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Armor Adaptive Hardener ?

Author
Ocih
Space Mermaids
#21 - 2012-05-03 16:09:05 UTC
It's an optics buff. 60% of dps is base. Even if your Omni resist is 100% you will take .6 damage from base shield and armor weapons.

If they made adaptive hull mods, that would be a hell of a buffer because most weapons reduce to 40% max. It's what makes hull tank geddons so hard to kill.
Fleet Warpsujarento
Doomheim
#22 - 2012-05-03 16:21:36 UTC
Sounds like this is a slight Minmatar (and to some extent Caldari) nerf for solo PvP. Reduces their ability to change damage type to suit targets. Probably a good thing.
Tippia
Sunshine and Lollipops
#23 - 2012-05-03 16:23:17 UTC
Lharanai wrote:
not really happy about that...which race has the most armor tank ships?

<---Amarr

and which race can't change damage type with their lazors?

<---Amarr
Yes? What does the first point have to do with anything? This will help any armour-tanked ship that comes up against anything that does uniform damage.

The second point just means that an all-Amarr fleet might run into issues when it comes up against an armour fleet, but so will the Caldari and Gallente with their hybrid guns. It's not like the Amarr has a patent on not being able to switch damage types.
Ocih
Space Mermaids
#24 - 2012-05-03 16:24:02 UTC  |  Edited by: Ocih
Fleet Warpsujarento wrote:
Sounds like this is a slight Minmatar (and to some extent Caldari) nerf for solo PvP. Reduces their ability to change damage type to suit targets. Probably a good thing.


To the contrary, while my amarr tank is armor, my lazors are shield based. It does I suppose make an Arti Proh or arti Baddon that much meaner.

It also can't adapt if you alpha strike it.
Janet Patton
Brony Express
#25 - 2012-05-03 17:01:13 UTC
I see this as being a mod designed for doing PvE missions, so you don't have to keep switching out specific hardeners each time you run a new mission. It makes your fit less specialized and more universally adaptive.

Why do I have this sig? I don't smoke.

Fleet Warpsujarento
Doomheim
#26 - 2012-05-03 20:54:36 UTC
Having tested it on SiSi, it's safe to say that it's essentially useless for PvP. And really for PvE if you know what you're doing.
MadMuppet
Critical Mass Inc
#27 - 2012-05-03 21:22:25 UTC
First the projectiles/rail/blaster/lasers fire EM rounds... then the missile boats hit with Kinetic right after. Ouch.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Fleet Warpsujarento
Doomheim
#28 - 2012-05-03 21:56:01 UTC
MadMuppet wrote:
First the projectiles/rail/blaster/lasers fire EM rounds... then the missile boats hit with Kinetic right after. Ouch.


The resistances change very slowly. Slow enough that the gap between damage types shouldn't matter very much.
Lharanai
Fools of the Blue Oyster
#29 - 2012-05-03 22:03:57 UTC  |  Edited by: Lharanai
damn Tippia why do you force me to use a sarcasm sign.....I know I am bad at sarcasm....but do I really need a sign?


Edit:

I just like to complain about amarr ships beneath the BS level :)

Seriously, don't take me serious, I MEAN IT...seriously

DooDoo Gum
Center for Advanced Studies
Gallente Federation
#30 - 2012-05-15 02:04:41 UTC  |  Edited by: DooDoo Gum
Fleet Warpsujarento wrote:
Having tested it on SiSi, it's safe to say that it's essentially useless for PvP. And really for PvE if you know what you're doing.


im sorry to be the one to break this to you, but 'having tested this on sisi' does not mean you can "safely say" anything aside from 'i have seen what they look like' and even then...
Fleet Warpsujarento
Doomheim
#31 - 2012-05-15 15:18:22 UTC
No, it means that we can be sure that they are currently almost useless for PvP. What they will be is the part that's uncertain to some degree.
Drew Solaert
Aliastra
Gallente Federation
#32 - 2012-05-15 15:28:37 UTC  |  Edited by: Drew Solaert
Its not dumbing down, it just allows more options on certain ships. The Hyperion with its very limited lowslots (for an armour tanker) will benifit more from this then say the Abaddon.

Important bits:

It only changes every 10 seconds, slightly faster than that on heat. It will only shift every 10 seconds not instantly.
You can only fit one per ship.
It doesn't gain the benifit from the Armour Comp skills like the EANM does.
No faction variants.

If anything its a nice replacement to a EANM but the time it takes to shift, means that its properly going to harm you tank more than help it when the situation changes.

Janet Patton wrote:
I see this as being a mod designed for doing PvE missions, so you don't have to keep switching out specific hardeners each time you run a new mission. It makes your fit less specialized and more universally adaptive.


As said above, one per ship. So not really.

I lied :o

gfldex
#33 - 2012-05-15 15:47:07 UTC
The module works as follows:

- it starts with 15% resi to all damage types
- when hit with a damage type it will increase that damage type but decrease the damage type that is not incurring
- it will do so in 1%-steps until one of the resi hits 0%, cycle time is 10s IIRC
- it is unclear if it should change back when incurring damage types change, that part seamed to be bugged on sisi
- only one of this module can be fitted
- it takes quite a bit capa (42 IIRC)

That means if you are hit by exactly 1 damage type it will go up to 60% while any other resi will hit 0% . If you are hit with exactly two damage types it's still better then a EANM II. For 3 damage types it's worse. There was no information given so far what stacking group applies.

If you take all the sand out of the box, only the cat poo will remain.

Leviathan9
Vrihedd Brigade
#34 - 2012-05-15 16:48:35 UTC  |  Edited by: Leviathan9
delete (accidental double post)
Leviathan9
Vrihedd Brigade
#35 - 2012-05-15 16:49:28 UTC  |  Edited by: Leviathan9
It seems good to me if I was fighting against one type but wouldn't know which it was, but as soon as you have many different types coming at you I'd much rather just have an EANM..
Kunming
Viziam
Amarr Empire
#36 - 2012-05-15 18:29:14 UTC
I see it might still get use in prolonged fights.
Nova Fox
Novafox Shipyards
#37 - 2012-05-15 18:30:04 UTC
You need to understand that this armor adapter does lag behind quite alot from damage types.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Markus Reese
Deep Core Mining Inc.
Caldari State
#38 - 2012-05-15 18:33:52 UTC
Reply from my testing over past couple of weeks. It can result i really high resists towards primary damage taken, that is advantage. Disadvantage.

1. Hardener, needs to be active, and only adjusts once per 10 second cycle it seems.

2. Base is a 15% resist across the board. For me that means it would take 90 seconds of receiving fire to have two resists only just exceed an ENAM with a max resist of only 6% higher.

3. Can only fit one.

For myself, it might be okay on a cap, but personally, I prefer the ENAM any day of the week with its receiving bonuses from compensation skills.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Steel Wraith
#39 - 2012-05-15 18:34:28 UTC
So poor against alpha but good against sustained damage, but not if you can plan ahead and use hardeners.

If not min-maxing your tank against rats it'll be a nice addition. I wonder how it'll fit in against sleepers on armor tank ships with fewer spots for hardeners.

Will be interesting to see what people come up with.
Fleet Warpsujarento
Doomheim
#40 - 2012-05-15 19:23:56 UTC
Poor against alpha and poor against sustained damage. If you can tank something for the two minutes it'll take for the hardner to adapt, you can tank it anyway. And if it's PVE you could just use the specific hardners.
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