These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

X-Large Shield Extenders

Author
Lady Rift
His Majesty's Privateers
#21 - 2015-11-19 01:07:58 UTC
ccp will troll you all and the xl extender will be the one for capitals.


until then just make due with your capless asb


required brining up of difference in implants between shield and armor (shield get stronger reps, armor better buffer)
Khan Wrenth
Viziam
Amarr Empire
#22 - 2015-11-19 02:53:57 UTC
Reaver Glitterstim wrote:
Shield boost amplifiers are not nearly as useful as people seem to think. When you consider it's using a slot and CPU that could be spent on a hardener, a lot of times it only barely comes out on top in terms of net shield boost amount while not assisting your EHP at all. It's certainly no huge boon to active tanking and sometimes has little use beyond saving capacitor.


But they do have a use. I don't shield tank much myself, so I'm no expert, but I'd imagine there's a point where you've already fitted your primary shield hardeners, and any more would be hit by diminishing returns. Then there's a case to be made for the amp. When active tank, your buffer need only last long enough for your rep to cycle. Shields rep at the beginning of the cycle, so no problem there. And shield reppers cycle much faster than armor, so there's that.

I don't claim they are a universal "must-have" mod, but they do provide options and have a use that isn't mimicked by armor. Even if all they do is save capacitor, that still goes to the theme with their ancillaries and rigs.
Reaver Glitterstim
The Scope
Gallente Federation
#23 - 2015-11-19 04:01:37 UTC  |  Edited by: Reaver Glitterstim
Khan Wrenth wrote:
But they do have a use.

They definitely have a use. A good example is on a Rattlesnake with a really strong shield tank. You have so many slots you can use for hardeners that your diminishing returns start to get in the way, and you can get significantly more EHP/s with the boost amplifier than without. But I see people using them poorly pretty often--fits with 1-2 hardeners and a boost amplifier are just bad.


I will agree that armor doesn't always have the most favorable options for tanking, either active or passive. I can usually get more buffer tank with armor but it's a pretty small difference. The main balance between shields vs armor is that shields repair faster at the cost of lower capacitor efficiency. When you take logi into the mix, the difference is almost as negligible as the difference in buffer hit points.

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."

bunzing heet
Science and Trade Institute
Caldari State
#24 - 2015-11-19 04:06:04 UTC
+1 for xl shield extenders

me thinks would be GREAT!!

Fly safe keep killing And remember I'm watching you !!!!

Khan Wrenth
Viziam
Amarr Empire
#25 - 2015-11-19 13:06:52 UTC
Reaver Glitterstim wrote:
Khan Wrenth wrote:
But they do have a use.

They definitely have a use. A good example is on a Rattlesnake with a really strong shield tank. You have so many slots you can use for hardeners that your diminishing returns start to get in the way, and you can get significantly more EHP/s with the boost amplifier than without. But I see people using them poorly pretty often--fits with 1-2 hardeners and a boost amplifier are just bad.


I will agree that armor doesn't always have the most favorable options for tanking, either active or passive. I can usually get more buffer tank with armor but it's a pretty small difference. The main balance between shields vs armor is that shields repair faster at the cost of lower capacitor efficiency. When you take logi into the mix, the difference is almost as negligible as the difference in buffer hit points.


Very true. Also, shield tanking benefits by something else that armor is inhibited by. You can put power grid mods in the lows to increase fitting for tank (couple of niche setups I use, are guilty of this). So ironically, some armor ships get better shield tank through that method.
Thron Legacy
White Zulu
Scorpion Federation
#26 - 2015-11-19 18:47:21 UTC
When will people realize Shield is best for active and Armor best for buffer tank
Uriam Khanid
New Machinarium Corporation
#27 - 2015-11-19 19:40:20 UTC
XL-shield extenders for all ships - against it.
I am usially flying ships with huge shield buffer (30k+(plus is top secret)). and the ability to make a 100k pure shield tank is ... makes me high!!! Roll
Lloyd Roses
Artificial Memories
#28 - 2015-11-19 19:49:41 UTC
Bobb Bobbington wrote:
Lol, XL shield boosters in no way compare to large armor reps. Just because they fit the same doesn't mean they are the same. A large armor repairer does 920 hp every 15 seconds with base skills (61.3/second), whereas an XL shield booster does 690 every 5 seconds (138/second). All taken with base stats from evelopedia.

So, an XL shield repper does 2.25x the hp/second than a large armor repper, while a 1600mm plate (4800 hp) does 1.83x more than a large shield extender (2625). A little uneven, but as it is they seem pretty balanced to me.


If you fit both to an otherwise unfitted T1 hull, you'll have roughly 120 ehp/s for 35GJ/s with an LAR II and 190ehp/s for 72GJ/s on a T2 XL-SB. That's a 55% difference. Having your tank located in the lows or mids does make a huge difference, seeing that local tanks make most sense in very small engagements unless we're talking caps, where shieldtanked triage archons are outperforming armortanked ones.

While it's easy to use up all lowslots for tank, relying on base damage+drones, doing so on a shieldship robs you all those mids you'd need for tackle and cap booster. As far as practical fits go, they're fairly even. The massive CPU-reqs for XL-boosters tend to get in the way about as often as the PG requirements for dualrep fits.

Going to BS, you find mids used with things like MJD, point, sometimes web, 1-2 cap boosters + tank, leaving even a ship like a Mael with invuln+XL-booster unless going for ASB which don't profit off links you should use for classic shieldboosting. Looking at a hyperion, you get LAR+LAAR or 2LAR, 2 eanms, RAH, DCU and a magstab, but full tackle with one or two CBs next to a prop. Before links or pills, that's a 1100dps mael with 630ehp/s tanked, or a 980dps hyperion with 1150ehp/s tanked, both using shortrange faction ammo and web+scram.

Anyways, XL-SB fits and 1/2 LAR fits tend to be well comparable. If you got free space for a SBA next to hardeners, we're most likely not talking pvp fits. Tackle, CBs and prop going into midslots just don't allow for shieldtanks to significantly outperform armorfits on subcaps.

Reaver Glitterstim
The Scope
Gallente Federation
#29 - 2015-11-19 22:24:50 UTC
Thron Legacy wrote:
When will people realize Shield is best for active and Armor best for buffer tank

It'd be nice if armor actually had more buffer.

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."

elitatwo
Zansha Expansion
#30 - 2015-11-19 23:56:16 UTC
I don't think that battleships need more buffer but I would agree that the small shield booster needs some love-making to it.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Reaver Glitterstim
The Scope
Gallente Federation
#31 - 2015-11-20 03:18:47 UTC
elitatwo wrote:
I don't think that battleships need more buffer but I would agree that the small shield booster needs some love-making to it.

Small shield boosters are fine. If you want to do awesome shield boosting on a frigate, you need a medium shield booster. Doesn't seem to make a whole lot of sense but that's the way it is. The small is available if you can't fit a medium.

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."

Luscius Uta
#32 - 2015-11-20 10:42:49 UTC  |  Edited by: Luscius Uta
Supporting this idea, because HP bonus from Large Shield Extenders is too small too make them really effective on Battleships, and almost nobody uses passive Rattlesnakes anymore. X-Large Shield Extenders should use around 100 CPU and 500 PG, while having double the HP bonus of Large ones, and T2 version should require Shield Upgrades V.

About the need for X-Large Armor repairers, that's what current Large ones really are. A new set of repairers designed for Battlecruisers who are somewhere between Mediums and Larges and use around 500 PG could be introduced however.

Workarounds are not bugfixes.

elitatwo
Zansha Expansion
#33 - 2015-11-20 17:42:49 UTC
Luscius Uta wrote:
Supporting this idea, because HP bonus from Large Shield Boosters is too small too make them really effective on Battleships, and almost nobody uses passive Rattlesnakes anymore. X-Large Shield Boosters should use around 100 CPU and 500 PG, while having double the HP bonus of Large ones, and T2 version should require Shield Upgrades V.

About the need for X-Large Armor repairers, that's what current Large ones really are. A new set of repairers designed for Battlecruisers who are somewhere between Mediums and Larges and use around 500 PG could be introduced however.


Large shield boosters are for cruisers like the Moa and Eagle. The XL ones are for battleships and they rep more than twice the amount of large ones.

Battlecruisers usually have enough fitting space to fit two armor reps, sounds fine to me.


Reaver, small shield boosters do not give enough hp per cycle to be worthwile and medium shield boosters were designed to fit on destroyers not frigates.
Back in the day we didn't have gun-grouping and small shield boosters were fine but the day gun-grouping was introduced you had one super-gun on any boat.
The result was that the small shield booster became too small to be of any use.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Reaver Glitterstim
The Scope
Gallente Federation
#34 - 2015-11-20 18:10:56 UTC
elitatwo wrote:
Reaver, small shield boosters do not give enough hp per cycle to be worthwile and medium shield boosters were designed to fit on destroyers not frigates.
Back in the day we didn't have gun-grouping and small shield boosters were fine but the day gun-grouping was introduced you had one super-gun on any boat.
The result was that the small shield booster became too small to be of any use.

Right, like gun-grouping changes a ship's DPS.


A T2-fit Merlin with no implants, boosters, or fleet boosts can rep 75 EHP/s cap stable with 1 remaining mid (for prop mod?), 1 remaining low, and anything you want in the highs. It's short on CPU but can function that way.

Small shield boosters are a bit small for comfort, and mediums are a bit large for comfort, but the small is just as efficient as any other and it fits well for making a cap stable shield boosting frigate. Maybe frigates need more capacitor regen. Maybe the small shield booster should be a slightly larger size.

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."

elitatwo
Zansha Expansion
#35 - 2015-11-21 11:04:19 UTC
Reaver Glitterstim wrote:
elitatwo wrote:
Reaver, small shield boosters do not give enough hp per cycle to be worthwile and medium shield boosters were designed to fit on destroyers not frigates.
Back in the day we didn't have gun-grouping and small shield boosters were fine but the day gun-grouping was introduced you had one super-gun on any boat.
The result was that the small shield booster became too small to be of any use.

Right, like gun-grouping changes a ship's DPS...


No but server ticks. I know this is very difficult to comprehend but it went like this:

gun 1: fire
server tick
shield boost
gun fire 2:
server tick
shield boost
gun fire 3:
server tick
shield boost

Now it goes: super-gun fire: Merlin in armor
server tick
shield boost
Merlin goes poof.

See the differnce now?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Reaver Glitterstim
The Scope
Gallente Federation
#36 - 2015-11-21 11:12:00 UTC  |  Edited by: Reaver Glitterstim
elitatwo wrote:
No but server ticks. I know this is very difficult to comprehend but it went like this:

gun 1: fire
server tick
shield boost
gun fire 2:
server tick
shield boost
gun fire 3:
server tick
shield boost

Now it goes: super-gun fire: Merlin in armor
server tick
shield boost
Merlin goes poof.

See the differnce now?

Are you telling me that the weapons could not be activated between server ticks, and that it took eight server ticks to activate all the weapons?

I thought people just linked the weapons to function keys and hit all eight in the same server tick. I was always too lazy to use hotkeys but can click four per server tick, so it's not that slow with ungrouped weapons.

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."

Tiddle Jr
Brutor Tribe
Minmatar Republic
#37 - 2015-11-21 13:52:01 UTC  |  Edited by: Tiddle Jr
What would be the sig drawback? Mwd+couple of XL SE and your sig would be ... No not that big as i thought at the first place.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Reaver Glitterstim
The Scope
Gallente Federation
#38 - 2015-11-21 14:55:06 UTC  |  Edited by: Reaver Glitterstim
Tiddle Jr wrote:
What would be the sig drawback?

If we follow the current trend, we'd get something like this:
X-Large Shield Extender I
Volume: 40 m3
Powergrid: 720 MW
CPU: 56 Tf
Shield: 4500
Signature Radius: +85 m


But that's clearly way too little powergrid, and if you study the HP increase over base by a percentage, might be a bit weak as well. So let's fix the Large, then we can fix the X-Large:


Large Shield Extender I
Volume: 40 m3
Powergrid: 280 MW(up from 150)
CPU: 40 Tf
Shield: 2400(up from 1900)
Signature Radius: +25 m

X-Large Shield Extender I
Volume: 40 m3
Powergrid: 2800 MW
CPU: 56 Tf
Shield: 7200
Signature Radius: +85 m

Now the Large Shield Extender is a proper cruiser extender, even fit for battlecruisers. Before, it was more of an industrial size module, a bit small for even a Stabber. The X-Large follows suit, being something far too large for cruisers and you could barely squeeze it onto a battlecruiser but it would give you a massive tank bonus if you did. It'll be quite adequate for battleships, and carry a trade-off with that high powergrid cost.

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."

Feyrin
Viziam
Amarr Empire
#39 - 2015-11-21 19:25:47 UTC
Hate to be the bearer of bad news on this enthusiastic thread but...

http://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/

New Capital Modules

All existing capital sized modules will be getting a full set of Meta, Tech 2, and Faction variants. Yes, this includes Tech 2 guns (and the skills for them). We're also introducing a bunch of new modules -

All existing XL guns and XL launchers
New: High Angle Weapon Batteries
Remote armor repairers
Remote shield transporters
Remote energy transporters
Remote hull repairers
Local armor repairers
Local shield boosters
New: Local hull repairers
New: Capital Armor Plates
New: Capital Shield Extenders

New: Capital Microwarpdrives
New: Capital Energy Warfare Modules
New: Capital Cap Boosters and Charges
New: Capital Capacitor Batteries
New: Capital Warp Disruptors & Scramblers
Lloyd Roses
Artificial Memories
#40 - 2015-11-21 21:19:07 UTC
Feyrin wrote:
Hate to be the bearer of bad news on this enthusiastic thread but...

http://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/

New Capital Modules

All existing capital sized modules will be getting a full set of Meta, Tech 2, and Faction variants. Yes, this includes Tech 2 guns (and the skills for them). We're also introducing a bunch of new modules -

All existing XL guns and XL launchers
New: High Angle Weapon Batteries
Remote armor repairers
Remote shield transporters
Remote energy transporters
Remote hull repairers
Local armor repairers
Local shield boosters
New: Local hull repairers
New: Capital Armor Plates
New: Capital Shield Extenders

New: Capital Microwarpdrives
New: Capital Energy Warfare Modules
New: Capital Cap Boosters and Charges
New: Capital Capacitor Batteries
New: Capital Warp Disruptors & Scramblers


That's capital stuff... and doesn't have much to do with the build diversity on BS.