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Player Features and Ideas Discussion

 
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Field-modifiable Hardener

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2014-12-10 09:26:27 UTC
A hardener that acts like an adaptive invulnerability field/energized adaptive nano membrane when it is unscripted, but with scripts would partially (not fully) change to the resist you want. For example:


Scripted Invulnerability Field
+25% shield EM resist
+25% shield thermal resist
+25% shield kinetic resist
+25% shield explosive resist


EM Hardening Script
shield EM resist bonus: +60%
shield thermal resist bonus: -60%
shield kinetic resist bonus: -60%
shield explosive resist bonus: -60%




Scripted Invuln with EM script installed:
+40% EM
+10% thermal
+10% kinetic
+10% explosive

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

James Baboli
Warp to Pharmacy
#2 - 2014-12-10 14:10:30 UTC
So, a faster to tune version of the reactive armor hardener, but with less tuning?

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Flying crazier,

And drinking more

Making battleships worth the warp

DaeHan Minhyok
Logical Outcomes
#3 - 2014-12-10 14:24:31 UTC
Yea, use the reactive armor hardener. Also, remember eve is a game of choice, this would negatively effect the range of choices for fitting. The reason the reactive hardener has not stopped pilots from using EANM's and specific armor hardeners is the time it takes to react and the relative equilibrium of resists the module settles at out of combat. Instant and scripted response or preperstion to tank incoming damage would be game breaking in terms of makimg othrr resist modules essentially obsolete.
Reaver Glitterstim
The Scope
Gallente Federation
#4 - 2014-12-10 15:19:41 UTC  |  Edited by: Reaver Glitterstim
James Baboli wrote:
So, a faster to tune version of the reactive armor hardener, but with less tuning?

*with manual tuning

DaeHan Minhyok wrote:
The reason the reactive hardener has not stopped pilots from using EANM's and specific armor hardeners is the time it takes to react and the relative equilibrium of resists the module settles at out of combat. Instant and scripted response or preperstion to tank incoming damage would be game breaking in terms of makimg othrr resist modules essentially obsolete.

The Reactive Armor Hardener only gives a high amount of damage resistance in the rare case that you're getting hit with only one type. Most of the time its net resist amount is inferior to EANM, with its selling point being its ability to change and adapt to whatever you're being hit with. Also, you can only fit one of these; people will often fit one and still put on 1-2 EANMs. And lastly, like the damage control, the RAH is not affected by stacking penalty. The module I am suggesting would be.

Major differences between my suggestion and Reactive Armor Hardener:
1.) more total resist, but is affected by stacking penalty
2.) changing resist is done manually, not automatically
- a. resist change can be done preemptively instead of waiting to be hit
- b. you have to know what damage type is coming at you to be able to make good use of the module, if you aren't paying attention and have the wrong script in, it'll work against you
3.) it doesn't fully change to resist any one damage type, and is thus less effective than a standard hardener

Final point: it only grants +40% to a specific resist. Adaptive Invulnerability Field II grants +30% resist to all.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Tabyll Altol
Viziam
Amarr Empire
#5 - 2014-12-10 15:36:40 UTC
Reaver Glitterstim wrote:
A hardener that acts like an adaptive invulnerability field/energized adaptive nano membrane when it is unscripted, but with scripts would partially (not fully) change to the resist you want. For example:


Scripted Invulnerability Field
+25% shield EM resist
+25% shield thermal resist
+25% shield kinetic resist
+25% shield explosive resist


EM Hardening Script
shield EM resist bonus: +60%
shield thermal resist bonus: -60%
shield kinetic resist bonus: -60%
shield explosive resist bonus: -60%




Scripted Invuln with EM script installed:
+40% EM
+10% thermal
+10% kinetic
+10% explosive


So you basically want a reative armorhardner for shield tanking. And i will say noo to that because just use a dam armor ship.

-1
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#6 - 2014-12-10 15:49:41 UTC
I could only support this if:

1. You could only fit one, like a reactive armor hardener.
2. It had higher cap requirements, like a reactive armor hardener.
3. It required it's own skill to use, like a reactive armor hardener.
4. Had lower "base" resists (i.e. 15%, not 25%), like a reactive armor hardener.

Basically, I could only support it if it was the shield equivalent of a reactive armor hardener.

Unfortunately, I actually like the diversity generated by the differences between shield and armor tanking, so I can't support the shield equivalent of a reactive armor hardener.

-1.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Harvey James
The Sengoku Legacy
#7 - 2014-12-10 15:57:58 UTC
sounds more like what an adaptive invulnerability field should do , which is adapt resists to incoming damage.

but CCP and there odd naming ways..

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

Aiyshimin
Mea Culpa.
Shadow Cartel
#8 - 2014-12-10 16:04:34 UTC
Not a bad idea, with a properly balanced cycle time, fitting and cap usage this could be an interesting option for tanking.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#9 - 2014-12-10 16:22:18 UTC
the idea of it being a single resist is horrible though.
every weapon system has more then 1 damage type so while you may be resistant to 1 type, the other will hit you hard. not something i would take into a mission or pvp.....well anywhere
if it was based on a weapon system ie: hybrids do kin/therm while lasers therm/em, it could be a better system while but as is you have a massive hole in your defenses unless you can use 2 of them

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Shivanthar
#10 - 2014-12-10 17:18:52 UTC
What you want is a manually-geared-reactive shield hardener.

Since the code is already out there, it would be more wise and easy to create and release reactive shield hardener.
All scripting effects you mention would then be replicated by disabling/re-enabling your mod. It will script itself *slowly* ^_^

_Half _the lies they tell about me **aren't **true.

Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2014-12-10 19:26:36 UTC
Agondray wrote:
you have a massive hole in your defenses unless you can use 2 of them

I'm with you on this one. Due to only getting 40% scripted resist, I don't see the problem with letting people fit as many as they want. If you fit enough of them, you actually get less resists on any given facing than if you had instead fit an optimal setup of non-scripted hardeners. These are really best used one or two at a time.

As for having lower resists: at 25% it is less than a T2 invuln. One of the big reasons for the adaptive armor hardener having only 15% is because it isn't affected by stacking penalty.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Atomeon
Federal Navy Academy
Gallente Federation
#12 - 2014-12-10 23:00:39 UTC
Reaver Glitterstim wrote:
As for having lower resists: at 25% it is less than a T2 invuln. One of the big reasons for the adaptive armor hardener having only 15% is because it isn't affected by stacking penalty.


It does stucking with Dammage Control Unit II (DCU II).