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[Retribution 1.1] Armor Tanking 1.5

First post First post
Author
Omnathious Deninard
University of Caille
Gallente Federation
#1541 - 2013-03-07 20:01:27 UTC  |  Edited by: Omnathious Deninard
Nikuno wrote:
thread ate my post :(

Sorry

If you don't follow the rules, neither will I.

Nick Bison
Bison Industrial Inc
#1542 - 2013-03-08 02:52:30 UTC
Maximus Andendare wrote:
CCP Fozzie wrote:
I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.

At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.
This is really unfortunate. If anything, you should be boosting the bonuses on active tanking ships to 10% instead of nerfing the already-good Incursus.


It's just another example of "The Man" keeping the Gallente down.
Just can't give us a break, can you? Smile

Nothing clever at this time.

Jerick Ludhowe
Internet Tuff Guys
#1543 - 2013-03-08 12:21:20 UTC
Nick Bison wrote:
Maximus Andendare wrote:
CCP Fozzie wrote:
I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.

At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.
This is really unfortunate. If anything, you should be boosting the bonuses on active tanking ships to 10% instead of nerfing the already-good Incursus.


It's just another example of "The Man" keeping the Gallente down.
Just can't give us a break, can you? Smile


The actual solution is to just buff the armor reppers by a small margin, and nerf the 5% resistance bonus to a 4% resistance bonus.... The issue with a 10% rep per level on a t1 hull is that it makes the bonus nearly required for reppers to be effective. Sure, a 10% bonus does address the fail balance between resistance and rep amount however the problem has more to do with the resistance bonus being extremely OP rather than the rep bonus being bad.

Like I said... Buff the reppers, and nerf the resistance bonus to actually fix the problem.
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#1544 - 2013-03-11 12:38:03 UTC  |  Edited by: Lidia Caderu
Cutting incursuses bonus to 7.5% is not a solution. What about people that don't want to use AAR, or its to pricy for t1 fit? You need to give something instead. Give a 7.5% bonus to damage for example or increase overall ships stats...

BTW, does Incursuses bonus apply to AAR's rep amount with nanopaste or its for uncharged module only?
Dr Ted Kaper
Arondight
#1545 - 2013-03-11 19:21:21 UTC
ASB should still consume some cap, because being completely invulnerable to cap drain is absurd. As long as they consume some cap it would be better....
whaynethepain
#1546 - 2013-03-14 15:24:34 UTC
Dr Ted Kaper wrote:
ASB should still consume some cap, because being completely invulnerable to cap drain is absurd. As long as they consume some cap it would be better....


Loonatic.

Getting you on your feet.

So you've further to fall.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1547 - 2013-03-16 14:18:59 UTC
You know what would be really nice?

A timer on the AAR reload. Your sense of time gets so borked in a fight its really hard to estimate.

Would be quite cool to know if you have 30 or 10 seconds left on it :P

BYDI recruitment closed-ish

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1548 - 2013-03-17 01:19:10 UTC
Garviel Tarrant wrote:
You know what would be really nice?

A timer on the AAR reload. Your sense of time gets so borked in a fight its really hard to estimate.

Would be quite cool to know if you have 30 or 10 seconds left on it :P

Even if they just made the white cycle timer line go the other way or something.
Inkarr Hashur
Skyline Federation
#1549 - 2013-03-18 19:01:52 UTC
CCP Fozzie wrote:
Ok I'm going to respond to some themes from the thread so far.

Firstly I want to assure everyone that whatever we end up releasing in 1.1 will not be the end of the line. We'll be continuing to iterate on tanking in many different ways from patch to patch.

Also yesterday I was overly curt and snarky with some of my replies, I apologize for that as it made our communication more difficult instead of easier.


Resist Bonus vs Rep Bonus
There's a couple issues here that I'd like to address.
I completely understand that resist bonuses are stronger than active tanking bonuses. Resist bonuses are just about the most powerful bonus we ever give T1 ships in fact. That being said ship balance can incorporate bonuses of varying degrees of power as long as the complete ships end up in the right place. The desire to move rep bonuses back to 7.5% comes from the desire to ensure that active tanking is at least somewhat viable on non-bonused hulls. I would rather see active tanking mods and effects balanced to the point where 7.5% bonuses are enough than rely on the bonuses entirely and essentially disallow active tanking elsewhere.
In addition, my comment about the power level of active bonuses applying to remote reps was both unclear and exaggerated which was a mistake on my part. I have absolutely no desire to increase the effectiveness of T2 Logistics ships in fleets beyond their current state, or to push fleet warfare further in the direction of alpha being the only resort for breaking reps. Filling in the lower-end with less powerful repping ships that provide an upgrade path is another story, but I don't want to move beyond the current maximum. The extension of active rep bonuses to remote reps is something I feel would take fleets in the wrong direction, and if anything I am investigating ways to make resist bonuses a bit less powerful in those environments.

Differences between Shield and Armor tanking as a whole
There has been a lot of discussion around the major differences between shield and armor tanking. The use of lowslots vs midslots, reps hitting at the start vs end of cycle, sig vs mass, crystals and slaves are some of the splits that separate armor and shield tanking and that can seriously complicate balancing. I am of the opinion that as much as possible the armor and shield tanking need to stay distinct, but this does not mean there are not areas where changes must happen. The gap between low and midslot tanking is affected by the balance between low and midslot modules such as for instance the TE and TCs. The rep at the start of the cycle is a major advantage for shield tanks that needs to be countered by corresponding advantages for armor tanks and armor tanking ships. Both signature and speed play major roles in the tracking formula, but the ability for the faster ship to dictate range, control the engagement and manipulate transversal more effectively make speed the much more important attribute overall. Getting signature where it needs to be in more situations is a longstanding desire of mine that is going to take time. These changes as proposed do not get us all the way there, will likely require changes before release and even then will only be one step forward that must be followed up on later.

Addition of new skills and modules
Many people have expressed objections to the addition of new skills and modules to the game rather than rolling all the changes into existing modules. I understand the feeling many people have that skills create a gap between older and new players, but that logic can be applied to any existing skills as well. Skill systems in games like Eve do provide a certain advantage gained over time, but the diminishing returns over levels helps to balance the playing field. I disagree that Armor Upgrades is any more a "must train skill" than any other support skill, and many players will find quickly training it to level 2-3 will get them most of the way to the bonus enjoyed by an older player at a far lower time commitment. Also note that half the plates are receiving mass reductions completely unconnected to the skill.
As for the new module and rig, I agree that in general having fewer modules/ships/features that all work is better than having many that don't. However we feel that these additions open up useful design space by allowing the tanking mechanics to be influenced in different ways. As flawed as it was in many ways I do think the ASB provided a useful service by adding a new line of burst-oriented tanking modules that can be balanced in their own way. Modules built towards burst tanking will be definition overshadow other tanking types in many pvp scenarios, but I don't think that is necessarily a bad thing as long as sustained tanking systems have their own effective uses in the game. The AAR is a unique mechanic that fills the same general game niche as the ASB while remaining quite different in operation and gameplay. It does put more pressure on cargoholds, however keep in mind that an AAR goes through cap boosters much much slower than an ASB.
Heat is a mechanic that I think has been underutilized over the years by CCP, but I don't want to rely on it as the only method of burst tanking.

Snip


Snipped for length

You don't seem to address in this thread active armor tanking versus active shield tanking parity. Any comments to make on that aspect of balancing?
Roime
Mea Culpa.
Shadow Cartel
#1550 - 2013-03-24 13:02:45 UTC
So, are you ready to lift the rep bonus to 10%?

That could be Armor Tanking 1.6, then when you see that it merely balances the active tanking hulls against resist bonused hulls. you can decrease the cycle time and buff the base rep amount of all reppers by 10% and call it 2.0.

:)





.

Luc Chastot
#1551 - 2013-03-24 17:18:31 UTC
Roime wrote:
So, are you ready to lift the rep bonus to 10%?

That could be Armor Tanking 1.6, then when you see that it merely balances the active tanking hulls against resist bonused hulls. you can decrease the cycle time and buff the base rep amount of all reppers by 10% and call it 2.0.

:)







I have not flown the incursus in a few months, but taking its bonus to 10% again would probably be OP when combined with the SAAR; however, all other ships with a reper bonus would suck less with an extra 2.5%.

Make it idiot-proof and someone will make a better idiot.

PavlikX
Scan Stakan
HOLD MY PROBS
#1552 - 2013-03-24 18:40:05 UTC
Description of the armor rigs tells that they give penalty to the ship's velocity. What is this? CCp decided do not change them or this is mistake?
Alticus C Bear
University of Caille
Gallente Federation
#1553 - 2013-03-24 18:56:00 UTC
PavlikX wrote:
Description of the armor rigs tells that they give penalty to the ship's velocity. What is this? CCp decided do not change them or this is mistake?


Which rig? only the nano pump and accelerator were changed and I see them as updated.

SAAR is great and small reppers are in a pretty good place. The active rep bonus is not as good as the resist bonus but in this class that only really applies to the punisher and the Incursus and these are balanced mainly due to the number of mid slots the punisher has.

At a medium and large level the EHP bonus provided by the resist bonus really shows in these classes and Medium and large reppers lack a little punch, 10% rep bonus at this level sounds balanced to me.
Taoist Dragon
Okata Syndicate
#1554 - 2013-03-25 23:01:09 UTC
The 7.5% active rep for the incursus is fine. going back to 10% is a bit much.

I often fly an armour rifter which has nowhere near the rep of an incursus yet it deals fine with the damage it gets generally. If it isn't it is usually because I've made a mistake and put the rifter in a situation that is wasn't fit to deal with. Same with the incursus.

That is the Way, the Tao.

Balance is everything.

Roime
Mea Culpa.
Shadow Cartel
#1555 - 2013-03-29 08:58:40 UTC
Yes, 7.5% is fine on Incursus, as is the vanilla rep amount of small reppers.

Medium and large reppers and hulls need to be buffed, their stats aren't on par with incoming damage in their use cases.

- long cycle and low rep amount still doesn't mean "longevity", it means you dip into hull between reps, don't climb back and you die.
- T2 AARs?
- consider reducing reload time of cap boosters

I'm very disappointed that this thread was unstickied already.

.

Roime
Mea Culpa.
Shadow Cartel
#1556 - 2013-03-30 10:32:06 UTC
Daily bump until active armor balancing is finished.

.

Seranova Farreach
Biomass Negative
#1557 - 2013-03-30 13:00:50 UTC
bump too.. all active rep ships should be balanced nicely vs buffer.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Roime
Mea Culpa.
Shadow Cartel
#1558 - 2013-04-01 17:26:43 UTC
Still needs love.

.

Roime
Mea Culpa.
Shadow Cartel
#1559 - 2013-04-10 06:40:35 UTC
Ok, it's starting to look now that armor tanking was added to the infamous CCP backlog of unfinished and abandoned things.

Situation was clear earlier- active armor is too weak in regards to current meta (and in comparison to shield tanking), too slow, easy to counter and results in fits with less damage and range, and it uses both low slots and midslots.

Only one of these things was fixed, the speed. Nothing was done to cap requirements or rep amount of reppers. Hulls with rep bonus were not buffed.

The logic should be clear- the tank that gives up damage and range and has a hard counter has to be stronger. Not the the tank that allows for more damage and range, and can't be neuted.

Active armor tanks will never be OP, even after a serious buff to base stats they still need all lows, rigs and 1-2 mids to tank. They are ships that commit to every fight by design. They fight in small neut range.

.

Luc Chastot
#1560 - 2013-04-10 07:17:27 UTC
Roime wrote:
Ok, it's starting to look now that armor tanking was added to the infamous CCP backlog of unfinished and abandoned things.

Situation was clear earlier- active armor is too weak in regards to current meta (and in comparison to shield tanking), too slow, easy to counter and results in fits with less damage and range, and it uses both low slots and midslots.

Only one of these things was fixed, the speed. Nothing was done to cap requirements or rep amount of reppers. Hulls with rep bonus were not buffed.

The logic should be clear- the tank that gives up damage and range and has a hard counter has to be stronger. Not the the tank that allows for more damage and range, and can't be neuted.

Active armor tanks will never be OP, even after a serious buff to base stats they still need all lows, rigs and 1-2 mids to tank. They are ships that commit to every fight by design. They fight in small neut range.


We were handed a tank full of empty promises.

Make it idiot-proof and someone will make a better idiot.