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Ancillary Shield Booster

First post
Author
Rek Seven
University of Caille
Gallente Federation
#1 - 2012-05-22 16:35:13 UTC
Quick question - Is the ancillary shield booster immune to neuting. If so, how is this fair on active armor tanking ships and why wasn't a similar mod added for armor ships?
Argyle Jones
Brutor Tribe
Minmatar Republic
#2 - 2012-05-22 16:37:25 UTC
I suppose it is no more immune to neuting than putting a capacitor booster on your ship.

Which answers your question really. Shield tanks use midslots, so a capacitor booster reduces tank efficiency. Armor tanks use low-slots so they can fit a cap booster without losing any tank.

Rek Seven
University of Caille
Gallente Federation
#3 - 2012-05-22 16:43:56 UTC
Yeah i see the thinking with the slot availability issue but that doesn't really answer the first part of my question.

Cap boosters increase your ships capacitor so neuting the ship requires cap boosters to be used at a faster rate. As i understand it, the ASB takes cap directly from the boosters and not the ship. This would make neuting the ship useless as far as tank goes, right?
Chase The Dragon
Doomheim
#4 - 2012-05-22 16:46:04 UTC
As far as shield rep, yes, but not as far as tank if active hardeners are used.
malaire
#5 - 2012-05-22 16:46:23 UTC  |  Edited by: malaire
Armor ships got that shifting-resistances-module. Maybe CCP wanted to add one of each to check how they are used, instead of adding shield and armor versions of both.

They can allways add more modules later.

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Rrama Ratamnim
Republic University
Minmatar Republic
#6 - 2012-05-22 16:46:52 UTC
theoretically yes, but then again maybe they will add a cap injected armor module, as they said this is one of the first of many modules they wanted to add....

I think they mainly did it for the fitting issue with shield tanked cap injected ships...

And also once u're out of cap boosters even if your not getting neuted the new module becomes an "crap im dead" fact lol
Rrama Ratamnim
Republic University
Minmatar Republic
#7 - 2012-05-22 16:48:15 UTC
malaire wrote:
Armor ships got that shifting-resistances-module. Maybe CCP wanted to add one of each to check how they are used, instead of adding shild and armor versions of both.

They can allways add more modules later.



Well i mean theres an active adaptive invuln, yet the energized armor is no where near as effective theres just inherently things currently that armor can do that shield cant... it makes things interesting, i still think armor needs some more love due to the fact that being slow as molasses out weights, the signal bloom of the shield extenders.
Botleten
Perkone
Caldari State
#8 - 2012-05-22 16:48:36 UTC
Armor tankers got the reactive armor hardener, which shield tankers did not get. They also still have EANM, which there is no shield equivalent of.
Afuran
Native Freshfood
Minmatar Republic
#9 - 2012-05-22 17:00:48 UTC
Argyle Jones wrote:
I suppose it is no more immune to neuting than putting a capacitor booster on your ship.

Which answers your question really. Shield tanks use midslots, so a capacitor booster reduces tank efficiency. Armor tanks use low-slots so they can fit a cap booster without losing any tank.




I think you missed the point entirely or perhaps you just didn't get it.

A cap booster injects cap into your ship which can then be neuted or used by any modules you have.

This new shield booster works independently of your ship cap, instead eating cap booster charges directly.
Therefore I could neut all cap from your ship and you would still be able to boost your shields using cap charges from your cargo.

You have a (partial at least) immunity to being neuted as you can still power your active tank with an empty ship capacitor.

Can active armour tankers do this?
Argyle Jones
Brutor Tribe
Minmatar Republic
#10 - 2012-05-22 17:22:03 UTC
Afuran wrote:
Argyle Jones wrote:
I suppose it is no more immune to neuting than putting a capacitor booster on your ship.

Which answers your question really. Shield tanks use midslots, so a capacitor booster reduces tank efficiency. Armor tanks use low-slots so they can fit a cap booster without losing any tank.




I think you missed the point entirely or perhaps you just didn't get it.

A cap booster injects cap into your ship which can then be neuted or used by any modules you have.

This new shield booster works independently of your ship cap, instead eating cap booster charges directly.
Therefore I could neut all cap from your ship and you would still be able to boost your shields using cap charges from your cargo.

You have a (partial at least) immunity to being neuted as you can still power your active tank with an empty ship capacitor.

Can active armour tankers do this?


You can also power an active tank with an empty ship capacitor if you have a capacitor booster on your ship. You activate the booster, then the repairer module. It's two clicks instead of one, but if you're fast I'm sure you can manage to get a cycle off before you are neuted again.

Also, you can use dual rep mods with one booster charge, which would put you close or over the repairing ability of a single ancillary booster.

So no, I didn't miss the point entirely, I just happened to disagree with the premise that a capacitor booster does not offer some defense against cap warfare.

Emiko Luan
Aliastra
Gallente Federation
#11 - 2012-05-22 17:25:51 UTC
how large are the charges anyway?

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Afuran
Native Freshfood
Minmatar Republic
#12 - 2012-05-22 17:31:39 UTC
Independent of adding other modules into the mix...

Active shield tanks now can use cap boosters straight from cargo hold with no chance of any of it being neuted.

Active armour tankers cant.
Messoroz
AQUILA INC
Verge of Collapse
#13 - 2012-05-22 17:33:10 UTC  |  Edited by: Messoroz
Afuran wrote:


Active shield tanks now can use cap boosters straight from cargo hold with no chance of any of it being neuted.


It's a module called PvP. Shoot the person's shields and you have neuted their shields. Shoot them long enough and they either die from not being able to tank DPS or they run out of charges.
Pok Nibin
Doomheim
#14 - 2012-05-22 17:43:05 UTC
Neuts are woosie crap anyway, like webbers and scrammers...crutches for the weak.
Wanna be tough? Hull tank like a man.

The right to free speech doesn't automatically carry with it the right to be taken seriously.

Zarnak Wulf
Task Force 641
Empyrean Edict
#15 - 2012-05-22 17:48:26 UTC
Ancillary shield boosters inject a massive amount of shield in a very short amount of time. The X-large reps 14k in 47 seconds. The large reps do 5577 shield in the same time. After you use the cap charges up the ancillary boosters will empty the ship's cap in three cycles - and take a minute to reload.

Protip- you can get the Rokh to fit 2 x-large a. boosters. Twisted
CCP Phantom
C C P
C C P Alliance
#16 - 2012-05-22 17:49:17 UTC
Moved from General Discussion.

CCP Phantom - Senior Community Developer

Lucy Ferrr
Sebiestor Tribe
Minmatar Republic
#17 - 2012-05-22 17:59:24 UTC  |  Edited by: Lucy Ferrr
Armor has it's perks and things shields can not do, and vise a versa. So it doesn't bother me in the slightest that armor doesn't have an equivalent. With that said, I do not like these mods at all. They appear to boost way too much shield, especially considering they are neut proof. They should be less effective than normal shield booster not more, IMO.
Argyle Jones
Brutor Tribe
Minmatar Republic
#18 - 2012-05-22 18:03:30 UTC  |  Edited by: Argyle Jones
Afuran wrote:
Independent of adding other modules into the mix...

Active shield tanks now can use cap boosters straight from cargo hold with no chance of any of it being neuted.

Active armour tankers cant.


Except you can't just isolate the modules and look at them without context. The effectiveness of the module in PVP and their resistance to cap warfare are dependent on context such as the ships fitting and cargo capability, capacitor boosters, the shield tanker's constant lack of midslot modules, etc.

Most shield tanking ships are already at a disadvantage when tanking damage in PVP, as warp disruptors / scramblers, stasis webifiers and electronic warfare will eat into your tanking ability.

You can't just grab two modules out of context and conclude imbalance. It's buffoonery!
Zarnak Wulf
Task Force 641
Empyrean Edict
#19 - 2012-05-22 18:18:59 UTC
Previous Post

Shield bonuses have no effect yet. And the large an x-large work over 46.8 seconds an not 36.
Afuran
Native Freshfood
Minmatar Republic
#20 - 2012-05-22 18:38:40 UTC
Argyle Jones wrote:
Afuran wrote:
Independent of adding other modules into the mix...

Active shield tanks now can use cap boosters straight from cargo hold with no chance of any of it being neuted.

Active armour tankers cant.


Except you can't just isolate the modules and look at them without context. The effectiveness of the module in PVP and their resistance to cap warfare are dependent on context such as the ships fitting and cargo capability, capacitor boosters, the shield tanker's constant lack of midslot modules, etc.

Most shield tanking ships are already at a disadvantage when tanking damage in PVP, as warp disruptors / scramblers, stasis webifiers and electronic warfare will eat into your tanking ability.

You can't just grab two modules out of context and conclude imbalance. It's buffoonery!



And so is an endless discussion back and forth with endless counters to counters to counters, etc

Being drawn into shield Vs armour and discussing every mod Vs every other mod would take forever.

All im concerned with is the difference they have made now to active tanks introducing this new shield booster.
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