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[Updated] [June] Module Tiericide - Armor Plates and Shield Extenders

First post First post
Author
Xe'Cara'eos
A Big Enough Lever
#81 - 2015-05-22 05:42:03 UTC
'scuse my lack of understanding, but why not have a range of meta plates, to present a continuum between T1 and T2, with associated continuum of drawback?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Raith Crimson
Doomheim
#82 - 2015-05-22 06:07:14 UTC
But.....complexity is necessary in a game about the endless night of a game about space.

Imagine travelling across the galaxy only to find that they have all the same stuff as you.

If it ain't broke, don't fix it.

More content, less faffing around with what we already have.


Personally i resent this simplification of our wonderfully complex and compelling game.

my ideas are my own and have no reflection on the ideas of my current corp / alliance.

excuse my terrible typing.

James Baboli
Warp to Pharmacy
#83 - 2015-05-22 06:15:06 UTC
Raith Crimson wrote:
But.....complexity is necessary in a game about the endless night of a game about space.

Imagine travelling across the galaxy only to find that they have all the same stuff as you.

If it ain't broke, don't fix it.

More content, less faffing around with what we already have.


Personally i resent this simplification of our wonderfully complex and compelling game.

It is broke though.
Several modules are nigh on unused and several others are only barely used, and then usually only by bads.
Has to do with m4 mods being, in many cases, just straight up better than m0-m3, and t2 better than m4 on everything but fitting, so they are used almost exclusively, which means that the intended balancing feature from when the modules were new, rarity, has completely been messed up in the time since, and so they are in need of actual balance, not scarcity from when the game was much smaller and there were fewer high sp folks toasting rats in one shot.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Nagarythe Tinurandir
Einheit X-6
#84 - 2015-05-22 08:21:08 UTC
Zappity wrote:
I always imagined that you would address the use oversized tanking modules with tiericide. It is disappointing that this confusion will remain.

Also, you must really like the kiting meta to be nerfing plates. Could we see some usage stats?


QFT.

Don't get me wrong, it's nice to see all the smaller ships being flown more, but a confirmation that the Devs acknowledge the issue and are working it would be nice.
Arla Sarain
#85 - 2015-05-22 10:12:03 UTC
Nagarythe Tinurandir wrote:
Zappity wrote:
I always imagined that you would address the use oversized tanking modules with tiericide. It is disappointing that this confusion will remain.

Also, you must really like the kiting meta to be nerfing plates. Could we see some usage stats?


QFT.

Don't get me wrong, it's nice to see all the smaller ships being flown more, but a confirmation that the Devs acknowledge the issue and are working it would be nice.

How would this work?

Incoming DPS is too high for small boosters to do anything with.

Small shields will get neglected in favor of MASBs if medium extenders are put out of reach of frigs.
Zappity
New Eden Tank Testing Services
#86 - 2015-05-22 10:20:32 UTC
Arla Sarain wrote:
Nagarythe Tinurandir wrote:
Zappity wrote:
I always imagined that you would address the use oversized tanking modules with tiericide. It is disappointing that this confusion will remain.

Also, you must really like the kiting meta to be nerfing plates. Could we see some usage stats?


QFT.

Don't get me wrong, it's nice to see all the smaller ships being flown more, but a confirmation that the Devs acknowledge the issue and are working it would be nice.

How would this work?

Incoming DPS is too high for small boosters to do anything with.

Small shields will get neglected in favor of MASBs if medium extenders are put out of reach of frigs.

I'm sure they could figure it out if they turned their eye to it.

Zappity's Adventures for a taste of lowsec and nullsec.

Karak Bol
Low-Sec Survival Ltd.
#87 - 2015-05-22 10:56:48 UTC
I just want to rise a voice for differences between armor and shield tank.

Shield: XL Booster, but less Buffer
Armor: XL Plate (1600 was probably intended as oversized), but less active tank

Maybe you could change some stats, so 1600 really is a BS only oversized plate, 800 were the 1600 is now and then work downwards.
Later, when you tiericide Active tanks, the same treatment for Shield Boosters. (XL = BS only, L = todays XL = BC and downwards)
Iroquoiss Pliskin
9B30FF Labs
#88 - 2015-05-22 11:01:40 UTC
Justified Rage surrounding the Barbican storyline 800mm PG increase aside, I like the fact that Imperial Navy plates provide more armour, while being more massive compared to Federation Fleet ones, and also the reduced signature penalty on the Thukker SEs.

I like it. A lot. Cool
Harvey James
The Sengoku Legacy
#89 - 2015-05-22 12:20:36 UTC
Iroquoiss Pliskin wrote:
Justified Rage surrounding the Barbican storyline 800mm PG increase aside, I like the fact that Imperial Navy plates provide more armour, while being more massive compared to Federation Fleet ones, and also the reduced signature penalty on the Thukker SEs.

I like it. A lot. Cool


indeed would be nice if shields got the same sort of treatment

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

James Zimmer
Republic University
Minmatar Republic
#90 - 2015-05-22 14:24:41 UTC  |  Edited by: James Zimmer
First, good choice in getting rid of 50mm plates. No one used them and it will make life less confusing for new players who may not realize that they are never the right choice.

Second, I like the idea of tiericide, but these changes seem to be focused purely on reducing options, rather than giving interesting choices. For example, my old logic ran like this:

Meta 0: Don't use
Meta 1: Don't use
Meta 2: Don't use
Meta 3: Use if you can't fit or pay for Meta 4
Meta 4: Use if you can't fit T2
T2: Use if fitting isn't an issue

My new logic pretty much runs like this

Meta 0: Don't use.
Compact: Use if you can't fit restrained
Restrained: Use if you can't fit T2
T2: Use when fitting isn't an issue

As you can see, Meta 1/2 went away, but other than that, there is no change to my logic, except that you eliminated cost as a potential factor in my decision. I would prefer that you keep the same number of modules, but you replace the meta 1/2 modules with interesting choices, like a shield extender that gives fewer hit points, but gives, say an 10% bonus to EM resists, or an armor plate that absorbs a lot of heat from overheated modules, but doesn't take much damage from it, making it an effective heat sink. You could potentially spice up the metagame a lot, and maybe even create situations where T2 doesn't equal strictly better, which I, personally, would find facinating.
Soldarius
Dreddit
Test Alliance Please Ignore
#91 - 2015-05-22 15:21:06 UTC  |  Edited by: Soldarius
Thank you for fixing the absolutely terrible Thukker Shield Extenders. Now if you would just fix the Thukker Tribe LP store prices...

Even if those extenders are actually good, no one will use them if a Thukker Tribe SSE cost the same as an MSE. Makes no sense at all.

edit: In addition, the cost of Thukker Tribe Medium Shield Extenders is hard set to 7x that of hisec factions, with the 2 IN insignia required for the RF extenders being very affordable at only 500k each.

http://www.ellatha.com/eve/LPSearch/medium-shield-extender/
https://eve-central.com/home/quicklook.html?typeid=15615 (Imperial Navy General Insignia I.)

The combination of these two factors makes Thukker Tribe Small Shield Extenders >20 times the cost of the other factions!

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#92 - 2015-05-22 15:26:33 UTC
Arla Sarain wrote:
Small shield extenders get double HP over 100mm plates. 200mm plates have roughly same HP but 10PG or more and slows the ship down.

Ships that will be fitting these modules won't prefer either really, just that PG is more valuable on small ships.


Because shield extenders come prenerfed with a penalty to sigRad, which makes the ship take more damage. And unlike armor plates, there is no skill to reduce that penalty.

Seems balanced to me.

http://youtu.be/YVkUvmDQ3HY

Max Kolonko
Caldari Provisions
Caldari State
#93 - 2015-05-22 16:11:57 UTC  |  Edited by: Max Kolonko
in shield spreadsheet there is a typo:

large shield extender II have 2 625 currently while in spreadsheet it have 2 600 (+25). I think it should be -25 in there or 2 650.

For CPU it shows similar problem: 46 in game, 45 (+1) in spreadsheet
CCP Delegate Zero
C C P
C C P Alliance
#94 - 2015-05-22 17:02:11 UTC  |  Edited by: CCP Delegate Zero
The stats sheets have been updated with some changes we will make in light of feedback.

Change Sheets - Updated 22-05-15

Armor Plates Module Tiericide

Shield Extender Module Tiericide

In summary, on reflection the Tech II armor plates have had their HP values maintained as at current TQ numbers; the Storyline plates have been adjusted as a group to have low fitting requirements but with less HP bonus than in the original proposed changes; the Syndicate faction plates have had a significant powergrid requirement cut in order to further differentiate them and hopefully make them an attractive option for some uses.

Minor adjustment to Storyline shield extenders to emphasize the lower fitting aspect of the modules is also included.

Hopefully this addresses the bulk of the concerns. We've listened to all the feedback but don't necessarily agree with all of it. I want to also note that these changes are taking place as part of the module tiericide effort and don't represent the last word in balance of these module groups.

CCP Delegate Zero | Content Designer - Writer | @CCPDelegateZero

Chrisfighter
Gladdebacher's
#95 - 2015-05-22 17:10:35 UTC
Very nice, this iteration is way better :)

Nur die harten kommen innen Garten, eh .... Eve xD

James Baboli
Warp to Pharmacy
#96 - 2015-05-22 17:22:05 UTC
Very nice, though my initial concerns about sig vs HP on shield extenders still stand.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Valterra Craven
#97 - 2015-05-22 17:51:18 UTC
CCP Delegate Zero wrote:

Hopefully this addresses the bulk of the concerns. We've listened to all the feedback but don't necessarily agree with all of it. I want to also note that these changes are taking place as part of the module tiericide effort and don't represent the last word in balance of these module groups.


Am curious about the parts you guys don't agree with?

It seems like a lot of the feedback here was "this was a start, but why not just redo these groups as a whole the first time sense you are expending effort on them now?"

Are these efforts PURELY teiricide just to cut down on the amount of "fluff" we have just so you can go back at a future time and redo everything again? If so, isn' that kinda a lot of effort duplicated?
Perihelion Olenard
#98 - 2015-05-22 17:58:57 UTC  |  Edited by: Perihelion Olenard
Any plan to make the Federation Navy plates offered through the loyalty point store through the Federation Navy (same for the other respective navys)? It seems odd that we have access to other armor modules, but not the plates.
Styphon the Black
Forced Euthanasia
#99 - 2015-05-22 18:23:31 UTC  |  Edited by: Styphon the Black
I like it these changes. Good positive changes for a change. Big smile


Only thing... is why are we making the Crystalline Carbonide better than the Rolled Tungsten? Trying to flip the market values?

Also I peronsally would like to see a Sansha faction version of a plate.
CCP Delegate Zero
C C P
C C P Alliance
#100 - 2015-05-22 18:27:46 UTC
Valterra Craven wrote:

It seems like a lot of the feedback here was "this was a start, but why not just redo these groups as a whole the first time sense you are expending effort on them now?"

Are these efforts PURELY teiricide just to cut down on the amount of "fluff" we have just so you can go back at a future time and redo everything again? If so, isn' that kinda a lot of effort duplicated?


Those are fair points to make but the main effort in this exercise is the rebalance around the principles we are using to inform module tiericide combined with some of the implications of module tiericide, such as where modules and blueprints are removed.

A more radical approach could be contemplated, for sure, and we briefly chatted about it but it is actually a significant bit of extra design time and effort to decide what of various radical options should be taken and to then design around them.

The great benefit of module tiericide is that it is establishing a more coherent framework that should make big changes easier to contemplate and implement.

Overall, it's a priority call where the allocated time is being focused on a relatively straightforward rebalance and some tidying up rather than on a more radical shift.

It's also I would say useful sometimes to see how changes work out knowing that we have the flexibility to revisit and perhaps do more due to the way we now release features. I would anticipate some revisiting once we've done the basic sweep through modules in the current effort.

CCP Delegate Zero | Content Designer - Writer | @CCPDelegateZero