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Normal shield boosters are basically worthless modules

Author
Angelique Duchemin
Team Evil
#21 - 2013-03-21 10:23:55 UTC
Diesel47 wrote:
And you are basing this on what experience? The 15 or less total engagements you've had?

If you just jumped into PvP and are not having good performance... Don't try to blame the game as being shallow for your shortcomings.

This attitude is one of the things that can hinder your development as a competent PvPer. Go watch some PvP videos with pilot commentary (kil2, eveiseasy), or listen to a few small gang PvP podcasts and attempt to try and understand what they are even talking about. You will realize that the PvP in this game has much more depth than any of those other theme park MMOs.


No I'm basing it on how the ships are designed and customized. If you pick the right harderners and the opponent the wrong ones. What type of ammo, weapons and range. We specialize against something with every choice we make and it makes us weaker against other things. This is balanced with fleet warfare. As there's no solo pvp in Eve.

And please do not throw meaningless words like "depth" at me. Especially not about pvp balance. When compared to some of the larger MMOs out there, Eve is a basement side project. The complete lack of 1vs1 balance in Eve may very well be a financial decision. That they don't have the manpower and income for it to be worth trying.


You also need to drop the fanboy attitude. Off with the rose tinted goggles. Eve is a game like any other. Any preference we have is just personal opinion. Eve is not some masterpiece that outshines the rest. It's just different. A very niched game for a very niched audience.

If you look at it from an objective standpoint Eve contains a lot of corner cutting due to the fact that it's made by a smaller developer.


"different" is the word you seek. Not deeper or more complex or meaningful. Just different. Aligning and burning out of another ships range or moving close to keep the turrets from tracking you is no more deeper than simple kiting an opponent in WoW or jumping out of their AOE effects and closing the distance as a melee character.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Diesel47
Deep Core Mining Inc.
Caldari State
#22 - 2013-03-21 10:24:11 UTC
Lloyd Roses wrote:
Diesel47 wrote:
Strictly speaking PvP.

The climate right now is go ancillary booster or go home.

I was hoping when CCP said they wanted to "make active tanking more competitive with buffer" They meant actually balancing the current modules instead of releasing another overpowered one.

No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Not only do I dedicate more slots to doing the same thing, I end up doing it worse in the end.

It makes no sense.


Can CCP respond to what they are going to do about this? Are ancillary shield boosters going to be the only pvp module for shield active tankers or can we expect a REAL balancing soon?



I personally wouldn't talk about active shield-tanking without considering tengulinks.
Once you got Links, a Blue-pill (and in lowsec your crystalset) then you are ready for some 'solo-pvp' with a standard-SB.
But I got to agree, tengu+blue-pill OR ASB or gtfo.

Given the efficiency of booster charges, the regular ones aren't even that much better I believe. A classy Sleip/Cyclone with an X-Large turns ~800cap into ~3000hp. I believe an ASB creates some 2k using a 400 booster. Please correct me If I did major mistakes considering the cap-shield efficiency.


Yes, but imagine what ASB with tengu booster can achieve.

It is still much better than the regular set up.

And if CCP is going to balance these modules, they should make them time proof because they are constantly talking about nerfing boosts so that they have to be on grid to work. Personally I disagree with this, I think off grid boosts should still be available for players but it should only work to a cap. Say only 5 pilots at most can benefit from the boosts. And if you want to boost a fleet, then you need to be ongrid.
Kagura Nikon
Native Freshfood
Minmatar Republic
#23 - 2013-03-21 10:29:47 UTC
Diesel47 wrote:
Strictly speaking PvP.

The climate right now is go ancillary booster or go home.

I was hoping when CCP said they wanted to "make active tanking more competitive with buffer" They meant actually balancing the current modules instead of releasing another overpowered one.

No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Not only do I dedicate more slots to doing the same thing, I end up doing it worse in the end.

It makes no sense.


Can CCP respond to what they are going to do about this? Are ancillary shield boosters going to be the only pvp module for shield active tankers or can we expect a REAL balancing soon?



They do not want to make it too easy for PVE folks. But I would have to agree with you the normal ones need some sort of buff. There should be no alancng decisions that affect PVP based on PVE welfare.

There is no concern if level 4 gets even easier, they are already so easy that you can make then in 3 accounts at same time with atl+tab and eating your lunch at same time.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Diesel47
Deep Core Mining Inc.
Caldari State
#24 - 2013-03-21 10:40:19 UTC  |  Edited by: Diesel47
Angelique Duchemin wrote:
Diesel47 wrote:
And you are basing this on what experience? The 15 or less total engagements you've had?

If you just jumped into PvP and are not having good performance... Don't try to blame the game as being shallow for your shortcomings.

This attitude is one of the things that can hinder your development as a competent PvPer. Go watch some PvP videos with pilot commentary (kil2, eveiseasy), or listen to a few small gang PvP podcasts and attempt to try and understand what they are even talking about. You will realize that the PvP in this game has much more depth than any of those other theme park MMOs.


No I'm basing it on how the ships are designed and customized. If you pick the right harderners and the opponent the wrong ones. What type of ammo, weapons and range. We specialize against something with every choice we make and it makes us weaker against other things. This is balanced with fleet warfare. As there's no solo pvp in Eve.

And please do not throw meaningless words like "depth" at me. Especially not about pvp balance. When compared to some of the larger MMOs out there, Eve is a basement side project. The complete lack of 1vs1 balance in Eve may very well be a financial decision. That they don't have the manpower and income for it to be worth trying.


You also need to drop the fanboy attitude. Off with the rose tinted goggles. Eve is a game like any other. Any preference we have is just personal opinion. Eve is not some masterpiece that outshines the rest. It's just different. A very niched game for a very niched audience.

If you look at it from an objective standpoint Eve contains a lot of corner cutting due to the fact that it's made by a smaller developer.


"different" is the word you seek. Not deeper or more complex or meaningful. Just different. Aligning and burning out of another ships range or moving close to keep the turrets from tracking you is no more deeper than simple kiting an opponent in WoW or jumping out of their AOE effects and closing the distance as a melee character.


You've not had enough experience to give a meaningful opinion on PvP. You cannot base your entire argument on the fact that a ship that has the "right" hardeners will win a fight. This is ridiculous to even suggest because PvP ships are almost always Omni-tanked.

Obviously if you take a "taylormade" ship and fight its desired enemy you have a huge advantage. But this rarely ever happens. The fact that you think this is something that is even worth considering makes me doubt your PvP experience even more. When you go on a roam, you cannot predict what is going to happen and fit your ship to counter that exact situation. EvE is a sandbox, anything that can happen... will happen.

Eve IS just a game. But it is one of the best ones ever made. EvE is as close to masterpiece as you can get.

Every other MMO out there these days can be classified as a WoW clone with a few extra features.


If still think that PvP in this game is orbit and shoot then you have alot to learn. But with this attitude, I expect you will just quit the game sooner or later.

You should really take my suggestion of actually doing more research of PvP before you keep bashing it. There is alot you will learn and then maybe you'd be able to make an argument that actually has merit
Cearain
Plus 10 NV
#25 - 2013-03-21 11:00:16 UTC
Diesel47 wrote:
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.


Fronkfurter McSheebleton wrote:
You aren't taking reload time into account... : /

A normal booster can survive much longer fights.


I just fit two of em.


But isn't this harder to fit than a shield booster and cap booster? Take a merlin for example 2 medium asbs or 1 medium sb and a small meta 4 cap booster.

Also if you are running both cap boosters won't they both run out of charges for a time when you will be without reps?

I'm not saying that asbs won't be the more often chosen booster for pvp. I think ccp somewhat intended to make them the pvpers booster and leave the others for pve. But I would think some situations like if you trying to outlast a very tanked ship the regular booster would be better.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Diesel47
Deep Core Mining Inc.
Caldari State
#26 - 2013-03-21 11:02:00 UTC  |  Edited by: Diesel47
Cearain wrote:


But isn't this harder to fit than a shield booster and cap booster? Take a merlin for example 2 medium asbs or 1 medium sb and a small meta 4 cap booster.

Also if you are running both cap boosters won't they both run out of charges for a time when you will be without reps?

I'm not saying that asbs won't be the more often chosen booster for pvp. I think ccp somewhat intended to make them the pvpers booster and leave the others for pve. But I would think some situations like if you trying to outlast a very tanked ship the regular booster would be better.


It is harder to fit yes, but you can dedicate rigs for fitting them. You'd normally use these rig slots for resists or something when running the normal set up, but instead you can use them for more powergrid or CPU and you will still end up getting better performance than the regular set up.

The idea of having two is that you run one while the other is reloading. If you are ever forced to use both to stay alive then you should start planning your escape because there is probably too much DPS on the field anyways.

I think my suggestion to make the ASB a viable active tanking solution for ships without many midslots or under neut pressure is still the best solution. The normal booster setup should be vulnerable to neuting but in return should offer much more repair power because of how many slots you are dedicating to it.

It will give both boosters an actual use instead of just having ASBs be superior in every way.


Angelique Duchemin wrote:
Diesel47 wrote:
And you are basing this on what experience? The 15 or less total engagements you've had?

If you just jumped into PvP and are not having good performance... Don't try to blame the game as being shallow for your shortcomings.

This attitude is one of the things that can hinder your development as a competent PvPer. Go watch some PvP videos with pilot commentary (kil2, eveiseasy), or listen to a few small gang PvP podcasts and attempt to try and understand what they are even talking about. You will realize that the PvP in this game has much more depth than any of those other theme park MMOs.


And please do not throw meaningless words like "depth" at me. Especially not about pvp balance. When compared to some of the larger MMOs out there, Eve is a basement side project. The complete lack of 1vs1 balance in Eve may very well be a financial decision. That they don't have the manpower and income for it to be worth trying.



Heres an example I just remembered:

Say you are fighting an enemy that is very capacitor dependent and very aggressive. He has a stronger and better fit ship than you. Engaging him straight up will most likely mean death.

You decide to warp to something obvious at a range of 50kms and just sit there. The aggressive enemy follows.

From personal experience you would know that the most common warp ranges are warp to zero and warp to 100, so either way he will have to burn his microwarp 50kms to reach you and tackle you.

This gives you the edge because when he arrives next to you he will be low on cap. Say you have a energy neutralizer on your ship and you nuke the rest of his cap. He is effectively dead in the water, you will most likely win the fight. He had the stronger ship and setup, but the decisions you made and the way you played had an effect on who won the fight. Even though his ship was better and stronger, you still won. You made the odds in your favor by being clever.

This is mearly one example. Like I said, go read up more on PvP. I suggest you watch a quality pvp commentary video.

I've had many encounters that I ended up winning when I really shouldn't have. The above was actually a real fight.
Angelique Duchemin
Team Evil
#27 - 2013-03-21 11:49:00 UTC
Your example of supreme skill was a dice roll on the warp distance?

All you did was put 3 cups in front of the enemy labelled 0, 50 and 100 and then gambled victory on him "finding the ball"


if he had randomly picked 50 and landed on you. Would your inevitable defeat meant he outskilled you for randomly picking the right distance?

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Daniel Plain
Doomheim
#28 - 2013-03-21 12:58:23 UTC
you know what else is worthless in pvp? Codebreakers. Shocked

I should buy an Ishtar.

Marian Devers
Rage and Terror
Against ALL Authorities
#29 - 2013-03-21 16:35:55 UTC
Angelique Duchemin wrote:
Your example of supreme skill was a dice roll on the warp distance?

All you did was put 3 cups in front of the enemy labelled 0, 50 and 100 and then gambled victory on him "finding the ball"


if he had randomly picked 50 and landed on you. Would your inevitable defeat meant he outskilled you for randomly picking the right distance?


No, he would have been aligned, and once he saw the enemy ship land right next to him he would have warped off to another obvious celestial and tried again.
Muad 'dib
State War Academy
Caldari State
#30 - 2013-03-21 17:15:44 UTC
bloodknight2 wrote:

simply use 2 x-large ASB.


One does not 'simply' use two X-Large ASBs

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Diesel47
Deep Core Mining Inc.
Caldari State
#31 - 2013-03-21 19:54:41 UTC  |  Edited by: Diesel47
Muad 'dib wrote:
bloodknight2 wrote:

simply use 2 x-large ASB.


One does not 'simply' use two X-Large ASBs


Even with fitting rigs dual XLASB gets better tanking than the regular setup with tanking rigs. Lol


Marian Devers wrote:
Angelique Duchemin wrote:
Your example of supreme skill was a dice roll on the warp distance?

All you did was put 3 cups in front of the enemy labelled 0, 50 and 100 and then gambled victory on him "finding the ball"


if he had randomly picked 50 and landed on you. Would your inevitable defeat meant he outskilled you for randomly picking the right distance?


No, he would have been aligned, and once he saw the enemy ship land right next to him he would have warped off to another obvious celestial and tried again.


He beat me to the reply.

Like I said, don't try to argue about something you clearly know nothing of Angelique Duchemin.

If you weren't being so stubborn, you could of taken my advice and looked up some in-depth PvP material and actually learned something instead of derailing my thread.
Denuo Secus
#32 - 2013-03-21 20:56:34 UTC  |  Edited by: Denuo Secus
Diesel47 wrote:


...

Edit: CCP Look here Idea

The ASB can do the job of a cap booster and a shield booster in one module, they should be weaker rep than a normal shield booster. How about they get rid of the reload time (or reduce greatly) and make it so that cap boosters can be loaded instantly but in return you get a booster that doesn't rep as much as a normal booster set up.

Why would this be good? Ships that are lacking mid slots can get a good active tank setup, but it will not be as strong as a traditional set up. It is also immune to neuts. Can be useful for the smaller ships, IE frigs, crusiers, HACs maybe. Heck, you can even use it on bigger ships if are going to fight energy neuts. But you will get less repair amount as a trade off.


Traditional active tanks will get boosted so that they can rep much more than they do right now (at the moment their rep amount is pathetic) They will be stronger than an ASB but are vulnerable to neuts and require a cap booster also fitted for it to work.
This will be more ideal for a ship that has many mid slots it can use for tanking. Useful for ships like BCs and Battleships, etc.


I like this idea. This is what I hoped to get when ASBs were announced. A shield booster with an inbuilt cap booster, really useful on ships short on med slots. But their huge reloading time + their uselessness once out of charges ruined them for me. For comparison: the AAR at least does a job when out of nanite. But it's even worse, out of charges ASBs are quite dangerous for an inattentive pilot because you can neut yourself empty in just some seconds. I don't say EVE shouldn't punish a lazy or dumb pilot...I just dislike the ASB mechanic. Tried it over and over and simply don't like the inevitable death countdown they represent. AARs are really better in that regard imho.
Angelique Duchemin
Team Evil
#33 - 2013-03-21 21:03:04 UTC
I still disagree with you on the topic of balance but you are right that I have derailed your thread and for that I do apologize,

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Mister Tuggles
Heretic Army
Sedition.
#34 - 2013-03-22 09:34:54 UTC
Diesel47 wrote:
Strictly speaking PvP.

The climate right now is go ancillary booster or go home.

I was hoping when CCP said they wanted to "make active tanking more competitive with buffer" They meant actually balancing the current modules instead of releasing another overpowered one.

No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Not only do I dedicate more slots to doing the same thing, I end up doing it worse in the end.

It makes no sense.


Can CCP respond to what they are going to do about this? Are ancillary shield boosters going to be the only pvp module for shield active tankers or can we expect a REAL balancing soon?



Cyclone or Sleip with HG crystal set and shield boosters can tank an absolute ridiculous amount of damage for a sustained period of time (pending cap management of course).
Moonlit Raid
Doomheim
#35 - 2013-03-22 11:07:26 UTC
Diesel47 wrote:
No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Well done.
Everyone carried on as normal

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Cambarus
The Baros Syndicate
#36 - 2013-03-22 15:28:32 UTC
Angelique Duchemin wrote:

And please do not throw meaningless words like "depth" at me. Especially not about pvp balance. When compared to some of the larger MMOs out there, Eve is a basement side project. The complete lack of 1vs1 balance in Eve may very well be a financial decision. That they don't have the manpower and income for it to be worth trying.

If you look at it from an objective standpoint Eve contains a lot of corner cutting due to the fact that it's made by a smaller developer.


"different" is the word you seek. Not deeper or more complex or meaningful. Just different. Aligning and burning out of another ships range or moving close to keep the turrets from tracking you is no more deeper than simple kiting an opponent in WoW or jumping out of their AOE effects and closing the distance as a melee character.

I'm curious,how many other games are there where there is a need to balance pvp fights that scale up into the thousands? While I do think that CCP is very sluggish when it comes to making balancing changes, I also think it's in no small part because the pvp in eve IS deep, moreso than in most other MMOs, and this is mainly because of how quickly it scales up, as well as the huge amount of meta-gaming. Balancing a 1v1 fight is easy, hell, balancing a 10v10 fight is easy, but doing so in a way that won't **** up the 1000v1000 fights is not.

As for the topic at hand; if SBs are useless, then it's a good sign that ASBs still need a nerf, there's already enough discrepancy between active armor and shield tanking, we don't need to be making it any worse.
Angelique Duchemin
Team Evil
#37 - 2013-03-22 15:43:50 UTC  |  Edited by: Angelique Duchemin
Cambarus wrote:
Angelique Duchemin wrote:

And please do not throw meaningless words like "depth" at me. Especially not about pvp balance. When compared to some of the larger MMOs out there, Eve is a basement side project. The complete lack of 1vs1 balance in Eve may very well be a financial decision. That they don't have the manpower and income for it to be worth trying.

If you look at it from an objective standpoint Eve contains a lot of corner cutting due to the fact that it's made by a smaller developer.


"different" is the word you seek. Not deeper or more complex or meaningful. Just different. Aligning and burning out of another ships range or moving close to keep the turrets from tracking you is no more deeper than simple kiting an opponent in WoW or jumping out of their AOE effects and closing the distance as a melee character.

I'm curious,how many other games are there where there is a need to balance pvp fights that scale up into the thousands? While I do think that CCP is very sluggish when it comes to making balancing changes, I also think it's in no small part because the pvp in eve IS deep, moreso than in most other MMOs, and this is mainly because of how quickly it scales up, as well as the huge amount of meta-gaming. Balancing a 1v1 fight is easy, hell, balancing a 10v10 fight is easy, but doing so in a way that won't **** up the 1000v1000 fights is not.

As for the topic at hand; if SBs are useless, then it's a good sign that ASBs still need a nerf, there's already enough discrepancy between active armor and shield tanking, we don't need to be making it any worse.


Actually the more ships you have the easier it gets to balance. Which is why Eve is balanced around fleet pvp and not solo pvp. Eve has no solo pvp balance. But on the balance Eve attempts to achieve (fleet) the balance is pretty good.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Cambarus
The Baros Syndicate
#38 - 2013-03-22 16:11:40 UTC
Angelique Duchemin wrote:

Actually the more ships you have the easier it gets to balance. Which is why Eve is balanced around fleet pvp and not solo pvp. Eve has no solo pvp balance. But on the balance Eve attempts to achieve (fleet) the balance is pretty good.

How do you figure?
Angelique Duchemin
Team Evil
#39 - 2013-03-22 16:37:13 UTC
Cambarus wrote:
Angelique Duchemin wrote:

Actually the more ships you have the easier it gets to balance. Which is why Eve is balanced around fleet pvp and not solo pvp. Eve has no solo pvp balance. But on the balance Eve attempts to achieve (fleet) the balance is pretty good.

How do you figure?



Because you have more variation on either side. Ships and setups varied in the hundreds that all do what they do best against their ideal targets with plenty on either side.

I'm surprised you would even call 1 vs 1 balance easy. What 2 ships fighting against each other are even closed balanced in this game?


Blizzard has been trying to balance 1vs1 for 8 years and you call it easy?

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Diesel47
Deep Core Mining Inc.
Caldari State
#40 - 2013-03-22 17:02:24 UTC
Mister Tuggles wrote:
Diesel47 wrote:
Strictly speaking PvP.

The climate right now is go ancillary booster or go home.

I was hoping when CCP said they wanted to "make active tanking more competitive with buffer" They meant actually balancing the current modules instead of releasing another overpowered one.

No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Not only do I dedicate more slots to doing the same thing, I end up doing it worse in the end.

It makes no sense.


Can CCP respond to what they are going to do about this? Are ancillary shield boosters going to be the only pvp module for shield active tankers or can we expect a REAL balancing soon?



Cyclone or Sleip with HG crystal set and shield boosters can tank an absolute ridiculous amount of damage for a sustained period of time (pending cap management of course).


Yeah but I can get similar tanking with dual ASBs, not have to spend buckets of isk on a faction shield booster and not ever have to worry about enemy neuts or cap management.

With a module that costs 1mil.
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