) would be even more marginalized and forced into a rethink.

On the other hand, that is already being done with the winter redesign, so i guess my criticism of it is a day late and a dollar short. They are abandoning the racial quirks that were fun to play with, suprised people by challenging their assumptions or proved the sceptics wrong. I'm going to miss that now that roles are rebalanced per class/tiering instead (or should i say streamlined and limited to that). I think it's a big shame, still do. Alot of people are probably going to enjoy eg., fast ships with missiles (that always "made sense" in the past, but was balanced away from such a powerful clearcut role on the vast majority of ships), but we're paying for it through limitations of ingenuity and out-of-box thinking. We'll have less room to surprise people with fast plated ships, and the prophecy of "slow heavy tanks" will fullfill itself. No surprises, no reward for the surprising.

At the end of the day, it's just another one of them things that stop people thinking. It feeds Fon's "low-level" players that argue "plates are slow" without running the numbers, defining what they consider slow and actually looking at what ships can achieve instead. It feeds that complacency and that's disheartening to me... it's yet another dumb-down. Anyone can look at an armor module and see the obvious speed-deficit, yet today, there are still people catching nano-hacs with plated hacs and similar. The people who look at the modules and decide that it's impossible because of "it says right here, slow" will never learn the intricates of the game. They will remain "low-level".
Roime
Mea Culpa.
Shadow Cartel
#14 - 2012-10-07 14:57:58 UTC
Just out of curiosity, can you link a a "Gallente fast armor" fit that isn't a Deimos?

.

Alphaphi
KASK Heavy logistics
#15 - 2012-10-08 03:32:09 UTC  |  Edited by: Alphaphi
KamiCrazy wrote:


Increase armor mod values significantly to provide bigger buffers. Only plate mods, not actual ship armor values.
Make armor repairers extremely cap efficient, reduce repair rate slightly, increase time between repair and make it consume nanite repair paste. Overheat mode increases consumption of nanite repair paste by 200% and provides a 100% repair rate increase.



WHAT THE **** HAVE YOU'VE BEEN SMOKING?
really?

lets sum it up:

less cap
less repair amount
INCREASED cycle time
force it to consume nanite paste


armor repairers are already inferior enough, as you require TWO to equal (not even 100%) a shield booster, so less repair amount is out of the effing discussion, and this brings me on to the ''less cap''... armor reps have a small cap use in the first place, but it becomes big because you need TWO armor reps to equal (close to at least) the repair amount of a shield booster.

INCREASED CYCLE TIMES.
nope, never ever.
we already get our reps when the cycle ends instead of when it starts, where the shield boosters get it at the start of their cycle.
this would again, make shield tanking far more superior no matter what.
end of discussion, PERIOD.

FORCED NANITE PASTE:
again, a HUUUUGE no.
this would make armor tanking utter useless in PVE, as well PvP because you are forced to use a charge, no matter the size of the armor repairer, whereas the shield tanking again, can do it for free (or with a single charge from the ASB)

you would lose money doing low level missions in armor ships
with you suggested changes, it would be even more borked to active tank a armor ship, because you would have to use WAAAY more reptime and charges to equal out a shieldbooster.

i could see a ASB in armor version consuming nanite paste, but not the normal one, especially because nanite paste goes for 16k a pop in jita (bye bye new players wanting to try armor tanked ships because of the recurring cost) whereas a cap booster goes for what.... 3-4k? (which means that the ASB can burn out 3-4 cycles for the same cost as a single armor rep)

your proposed ''buff'' sounds more like a freaking nerf in my ears....


anyhow, the thing you're doing wrong is that you're comparing Passive VS Active VS buffer tanking, which you shouldn't.
it's 3 separate ways of tanking a ship, which both have drawbacks and bonuses.
for example, active tanked armor ships won't have a awesome buffer.
Tarn Kugisa
Kugisa Dynamics
#16 - 2012-10-08 06:04:48 UTC
KamiCrazy wrote:
Shield tanking was already better than armor tanking before the ASB. The ASB only made it even more skewed.

I don't agree with your premise that they are balanced and just different tactics.

IMO there is very little downside to shield tanking as long as you have the mids to do it. Once you got the tackle and prop on you can effectively shield tank some ships with just one LSE due to rigs.

How is that balanced at all?

In another words here is what I think is WRONG with shield tanking.

LSE's are too good, extenders in general are way too good. Providing both EHP AND passive shield regen with a drawback that can be compensated by simply adding more speed to your ship.

Shield rigs are in the same boat, I never think twice of putting shied rigs like core defence extenders on a ship.

However I always think twice about putting armor rigs on a ship. Losing 5% speed per a rig is awful.

Therefore in addition to armor tanking buffs I think shield definitely needs a nerf in the EHP department. However I don't think hurting passive shield tanking is a good thing. In fact I think passive shield tanking should be considered a viable tradeoff against damage or speed.


I know that LSE trick as a fact.
Because my 'Police Car' Thorax has that setup, and it works really well (BC Size shields on a cruiser)

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Danny John-Peter
Blue Canary
Watch This
#17 - 2012-10-08 12:43:06 UTC
People seem to not notice that armour already provides close to double the buffer of shield, a Rokh, standard fleet fit has around 175K EHP with links, an Abaddon has 300k +, thats a LARGE difference.
Mike Whiite
Deep Core Mining Inc.
Caldari State
#18 - 2012-10-08 14:01:14 UTC
So because shields are better on small ships the only thing that needs to be ballenced is small ships???

Personaly I put this one in the Category:

Scissors: "Paper is fine, nerf Rock"


If you want to ballance you should look at the whole picture, shields work on small ships, because speed is a factor, but when speed becomes less of a factor there are very few shield ships are a threat.

Capital ships are almost all armor tankers.

Gate camps usualy have armor tankers.

yes they have problems in free flight, but thats just not their thing.


Zyella Stormborn
Green Seekers
#19 - 2012-10-08 15:08:13 UTC
Mike Whiite wrote:
So because shields are better on small ships the only thing that needs to be ballenced is small ships???

Personaly I put this one in the Category:

Scissors: "Paper is fine, nerf Rock"


If you want to ballance you should look at the whole picture, shields work on small ships, because speed is a factor, but when speed becomes less of a factor there are very few shield ships are a threat.

Capital ships are almost all armor tankers.

Gate camps usualy have armor tankers.

yes they have problems in free flight, but thats just not their thing.




I agree that they should look at the whole picture. I also believe that changes are needed, namely in armor.

Capital ships and Gate camps however, although it is true they are mostly armor, you will also notice the fact that they are usually sitting still / not moving at all or very little in both of those scenarios, so the speed / agility problems are not a factor. The second people get out of their chairs and start moving about the room, it becomes harder and harder on the armor side to keep up and / or play dodgeball (arguably my biggest complaint about armor).

~Z

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

Backfyre
Hohmann Transfer
#20 - 2012-10-08 17:13:36 UTC
Agree that armor tanking has been broken for a long time as stated by others. You can get a better shield tank on gallente ships that give bonuses to armor repair. Go figure. FUBAR.

Fundamentally, any fix would need to assure differences in doctrine. Ignoring ASB, shield tanks do need a bit of tweaking downward. Perhaps a lot less buffer and have the regen rate suck on capacitor more. That is the concept of "shields" - using raw energy for protection.

For armor tanking, tweak modules to give bigger buffer and higher resists and (maybe) more repair amount but still have the amount less than what shield tanks get. Concept is that your ship gets the hell beaten out of the armor but it takes longer to repair the damage.

Perhaps also need to adjust the slot usage as well. Add a couple mid-slot items for armor tanking, like an armor plate reinforcer. (whatever that means...)

Would need to "balance" all the effects such that each has it strengths and weaknesses. Right now, there is no "balance".
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