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UNNERF ancillary armor repairer

Author
almanac Omaristos
Dirt 'n' Glitter
Local Is Primary
#1 - 2014-11-12 14:24:51 UTC  |  Edited by: Almanac Omaristos
I think it was back in retribution that the ancillary armor module was released, the module its self is the amour variant of the ancillary shield booster. As an armor pilot I love this module, I use it all the time its great for fitting ships because of its low power grid and CPU requirements.

But there is one GIGANTIC issue with module, you can only fit one in your ship unlike the shield variant where you can fit two. As an armor pilot who like to solo in null sec (yes using armor for solo is a thing) being able to fit a second module would be great. If your thinking it may be over powered, it simply wont be because of the reload time alone would get you killed.

The shield variant of the module makes me extremely jealous of the shield pilots. Please CCP I beg you from the bottom of my hollow heart unnerf this module PLEASE.


My proposal is simple-

Give players the ability to fit at least two of these modules

CCP feel free to nerf the charge amount if you feel it to be necessary

P.S.

I would really like some DEV input on this minor issue

EDIT: So one thing to consider; two medium ASB will Rep your ship FASTER vs the one AAR that takes twice the cycle time of your ordinary ASB.

Sure with two AAR the reps will be crazy, but they will take more time to cycle.
almanac Omaristos
Dirt 'n' Glitter
Local Is Primary
#2 - 2014-11-12 14:25:40 UTC
BUMP
Harvey James
The Sengoku Legacy
#3 - 2014-11-12 14:56:38 UTC  |  Edited by: Harvey James
there were many good alternatives offered at the time .. they just ignored them it seems ..
some changes i would like
- nanite skills too affect the AAR . so less paste used 25% at lv5 of NO skills and 100% rep amount at lv5 NI skill
- reduce nanite rep amount too compensate. so 1.5x not 3x
- slightly reduce cycle time and cap usage or make armour rep every 1 seconds of its cycle instead of all at the end
- reduce reload timer on nanite paste too more like 30 seconds or less

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

Gosti Kahanid
Hedion University
Amarr Empire
#4 - 2014-11-12 15:32:38 UTC
I think the AAR is fine as it is. The ASB doesn´t rep more than a normal Shield Booster but the AAR reps more than a normal Armor Repair. If you were able to fit more of them, then your active tank would get way to strong, especially when used on a ship with a bonus to active repping.

But I´m not against a small buff of the reload, especially on the small one. If you look an a graph you´ll see that the small one is barely justified because of it long reload compared to its cicle time
http://i.imgur.com/RoF5Aj4.jpg
almanac Omaristos
Dirt 'n' Glitter
Local Is Primary
#5 - 2014-11-12 15:48:23 UTC
Gosti Kahanid wrote:
I think the AAR is fine as it is. The ASB doesn´t rep more than a normal Shield Booster but the AAR reps more than a normal Armor Repair. If you were able to fit more of them, then your active tank would get way to strong, especially when used on a ship with a bonus to active repping.

But I´m not against a small buff of the reload, especially on the small one. If you look an a graph you´ll see that the small one is barely justified because of it long reload compared to its cicle time
http://i.imgur.com/RoF5Aj4.jpg


The thing is multiple AAR's would grant more options to players in a combat situation. It actually makes bait tanking a possibility and certain cap intensive ships (amarr) would become more effective because of it.

The armor repair amount frankly could be nerfed (only by a tiny amount please) as a trade off I would like to fit more of these guys to my ship.
Kaarous Aldurald
Black Hydra Consortium.
#6 - 2014-11-12 15:50:22 UTC
Gosti Kahanid wrote:
I think the AAR is fine as it is. The ASB doesn´t rep more than a normal Shield Booster but the AAR reps more than a normal Armor Repair.


And unlike an Ancillary shield mod it uses cap, most notably.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

King Fu Hostile
Mea Culpa.
Shadow Cartel
#7 - 2014-11-12 15:55:19 UTC
It's pretty fine tbh, what I'd like is the T2 and faction versions.

almanac Omaristos
Dirt 'n' Glitter
Local Is Primary
#8 - 2014-11-12 16:04:42 UTC
King Fu Hostile wrote:
It's pretty fine tbh, what I'd like is the T2 and faction versions.



like I said the ability to fit more of these would nice" I am an extremely jealous Amarr pilot who looks at a ancillary shield booster with certain distain.

No sir its not fine atm we armor pilots must be on the same playing field as the shield pilots when it comes to solo.
Phoenix Jones
Small-Arms Fire
#9 - 2014-11-12 16:11:51 UTC
There is another difference not brought up here. People almost always fit an oversized asb to their ship. You can't do that with a aar. Also, a persons hold can only hold so many cap batteries, while a aar can pretty much hold thousands of repair paste. With that said, since people have to fit a normal sized aar, they usually fit a comparable ship with good rigs vs the multiple powergrid boosting rigs and compromised ship fitting.

Do they work, you betcha, but aar's aren't in a bad place.

If there were to be a change, it would be the reload timer, but it's not really needed.

Yaay!!!!

elitatwo
Zansha Expansion
#10 - 2014-11-12 16:44:32 UTC
King Fu Hostile wrote:
It's pretty fine tbh, what I'd like is the T2 and faction versions.



No!

You do not want a tech2 version because moon-poo sec is just looking for more stuff that need moon-poo to build. Did you ever wonder who actually does pay the sov bills and whatnot nullsec lawyers are whining about?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#11 - 2014-11-12 16:49:03 UTC
the solution is simple if you want a powerful active tank go shield if you want a powerful buffer go armor and if you are a real man you go hull
Rowells
Pator Tech School
Minmatar Republic
#12 - 2014-11-12 16:59:28 UTC
Gosti Kahanid wrote:
I think the AAR is fine as it is. The ASB doesn´t rep more than a normal Shield Booster but the AAR reps more than a normal Armor Repair. If you were able to fit more of them, then your active tank would get way to strong, especially when used on a ship with a bonus to active repping.

But I´m not against a small buff of the reload, especially on the small one. If you look an a graph you´ll see that the small one is barely justified because of it long reload compared to its cicle time
http://i.imgur.com/RoF5Aj4.jpg

The ASB does rep more than its counterparts in the same size category.

However some pointers that show the difference between the two. Different strengths and different playstyles.

- ASB can fit as many as needed at once
- ASB uses cap boosters while AAR uses cap, however part of the reasoning behind this is a ship with AAR could fit cap boosters at the same time to cover the cap cost, and often have extra cap from booster compared to how the AAR uses (depends on which charges you use. Cap booster does not effect overall armor tank of ship similar to ASB.
- shield mods are more cpu intensive than armor while armor are more power hungry than shield, so it comes down to the weapons you are using
- its hard to compare the amount of hp repped to size, since the medium shield reppers repair less, but large ones can repair more. in some circumstances AAR repairs as much as the up-sized shield equivalent (non-ancillary). 1 med AAR repairs about as much as 1 large T2 shield booster.
- ASB benefits from shield boost amps and no rigs, while armor has no module and a rig.

The hardest thing to compare is the difference in module sizes.
For instance, basic stats on T2 shield and armor repairers:
Med shield - 104
Large shield - 276
Med armor - 368
Large armor - 920
X-large shield - 1050

So there is also a huge imbalance between different the biggest shield and armor mods and their next lowest counterpart. All things considered both lines are due a rebalance due to their haphazrd patterns and no clear lineage.

So essentially they're all imbalanced.
Lady Rift
His Majesty's Privateers
#13 - 2014-11-12 17:50:16 UTC
Rowells wrote:
Gosti Kahanid wrote:
I think the AAR is fine as it is. The ASB doesn´t rep more than a normal Shield Booster but the AAR reps more than a normal Armor Repair. If you were able to fit more of them, then your active tank would get way to strong, especially when used on a ship with a bonus to active repping.

But I´m not against a small buff of the reload, especially on the small one. If you look an a graph you´ll see that the small one is barely justified because of it long reload compared to its cicle time
http://i.imgur.com/RoF5Aj4.jpg

The ASB does rep more than its counterparts in the same size category.

However some pointers that show the difference between the two. Different strengths and different playstyles.

- ASB can fit as many as needed at once
- ASB uses cap boosters while AAR uses cap, however part of the reasoning behind this is a ship with AAR could fit cap boosters at the same time to cover the cap cost, and often have extra cap from booster compared to how the AAR uses (depends on which charges you use. Cap booster does not effect overall armor tank of ship similar to ASB.
- shield mods are more cpu intensive than armor while armor are more power hungry than shield, so it comes down to the weapons you are using
- its hard to compare the amount of hp repped to size, since the medium shield reppers repair less, but large ones can repair more. in some circumstances AAR repairs as much as the up-sized shield equivalent (non-ancillary). 1 med AAR repairs about as much as 1 large T2 shield booster.
- ASB benefits from shield boost amps and no rigs, while armor has no module and a rig.

The hardest thing to compare is the difference in module sizes.
For instance, basic stats on T2 shield and armor repairers:
Med shield - 104
Large shield - 276
Med armor - 368
Large armor - 920
X-large shield - 1050

So there is also a huge imbalance between different the biggest shield and armor mods and their next lowest counterpart. All things considered both lines are due a rebalance due to their haphazrd patterns and no clear lineage.

So essentially they're all imbalanced.



please if your going to look at base stats include the cycle time of the mods and cap usage.
almanac Omaristos
Dirt 'n' Glitter
Local Is Primary
#14 - 2014-11-12 19:02:25 UTC
Cycle times are one extremely important thing to consider, it can mean the difference between life and death in a PvP situation. Even if you have insane rep amounts it wont mean anything if you cant cycle in time to save your armor.

Plus with only one AAR compared to two ASB. The two ASB will always be better than the one. Putting two ASB allows you to cover the gaps in time to rep your self. Essentially you cover your weak time holes faster with two rep mods.
Catherine Laartii
Doomheim
#15 - 2014-11-12 19:56:52 UTC
Gosti Kahanid wrote:
The ASB doesn´t rep more than a normal Shield Booster


Incorrect. With boosters loaded the ASB reps quite a bit more than even the t2 and some deadspace reps.
Rowells
Pator Tech School
Minmatar Republic
#16 - 2014-11-12 20:18:06 UTC
Lady Rift wrote:
Rowells wrote:
Gosti Kahanid wrote:
I think the AAR is fine as it is. The ASB doesn´t rep more than a normal Shield Booster but the AAR reps more than a normal Armor Repair. If you were able to fit more of them, then your active tank would get way to strong, especially when used on a ship with a bonus to active repping.

But I´m not against a small buff of the reload, especially on the small one. If you look an a graph you´ll see that the small one is barely justified because of it long reload compared to its cicle time
http://i.imgur.com/RoF5Aj4.jpg

The ASB does rep more than its counterparts in the same size category.

However some pointers that show the difference between the two. Different strengths and different playstyles.

- ASB can fit as many as needed at once
- ASB uses cap boosters while AAR uses cap, however part of the reasoning behind this is a ship with AAR could fit cap boosters at the same time to cover the cap cost, and often have extra cap from booster compared to how the AAR uses (depends on which charges you use. Cap booster does not effect overall armor tank of ship similar to ASB.
- shield mods are more cpu intensive than armor while armor are more power hungry than shield, so it comes down to the weapons you are using
- its hard to compare the amount of hp repped to size, since the medium shield reppers repair less, but large ones can repair more. in some circumstances AAR repairs as much as the up-sized shield equivalent (non-ancillary). 1 med AAR repairs about as much as 1 large T2 shield booster.
- ASB benefits from shield boost amps and no rigs, while armor has no module and a rig.

The hardest thing to compare is the difference in module sizes.
For instance, basic stats on T2 shield and armor repairers:
Med shield - 104
Large shield - 276
Med armor - 368
Large armor - 920
X-large shield - 1050

So there is also a huge imbalance between different the biggest shield and armor mods and their next lowest counterpart. All things considered both lines are due a rebalance due to their haphazrd patterns and no clear lineage.

So essentially they're all imbalanced.



please if your going to look at base stats include the cycle time of the mods and cap usage.

I was having difficulty deciding whether or not to include skills into that equation. for example the large modules.

Large shield 69hp/s (no skills to sffect) 36GJ/s
Large Armor 81.8hp/s (repair systems V) 36GJ/s
Large armor 61hp/s (no skills) 26GJ/s

theres a lot more in play than just base stats, but you can still see how out of whack their differences are. There is no healthy reference point.

And then there is buffer vs. active
Capless EANM vs. overheating AIF
Oversized buffer mods vs. oversized repair mods
Rep a begining of cycle vs. end of cycle

Many of these things have to do with gameplay styles how how they fit. Different tradeoffs between the modules and similar.

Yes the two ASB are better than 1, and why should they be? Shield is the premier burst tanking mod, however it requires 2 of them to outclass the armor mod?

For reference:
LASB 98hp/s
LAAR 138hp/s (+29% Compared to LASB)
2xLASB 196hp/s (+30% compared to LAAR)

So double fitting the module gives you a 30% bonus? Sacrificing that fitting room and slots to get the advantage shield is supposed to have?

Now lets look at the XLASB vs. LAAR
LAAR 138hp/s
XLASB 196hp/s (+30% same as 2xLASB)

Also of note, the common LAAR+LAR combo with 219hp/s

So you fit two XLASB on your BS to take advantage of this. Now unless you are flying caldari, you have sacrificed a serious amount of cpu, in exchange. Same with armor mods, eating your PG, but extremely easy on the CPU.

If anything, the shield modules need to be brought up to proper snuff (or beaten down into the lower class), while increasing their fitting costs and capacitor use, and filling in the bottom with a proper small or filling in the top with a proper oversized module. Their are plenty of arguments between armor and shield tradeoffs, but it still boils down to which size do you compare it too? is a LAAR compared to a LASB or a XLASB? One is supposedly for large class while the other is supposed for the same class. If the XLSBs are not the oversized module we thought they were then what is?

Lloyd Roses
Artificial Memories
#17 - 2014-11-12 20:26:42 UTC  |  Edited by: Lloyd Roses
almanac Omaristos wrote:

But there is one GIGANTIC issue with module, you can only fit one in your ship unlike the shield variant where you can fit two. As an armor pilot who like to solo in null sec (yes using armor for solo is a thing) being able to fit a second module would be great. If your thinking it may be over powered, it simply wont be because of the reload time alone would get you killed.


This incredibly biased. If you were to get to chose a number of ancillary repairers, they probably had to double or triple the fitting requirements to make up for the powerspike over regular repairers.

Your proposal totally beats the purpose of the ancillary armor repairer. It's a burst-tank mod and you ask for *can i have sustain pls ty bye* :|

Also, shieldtanking vs. ASB tanking is tricky, since ASB outperforms before using full siegelinks and falls off afterwards in many cases - while also screwing up your fittings and normally hindering you from fitting a regular cap booster on cruisers and BCs.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#18 - 2014-11-12 20:48:24 UTC
It boggles the mind as to why this module came pre-nerfed in several ways, but the other approximate shield module does not have any analogous weaknesses.
Rowells
Pator Tech School
Minmatar Republic
#19 - 2014-11-12 21:00:13 UTC
Vimsy Vortis wrote:
It boggles the mind as to why this module came pre-nerfed in several ways, but the other approximate shield module does not have any analogous weaknesses.

Then maybe your not looking hard enough. Namely the post 2 above you.
Lady Rift
His Majesty's Privateers
#20 - 2014-11-12 21:14:12 UTC
Vimsy Vortis wrote:
It boggles the mind as to why this module came pre-nerfed in several ways, but the other approximate shield module does not have any analogous weaknesses.



wasn't it CCP said then they released the aar that they weren't going to make the same as the asb cause the asb being capless was bad.
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