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Removal of passive resist bonus on shield/armour hardeners

First post
Author
La Nariz
Aliastra
Gallente Federation
#221 - 2013-02-10 20:06:06 UTC
CCP Greyscale wrote:


  • We're not, in general and with exceptions, fans of multi-function modules. EVE fitting is about trade-offs, not about having your cake and eating it. In this particular case, it was making the decision to take an active hardener over a passive one easier than it otherwise would be, which isn't a particularly good thing.


Can we apply this same philosophy to mining barges please?

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Ancy Denaries
Frontier Venture
#222 - 2013-02-10 22:45:59 UTC
Maximus Andendare wrote:
And for everyone claiming that their skills are "useless" now, because you'll have a "0% resist hole", guess what! There are modules you can fit to your ship called Shield Amplifiers that will plug that resist hole without cap and takes advantage of your "useless" skills.
Pff, don't try logic on the "waaaah" crowd. It doesn't work.

"Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."

"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka

Ancy Denaries
Frontier Venture
#223 - 2013-02-10 22:46:40 UTC
Dex Tera wrote:
**** u ccp roll it back along with the interdictor changes now or im unsubbing i haved enoughf of your bullshit stealth nerfs not be ing put in patch notes to say "sorry" is the shittest nsult u can say to us **** YOU CCP

Your tears. Moar plz, they fuel my ship.

"Shoot at anything that moves. If it doesn't move, shoot it anyway, it might move later."

"Do not be too positive. The light at the end of the tunnel could be a train." - Franz Kafka

BobFromMarketing
Imperial Academy
Amarr Empire
#224 - 2013-02-10 23:38:49 UTC  |  Edited by: BobFromMarketing
Way to make that three months of training on multiple characters utterly worthless Greyscale. I continue to dislike you more than Dust or Incarna.

Why is it every change you bring to us seems like one of the worst ideas ever? Anomaly's being tied to truesec for example.

Perhaps you didn't think it's a big change because you don't play the game, and thus do not grasp how it works?
Madlof Chev
GoonWaffe
Goonswarm Federation
#225 - 2013-02-11 00:39:32 UTC
should probably have expected what was going to happen after seeing a greyscale post

shout some more edicts down from your high horse greyscale, m8
FluffyDice
Kronos Research
#226 - 2013-02-11 01:48:25 UTC
Post massive game changes in this forum. Yep, definitely wanted for everyone to see it and give their feedback before implementation...
Jonah Gravenstein
Machiavellian Space Bastards
#227 - 2013-02-11 03:03:25 UTC  |  Edited by: Jonah Gravenstein
Meh, those skills were a waste then. I exclusively fly shield tank for PvE, the passive resist bonus from inactive active resistance modules is currently quite handy. I tend to fit for the rats I'm shooting at, but having a 12% omni resist bonus (my comp skills are all at 4) from an inactive Invul is sometimes the difference between a survivable buffer and an explosion.

My PvE fits generally have only slightly more tank than required to get the job done, and as much gank as I can squeeze out of them. Losing the bonus and reworking my fits to maintain the same tank, will result in the loss of a damage module because I'll have to use an extra SPR or a PDU to compensate for the resistance loss by increasing the recharge rate. I don't like running over tanked ships, I much prefer to kill stuff faster than it can kill me, my in game friends are shocked that I can comfortably run 4's in a Drake with a sub 300 DPS tank and 500 DPS gank, yes I'm weird I run 4's in a much hated BC.

Thanks CCP Greyscale, next time you decide to screw shield tankers, at least kiss us first.

In the beginning there was nothing, which exploded.

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Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#228 - 2013-02-11 11:46:13 UTC
BobFromMarketing wrote:
Way to make that three months of training on multiple characters utterly worthless Greyscale. I continue to dislike you more than Dust or Incarna.

Why is it every change you bring to us seems like one of the worst ideas ever? Anomaly's being tied to truesec for example.

Perhaps you didn't think it's a big change because you don't play the game, and thus do not grasp how it works?




I can fly both armor and shield and still can't see the problem you guys are moaning about. No real numbers, just moaning.

Which one imho suffers the most from neuts?- Armor and I have yet to see someone telling me I'm wrong with other thing than regular EFT/Pyfa vomit. This change is good and as you guys can read it it's worth for SHIELD and ARMOR HARDENERS.

Now lets get back to our double XL-ASB Sleipnir bait some special nerds somewhere in new Eden...

removed inappropriate ASCII art signature - CCP Eterne

RavenPaine
RaVeN Alliance
#229 - 2013-02-11 15:37:57 UTC  |  Edited by: RavenPaine
Sergeant Acht Scultz wrote:
BobFromMarketing wrote:
Way to make that three months of training on multiple characters utterly worthless Greyscale. I continue to dislike you more than Dust or Incarna.

Why is it every change you bring to us seems like one of the worst ideas ever? Anomaly's being tied to truesec for example.

Perhaps you didn't think it's a big change because you don't play the game, and thus do not grasp how it works?




I can fly both armor and shield and still can't see the problem you guys are moaning about. No real numbers, just moaning.

Which one imho suffers the most from neuts?- Armor and I have yet to see someone telling me I'm wrong with other thing than regular EFT/Pyfa vomit. This change is good and as you guys can read it it's worth for SHIELD and ARMOR HARDENERS.

Now lets get back to our double XL-ASB Sleipnir bait some special nerds somewhere in new Eden...



If you have to see numbers to know the problem... then you really are clueless about shield tank fits. If you need someone else to do math, then you have other issues.

Neuted out, most shield fits will have ZERO EM resist. Nada, 0, zip, nothing. Armor ships do not have a zero resist hole in their main defense mechanic. Right out of production they have a base advantage in coverage. 10 to 20%.

To counter this, you have to lose a slot or a rig spot now for EM specific protection. It is equivalent to a 20% nerf on slots, or a 33% nerf on rig space for those ships.

If you use a Damage control for the counter, it will most likely cause a loss of DPS overall, On ships that already have DPS issues historically.

Edit to clarify 'EM' resist is what I am refering to. The passive resist on the Invuln currently covers that.
Shpenat
Ironman Inc.
Transgress
#230 - 2013-02-11 15:48:01 UTC
I think Greyscale used poor wording here. I bet what hi meant was to remove the modules that can be both active and passive.

generally:

  • active modules do stuff when active and nothing when inactive.
  • passive modules do stuff when fitted and cannot be activated


Active hardeners are different they do stuff both when active and when not active. It is like if warp disruptor would prevent warping of target ship when active and giving you +1 warp strength when not active.

For armor it also finally make sense to use RAH. As it was not affected by compensation skill bonus in any way.


Also I think Greyscale should have announced this change and not have it to be found on sisi by accident.


Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#231 - 2013-02-11 15:52:18 UTC
RavenPaine wrote:
Neuted out, most shield fits will have ZERO resist. Nada, 0, zip, nothing. Armor ships do not have a zero resist hole in their main defense mechanic.


Really?? -was this implemented last DT?

Please do yourself a favor, train those shield skills above lvl1 and if you get the courage to, do it also for armor skills.

Then tell us all how your armor ship does awesome dps once neuted and how much "most" shield fits as you say, have 0 resists.
Just fit modules and train for those past lvl1 and you'll see it's quite awesome.

removed inappropriate ASCII art signature - CCP Eterne

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#232 - 2013-02-11 16:00:51 UTC
RavenPaine wrote:
To counter this, you have to lose a slot or a rig spot now for EM specific protection. It is equivalent to a 20% nerf on slots, or a 33% nerf on rig space for those ships.

If you use a Damage control for the counter, it will most likely cause a loss of DPS overall, On ships that already have DPS issues historically.




If you think for a second armor hardeners provide more protection you're wrong.

If you think for a second passive resists provide more protection you're wrong

If you think for a second armor ships don't loose as much useful slots for dps mods and rigs, you're wrong.

If you think a DCU in an armor ship is an option you're again very wrong.


Actually you're wrong all the line, ask this to everyone being able to properly fit armor/shield why they tend to shield tank their armor ships. In your expert opinion it's because those have natural higher resists in their shields too?

removed inappropriate ASCII art signature - CCP Eterne

Sinzor Aumer
Planetary Harvesting and Processing LLC
#233 - 2013-02-11 17:52:19 UTC
Shpenat wrote:
I think Greyscale used poor wording here. I bet what hi meant was to remove the modules that can be both active and passive.

Maybe. Or maybe not. Who knows? I asked CCP comments on that - it never happened.
Arduemont
Rotten Legion
#234 - 2013-02-11 20:14:29 UTC  |  Edited by: Arduemont
Not very happy about this either. Not going to lie.

Those passive resistances have made the difference between life and death for me many many times in fights. Neuts come to mind mostly, but I have on occasion opted to turn off Invulns and Active hardeners so that I can hold onto my point for a little bit longer. That just wont be an option any more.

With the buf armour tanks will be receiving, I don't think its wise to be simultaneously nerffing shields, even in the smallest way.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Besbin
Blue Republic
RvB - BLUE Republic
#235 - 2013-02-11 20:46:49 UTC
Sergeant Acht Scultz wrote:
RavenPaine wrote:
Neuted out, most shield fits will have ZERO resist. Nada, 0, zip, nothing. Armor ships do not have a zero resist hole in their main defense mechanic.


Really?? -was this implemented last DT?

Please do yourself a favor, train those shield skills above lvl1 and if you get the courage to, do it also for armor skills.

Then tell us all how your armor ship does awesome dps once neuted and how much "most" shield fits as you say, have 0 resists.
Just fit modules and train for those past lvl1 and you'll see it's quite awesome.


I wish I could understand what you were trying to say, so I could tell you how stupid that is.
Mike Voidstar
Voidstar Free Flight Foundation
#236 - 2013-02-11 23:42:02 UTC
I vote they make the compensation skills affect the base resists of the ships hull to make up for taking it out of the active hardeners. Twisted


Of course, you'd still have an issue with EM resist on shields, but nothing is perfect.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#237 - 2013-02-12 14:10:57 UTC
Besbin wrote:
I wish I could understand what you were trying to say, so I could tell you how stupid that is.




You can't already understand this change is not worst for shields than for armor.

Leave it alone reading comprehension.

removed inappropriate ASCII art signature - CCP Eterne

Ong
Lumberjack Commandos
#238 - 2013-02-12 15:23:37 UTC
Sergeant Acht Scultz wrote:
Besbin wrote:
I wish I could understand what you were trying to say, so I could tell you how stupid that is.




You can't already understand this change is not worst for shields than for armor.

Leave it alone reading comprehension.


Let me tell you about two modules the Energized Adaptive Nano Membrane II and Adaptive Nano Plating II.

Every pvp armor ship as standard fits a DC, 1-2 of these modules and then 1-2 active hardeners to fill any resist holes depending on the ship. No matter how many neuts you have on you these modules will never turn off and always give you resists.

Lets use some examples here as your obviously having issues with understanding, lets take a myrmidon and a cyclone and assume that this is after the removal of skills effecting turned off hardeners.

A pretty standard fit for the myrms lows is 1 DC, 2 EANM's, 1 explosive hardener and 2 reps now assuming you get neuted out completely, even to the point where the DC is also tuned off, you will still have resists of: 70, 61, 61, 47, ie pretty freaking good still.

Now lets take the cyclone, again a pretty standard fit, a DC, MWD, scram, 1 boost amp, 1 ancillary shield booster, 1 invuln, again lets assume you are completely neuted out, you end up with resists of: 0, 20, 40, 50 even assuming you have an em and themal resist rigs you end up with resists of 30, 44, 40, 50.

Im going to use the first set of figures from the cyclone as we are not assuming rigs for either ship, lets put these together shall we:

Myrm: 70, 61, 61, 47

Cyclone: 0, 20, 40, 50

Do you see the issue where shield is far more effected then armor yet?

How about the fact that armor ships still have mids left to run 1 if not 2 cap boosters and thus make is even harder to completely neut out their hardeners.

Now combine this with armor ships having full tackle, and post armor buff also coming in the same patch, no speed side effects from their rigs, explain to me why anyone would choose a shield ship to brawl with post patch? And how this is not effecting shield more then armor.
DireNecessity
Mayhem-Industries
#239 - 2013-02-12 16:23:53 UTC  |  Edited by: DireNecessity
I always believed the passive bonus to inactive cap consuming shield hardening modules provided by the Shield Compensation skills was to make up for the lack of a passive omni-shield resistance module like passive armor tankers’ numerous Adaptive Nano Plating options.

CCP – if it’s your desire to completely eliminate passive omni-shield resistance hardening at least state that that is in fact your intention. Obfuscating the actual result of a supposedly minor change in “we don’t like multi-function modules” language irritates all involved.

CCP – now aware of a major reason why people trained the Shield Compensation skills, you have several options:
1) Make no changes noting there was reasonable purpose behind people's training choices in the current system after all
2) Declare there will be no passive omni-shield hardening options and make the change
3) Make the change and introduce a shield tanker’s version of the Adaptive Nano Plating options

Whatever you kids at CCP declare the new situation to be, I’ll adapt (I always do). I only request that you *genuinely* think it through because this change removes a mechanic commonly used by passive shield tankers.
Naomi Anthar
#240 - 2013-02-12 16:51:36 UTC
I must say i was complaining a lot about shield tanking. And mostly on that CCP is not willing to somehow penalize it. Now i must say that i ... i'm ashamed. This fabulous change, revelation i would say. Finnaly cap less weapons , cap less active tank and cap less passive tank even lol combo was finnaly broken. Now they can finnaly be dealt with.

For once there is something that is better about armor tanking. I acknowledge it. I adore it. I'm not troll,but forum warrior - yes. Seems like a bit of justice after all.

Was kinda sad before that gallente or amarr ship - be it blaster or laser was weapon cap dependant, active armor tank cap dependant and hardeners used cap too on top of that.

Tears in this topic ease my pain and mostly i recovered some faith in CCP balance team. Keep this work ! Still much must be done about shield tanking.