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Idea For Reactive Armor Hardener (Read)

Author
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#1 - 2013-08-15 17:24:36 UTC  |  Edited by: Marc McIntyre Crendraven
#1 Posted: 2013.08.15 16:19 | Edited by: Marc McIntyre Crendraven
Please Read to the end. I know there has been several topics on reactive hardeners but I have yet to see this idea that I am about to explain. To me this would be a perfect solution for the module and would allow the introduction of Tech 2, faction, deadspace, and officer modules into the game without becoming Overpowered.

So we currently have Reactive Hardener tech 1 which gives 15% to all resists.

It's current max is 60% if taking a single damage type. 30% if taking 2 equal damage types.

I has been expressed that adding a tech 2 module with 20% to all resists would be overpowered because the module could adjust to a max of 80% to a single damage type. I suggest a simple fix, Reactive modules can only adjust to a max of 60% for any damage type. This means that even if you have a officer module that starts at 25% for all damage types, it caps at 60%, this means it would only be as effective as the current tech 1 version if taking a single damage type. But it would be much more effective when taking multiple damage types. Shield tanking would still be better at tanking multiple types as the best officer invul. field gives 50% resists across the board. This would make armor tanking better at tanking a single damage type than shield tanking. Below are some suggested stats.

All Reactive Hardeners Max adjust to 60%

Reactive armor Hardener tech 1
15 /15 /15 /15

tech 2
18 /18 /18 /18

Faction
20/ 20/ 20 /20

Deadspace/Officer
21-25/ 21-25/ 21-25/ 21-25


Let me know what you guys think (at least like if you approve of the idea)

Eat Lead!!! Err....Antimatter...whatever!

Blnukem 192
Death By Design
#2 - 2013-08-15 18:15:36 UTC  |  Edited by: Blnukem 192
I'm not sure if I like the idea of T2 or factional inferno modules...

They're already very powerful in their current state, and if we're going to have some more variety, the current modules will need to be nerfed first. Your version of the reactive armor hardener seems reasonable, but a good example where this would backfire would be ancillary shield boosters... Do we really want invincible T2/faction ASB Sleipnirs and Hawks running around?

I don't. ASB Hawks already dominate FW plexing. They are unkillable without hordes of destroyers to counter them, in which case... They'll just run away.

Tl;dr: If you change one module, you'll have to change the others... And CCP is bad at balancing things.
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#3 - 2013-08-15 18:23:44 UTC
Blnukem 192 wrote:
I'm not sure if I like the idea of T2 or factional inferno modules...

They're already very powerful in their current state, and if we're going to have some more variety, the current modules will need to be nerfed first. Your version of the reactive armor hardener seems reasonable, but a good example where this would backfire would be ancillary shield boosters... Do we really want invincible T2/faction ASB Sleipnirs and Hawks running around?

I don't. ASB Hawks already dominate FW plexing. They are unkillable without hordes of destroyers to counter them, in which case... They'll just run away.

Tl;dr: If you change one module, you'll have to change the others... And CCP is bad at balancing things.


I don't mean adding t2 or faction modules for ASBs and AARs, if that happened then yes something would need to balance that out. I am strictly talking about the idea for Reactive Armor Hardeners, my idea seems to work for them. ASBs and AARs would need their own idea to balance them.

Eat Lead!!! Err....Antimatter...whatever!

Blnukem 192
Death By Design
#4 - 2013-08-15 18:25:16 UTC  |  Edited by: Blnukem 192
Marc McIntyre Crendraven wrote:
I don't mean adding t2 or faction modules for ASBs and AARs, if that happened then yes something would need to balance that out. I am strictly talking about the idea for Reactive Armor Hardeners, my idea seems to work for them. ASBs and AARs would need their own idea to balance them.


Whether or not you meant it is irrelevant. CCP will simply not add new variants for one inferno module without doing it for the others.

Your idea for reactive hardeners seems fair and I'm not disputing it, infact it seems quite balanced. It's the other modules that concern me.
Harvey James
The Sengoku Legacy
#5 - 2013-08-15 18:27:04 UTC
some of those officer invuls need toning down somewhat.

But yes maybe a limit of 65% would be fine on T2 version as its specialisation to go with the stronger stats

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Luc Chastot
#6 - 2013-08-15 18:28:56 UTC
Blnukem 192 wrote:
Marc McIntyre Crendraven wrote:
I don't mean adding t2 or faction modules for ASBs and AARs, if that happened then yes something would need to balance that out. I am strictly talking about the idea for Reactive Armor Hardeners, my idea seems to work for them. ASBs and AARs would need their own idea to balance them.


Whether or not you meant it is irrelevant. CCP will simply not add new variants for one inferno module without doing it for the others.

Your idea for reactive hardeners seems fair and I'm not disputing it, infact it seems quite balanced. It's the other modules that concern me.

What is stopping them from doing just that?

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

Blnukem 192
Death By Design
#7 - 2013-08-15 18:36:56 UTC  |  Edited by: Blnukem 192
Luc Chastot wrote:
What is stopping them from doing just that?


They've been steadily adding T2 variants to modules that have had none for a while now.

If they suddenly decided to give new variants for one inferno module, they will likely do it for the rest of them eventually. Judging from their past behavior.

Reflecting on that, inferno modules will likely get new variants regardless - it's just a matter of time. This is because CCP is simply obsessed with adding Stuff™. All the inferno modules need to be rebalanced before they do it, which is the reason for my previous rant.
Egravant Alduin
Ascendance Rising
Ascendance..
#8 - 2013-08-15 20:30:36 UTC  |  Edited by: Egravant Alduin
I like the idea I also like the idea of seeing all stuff to have faction choice (shield power relay for example doesn't have faction or deadspace) and maybe deadspace.With that maybe some factions get better lpstores.

Feel the wrath of the GECKO!

Mole Guy
Bob's Bait and Tackle
#9 - 2013-08-15 21:14:22 UTC
an idea i had for this was different.

instead of power creep (things getting more and more), we drop the time it takes to shift, cost of activation and fittings.

t2 would be 25% faster (which would match the best faction), officer and ds would be faster.

this would allow the introduction of new without power creep.
Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#10 - 2013-08-15 21:42:03 UTC  |  Edited by: Marc McIntyre Crendraven
Mole Guy wrote:
an idea i had for this was different.

instead of power creep (things getting more and more), we drop the time it takes to shift, cost of activation and fittings.

t2 would be 25% faster (which would match the best faction), officer and ds would be faster.

this would allow the introduction of new without power creep.


I'm thinking a combination of this and the original post idea would be good.

(i just noticed i spelled Hardener with a G in the topic title, haha)

Eat Lead!!! Err....Antimatter...whatever!

Omnathious Deninard
University of Caille
Gallente Federation
#11 - 2013-08-15 21:46:09 UTC
Please do tell, where do I get a reactive armor gardener? My armor plates are in dire need of a botanist!

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

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#12 - 2013-08-15 21:54:53 UTC
Omnathious Deninard wrote:
Please do tell, where do I get a reactive armor gardener? My armor plates are in dire need of a botanist!


lol, I guess there is no way to change that to an H is there?

Eat Lead!!! Err....Antimatter...whatever!

Phaade
LowKey Ops
Snuffed Out
#13 - 2013-08-15 22:01:02 UTC
Blnukem 192 wrote:
I'm not sure if I like the idea of T2 or factional inferno modules...

They're already very powerful in their current state, and if we're going to have some more variety, the current modules will need to be nerfed first. Your version of the reactive armor hardener seems reasonable, but a good example where this would backfire would be ancillary shield boosters... Do we really want invincible T2/faction ASB Sleipnirs and Hawks running around?

I don't. ASB Hawks already dominate FW plexing. They are unkillable without hordes of destroyers to counter them, in which case... They'll just run away.

Tl;dr: If you change one module, you'll have to change the others... And CCP is bad at balancing things.


Slippery slope fallacy.....wtf are you talking about lol

I think it's a good idea. Perhaps the t2 could even have a significantly reduced cycle time (cost the same or less cap / second) so the hardener would react more quickly in pvp situations.
Omnathious Deninard
University of Caille
Gallente Federation
#14 - 2013-08-15 22:08:41 UTC
Marc McIntyre Crendraven wrote:
Omnathious Deninard wrote:
Please do tell, where do I get a reactive armor gardener? My armor plates are in dire need of a botanist!


lol, I guess there is no way to change that to an H is there?

Click edit on the OP and it will let you change the title.

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