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[Retribution 1.1] Armor Tanking 1.5

First post First post
Author
Eternal Error
The Scope
Gallente Federation
#721 - 2013-01-24 04:39:11 UTC  |  Edited by: Eternal Error
Perihelion Olenard wrote:

Do you even play Eve? Do you know what falloff means? What is this fit that allows your maelstrom to tank over 1.2k DPS using one ASB at a time? I also said I overloaded the ASB in my calculation of the tank, not just the armor tank. Using all weapons, tank, and EW modules for over five minutes on one cap booster on the hyperion isn't enough?

You're terrible, stop posting.
Perihelion Olenard
#722 - 2013-01-24 04:41:28 UTC  |  Edited by: Perihelion Olenard
Nevyn Auscent wrote:
Perihelion Olenard wrote:
No, it's not the best comparison. It's the worst. There are more lows to tank with than shields have mids after MWD and warp disruptor.

There are more Mids than lows to tank with after three damage mods..... etc etc etc ad infinitum.

In general there's damage, tank, and tackle. You can't have it all with either shield or armor tankers. You people are trying to make armor overpowered so you can have all three.

Shields can give up tackle for tank and damage. If you want more tackle, you give up tank and still have damage.

Armor can give up damage for tank. If you want more damage you give up tank and still have tackle.

After these armor changes armor will be in a much better place.
Eternal Error
The Scope
Gallente Federation
#723 - 2013-01-24 04:52:26 UTC
Perihelion Olenard wrote:


After these armor changes armor will be in a much better place.
No one is disputing this. However, there are two major problems:

1.) That better place will still be pretty bad
2.) The real (and, for the most part, incredibly simple) problems will not have been addressed. Instead, we'll have more new skillbooks and modules that were 100% unnecessary (and will completely overshadow the older modules) and that will likely make future balancing even more difficult.
Vladimir Norkoff
Income Redistribution Service
#724 - 2013-01-24 05:19:23 UTC
Sinzor Aumer wrote:
CCP Fozzie wrote:
We're switching the AAR to use nanite repair paste instead of cap boosters. What we're looking at now is for them to hold 8 reps worth of paste, with the smalls eating 1 per cycle, the mediums eating 5 and the larges eating 10.

Alright, now at least it's not that awkward.
So the next logical step would be:

- make each and every local armor rep charge-able with nano-paste, I mean ALL of them;
- reduce bonus in charged mode to maybe 50% of base level;
- destroy ancillary thingy and pretend it never happened.


What it gives?
1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing.
2. We introduce interesting gameplay around when to recharge each rep.
3. We bring back to life high-meta reps.
4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon.
Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it.
Jessica Danikov
Network Danikov
#725 - 2013-01-24 05:39:28 UTC
Bumpers will hate the new Armor Upgrades skill. Solution? A lowslot module made for bumping- increases mass + agility by a factor to cancel out the unwieldiness of the mass increase, perhaps?
Zarnak Wulf
Task Force 641
Empyrean Edict
#726 - 2013-01-24 05:55:53 UTC
1) If everyone thought it was great it would probably be overpowered.
2) MAR and LAR power reqs are on the table.
3) MAR and LAR reps/cycle are on the table.
4) If you are not mind-boggingly obsessed with 2-3 reppers on everything you can get a full rack of Neutrons and two MFS along with a 'good enough' tank on a Gallente boat.
5) Links and tracking enhancers are on the cutting board. The nerf of the latter will close the gap a bit between armor and shield.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#727 - 2013-01-24 06:17:41 UTC  |  Edited by: Sinzor Aumer
Vladimir Norkoff wrote:
Sinzor Aumer wrote:
- make each and every local armor rep charge-able with nano-paste, I mean ALL of them;
- reduce bonus in charged mode to maybe 50% of base level;
- destroy ancillary thingy and pretend it never happened.


What it gives?
1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing.
2. We introduce interesting gameplay around when to recharge each rep.
3. We bring back to life high-meta reps.
4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon.
Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it.

Fozzie is married to burst-tanking which I consider wrong for armor.
Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst.
Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise.
Sizeof Void
Ninja Suicide Squadron
#728 - 2013-01-24 06:24:24 UTC
CCP Fozzie wrote:
Resist Bonus vs Rep Bonus

Agree with direction. Also, please always keep in mind that we don't all fly around in fleets with logi support. Many of us still like to run solo or in small gangs w/o logis - in both PVP and PVE. It would also be nice to see more situations where using multiple active local reps has advantages over RR and/or resists.

CCP Fozzie wrote:
Differences between Shield and Armor tanking as a whole

Glad to hear that you recognize that midslot and lowslot modules affect balance - in particular, the TE and TC. TEs have been OP for a while now, esp. when matching up shield-tanked AC ships against armor-tanked blaster boats.

CCP Fozzie wrote:
Addition of new skills and modules

The AAR is interesting. So, +1 on that. It will probably require tweaking to keep it from being either OP or useless, so please plan to review and adjust it within a month or two, after it is released. The ASB's main problem was due to taking far too long to review and tweak the bloody thing. It was pretty clear during the AT that the ASB was OP, yet it was not fixed.

Don't agree with adding new skills, though. The argument that adding more skills increases the separation between new and old players is completely valid. This can be proven simply enough by rolling up a new toon, using EVEMon to spec out 1 and 3 months worth of skills, and see how well the 1 month old toon will fare against a 3 month old toon, and how well the 3 month toon will fare against a 2+ year old toon (which will typically have all level 4/5 base skills). The more base skills you add, the worse it gets.

The best way to close the gap is to remove skills, not add them. Providing an advantage to older players should take the form of adding more levels to the existing skills, with the corresponding increases in skill training time required to train up to level 6 or 10.

CCP Fozzie wrote:
Powergrid usage penalty on active rigs

Looking at the rig penatlies... the speed penalty vs. signature penalty is a no-brainer, but I don't agree that trading the speed penalty for a PG penalty is a good solution. A PG penalty is still much worse than a signature penalty, in most cases, so shield tanking still has the advantage here.

Perhaps, you should consider changing the shield rig penalty to a CPU penalty - or, if you really want to keep the signature and speed penalties, just reduce the speed penalty, making it much less than the signature penalty (or is there something in the code or database that requires all rig penalties have to have the same base percentage?).
Boris Amarr
Viziam
Amarr Empire
#729 - 2013-01-24 06:32:02 UTC  |  Edited by: Boris Amarr
What about adding Meta & T2 Reactive Armor Hardener? Meta will have lower cap usage and T2 will have basic resists 20/20/20/20. It will be good boost active armor tank. Because now if you get two damage types, now you have resists 30/30 with Reactive Armor Hardener after some time and 25/25/25/25 with Energized Adaptive Nano Membrane II but right now. So now Reactive Armor Hardener has low usability.

Also will be good to make small, medium and large Reactive Armor Hardener with different cap usage. Why armor ships must be limited in using Reactive Armor Hardener in BS (and Battle Cruisers maybe) only.
Sizeof Void
Ninja Suicide Squadron
#730 - 2013-01-24 06:41:11 UTC
I apologize in advance if this particular issue has already been asked, and answered:

T2 armor plates got a buff, which increased their use. Rolled Tungsten is still popular, due to less mass, easier fitting, cheaper cost. But, all other flavors of plates - Nanofiber, Titanium, Crystalline Carbonide, Faction, and T1 - don't have much of a place in the game, unless you just can't find T2 or RRT plates on market. And, since the NPC drop rate of RRT plates is high, market scarcity isn't currently a reason to use the other plates.

How about some flavor-specific stat tweaks, in order to give us a reason to use these less-popular plates?
Apostrof Ahashion
Doomheim
#731 - 2013-01-24 07:34:08 UTC
Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.

The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight.

And this is ignoring the fact that Ancillary Shield Boosters have absurdly low fitting requirements and that you can fit more than one, and that even makes them better in long missions than standard modules, and that standard Armor Repairers wont ever catch up to Ancillary Armor Repairer. They are not burst pvp tanking modules they are just plain better tanking modules.

The game already has perfect and simple mechanics for real burst tanking, overheating. Work on those rigs, maybe even increase the heat damage and amount repaired to make it a more important choice when to overheat repairers etc. Leave the whole adding new stuff that makes older stuff obsolete approach to World of Warcraft please.
Captain Semper
Fusion Enterprises Ltd
Pandemic Horde
#732 - 2013-01-24 07:51:43 UTC  |  Edited by: Captain Semper
You are talking a lot about AAR but you forget about topic name: Armor tanking 2.0
And if we agree that there are ships for solo pvp and fleet pvp so why gallent's ships for solo (well most of them)? 2 gallent's BC for solo (and only Talos, that pretty new in EvE sometimes use in fleet pvp. Why sometime? Naga lol!). Maybe its time to change brutix or myrm bonus?

And also.
Armor tank is still worse. Becuase shield tank ships faster, have more DPS, better distance control (tracking enh ftw) and realy good tank. And if we take shield logists its pretty better then armor setup anyway.

What about that? How this change (aar+new-amazing-skill) will help us to chose armor tank ships more often?
Sturmwolke
#733 - 2013-01-24 08:05:57 UTC
Didn't read the whole thread except for the 1st post. Overall, it's a push to minimize the agility penalty for armor for better mobility with other minor bits and pieces.
Fine for buffer tanks/active tanks, but it imo, armor RR needs some help to make it more competitive. Start by looking at the delayed rep (which is compounded by the response times), a major thorn.

10-5% PG increase for local armor rep penalty for the "active" armor rigs may kill certain beam configs for Amarr ships (sorry, I cba to check/confirm) and may also make dual-repping armor configs a difficult proposition. For L4 mission runners, mobility isn't such an issue with armor BS hulls and thus, this will be viewed generally as a nerf rather than a buff. It doesn't feel right, imo.

Try the resistance angle? e.g. 10-5% penalty to EM resistance (not all types).
Takeshi Yamato
Ministry of War
Amarr Empire
#734 - 2013-01-24 08:29:00 UTC
Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:


Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload.

L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload.

These are both the cruiser-sized version. However cruisers can also fit the battleship version:

XL-Ancillary Shield Booster: 196 shield/sec, 8820 shield per reload.

The XL-ASB more than doubles your tank. It is far too easy to fit for what it does.



Active armor tanking will remain underpowered until it has an answer to oversizing or until oversizing ends. Personally I think it's obvious that oversizing is broken as hell and should go.
Fon Revedhort
Monks of War
#735 - 2013-01-24 08:58:57 UTC
Apostrof Ahashion wrote:
Ok, i really tried to like this whole idea of burst tanking pvp modules but i just cant, its flawed in its core.

The thing is really simple, if regular modules need significant amount of time to catch up to burst tanking modules ppl are only gonna use burst tanking ones. They are not using them for their "burst", they are using them because they will give them more EHP in the time frame of the fight.

True. Given current EHP values (absurdly high at pretty much all ships) the opposing force needs that prolonged staying power to just chew through these endless lifebars. DPS is very limited in comparison to EHP these days, so burst or sustained, you still need to tank the other guy(s) for a very long period.

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

Zarnak Wulf
Task Force 641
Empyrean Edict
#736 - 2013-01-24 09:08:05 UTC
Takeshi Yamato wrote:
Oversized shield mods are the main reason why active armor tanking is underpowered in comparison:


Medium Ancillary Armor Repairer: 60 armor/sec, 4320 armor per reload.

L-Ancillary Shield Booster: 97.5 shield/sec, 3510 total shield per reload.

These are both the cruiser-sized version. However cruisers can also fit the battleship version:

XL-Ancillary Shield Booster: 196 shield/sec, 8820 shield per reload.

The XL-ASB more than doubles your tank. It is far too easy to fit for what it does.



Active armor tanking will remain underpowered until it has an answer to oversizing or until oversizing ends. Personally I think it's obvious that oversizing is broken as hell and should go.


Let's take a close look at that 4320 for the MAAR. We can increase that a bit. Assume two armor nano pumps. 4320 * 1.1 * 1.088 (2nd at small stacking penalty) ~ 5170. Is it on a Gallente ship? 5170 * 1.375 = 7109 or 80.6% of what a X-LASB can offer. As much per second? Of course not- but we are comparing a module that has a 150+ PG requirement to a module that has a 500 PG requirement.

You don't have to dedicate every low on the ship to tank anymore. You don't have to sigh and settle for electrons. You definitely don't have to crawl to the target at a snail's pace.
KatanTharkay
Federal Navy Academy
Gallente Federation
#737 - 2013-01-24 09:13:33 UTC
If you're at it, could you consider changing the penalty for some of the astronautic rigs please? I would like to be able to get close fast to the target in my Thorax or Brutix and still have enough buffer on my ship for my armor reppers to finish at least 1 cycle. Or for the sake of balance you don't want those brawler ships to be that fast?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#738 - 2013-01-24 09:49:21 UTC
Sinzor Aumer wrote:
Vladimir Norkoff wrote:
Sinzor Aumer wrote:
- make each and every local armor rep charge-able with nano-paste, I mean ALL of them;
- reduce bonus in charged mode to maybe 50% of base level;
- destroy ancillary thingy and pretend it never happened.


What it gives?
1. We eliminate must-have module. Must-have'ness is dumb, and always worth killing.
2. We introduce interesting gameplay around when to recharge each rep.
3. We bring back to life high-meta reps.
4. You, Fozzie, still have your burst tank option, also I dont personally agree with it. I mean, want a burst - overheat. Those heat rigs - they are right, I hope they'll be back soon.
Sounds good! Probably needs a bit of work to keep it from being grossly OP'd, but it's a decent idea. Sadly, Fozzie is married to the whole AAR module thing by now, so odds are we're stuck with it.

Fozzie is married to burst-tanking which I consider wrong for armor.
Ideal fight for shield tanker: you jump upon a camp, kill some and run away till reinforcement arrives; you defo need burst.
Ideal fight for armor tanker: you start a fight and as it escalates, your tank becomes even harder; you need a good buffer to hold incoming DPS till reactive hardener (or whatever) spools up. Keeping this buffer in a form of charges inside armor reps is a bit sneaky, but IMO it is a fair compromise.



Burst >>>>>>>>>>>>>>> sustained for pvp.

BYDI recruitment closed-ish

Ilar Ran Dar
Chemosh.
#739 - 2013-01-24 09:57:17 UTC
I was here.
Captain Semper
Fusion Enterprises Ltd
Pandemic Horde
#740 - 2013-01-24 10:18:48 UTC
Garviel Tarrant wrote:

Burst >>>>>>>>>>>>>>> sustained for pvp.


Not realy

Burst>>>>sustained when you have <10-15 ppl at opposite fleet.