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Ships & Modules

 
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Ancillary Shield Booster

First post
Author
Razgriz Shaishi
Perkone
Caldari State
#41 - 2012-05-23 16:52:29 UTC
The thing is, when you run out of charges for it, it starts drawing power from your capacitor like a normal shield booster. Monstrous amounts of power though, so much so that you would probably only run it off of your capacitor as a very last resort. And it takes a full minute to reload.

Also, unlike a normal cap booster. it only powers your shield booster, meaning that if you got a whole lot of active modules, like cap heavy weapons, and you get neuted, your only able to maintain your tank, only just barely if your using active resists.
Lin-Young Borovskova
Doomheim
#42 - 2012-05-23 16:58:34 UTC
Rek Seven wrote:
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?



Because minmatar and shield ships needed some serious buff, it not like they were over used, do they?

erm, w8, what did I said here? Lol

brb

Roime
Shiva Furnace
#43 - 2012-05-23 18:36:42 UTC
Kuroi Hoshi wrote:
Roime wrote:
wtf CCP.

[Myrmidon, Myrmidon Shield]

Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Co-Processor II
Nanofiber Internal Structure II
Damage Control II

Large Ancillary Shield Booster, Navy Cap Booster 200
Large Ancillary Shield Booster, Navy Cap Booster 200
Adaptive Invulnerability Field II
Experimental 10MN MicroWarpdrive I
Warp Scrambler II

Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I


Ogre II x2
Hammerhead II x2
Hobgoblin II x1


Yeah, it's significantly better in every stat than the dual rep armor version. (hint: Myrmidon receives bonus to armor rep amount)

Amazing work! Plan was to balance tanks and finally fix armor rigs, but instead they introduced a module that nullifies the only drawback shield tanking had, mid slot usage.





For a little less than a minute it is better tank-wise than a dual rep armor myrm. Then you have a 60 second reload time and your tank is basically 0. Spacing it out and you have about a 250-300 sustained tank.

There are fits where the new shield boosters are great but you have to account for the Achilles Heel of that 60 second reload timer.



Are you suggesting that I should literally read the module descriptions before posting a failfit?

Real men don't need manuals Oops


.

Klown Walk
Science and Trade Institute
Caldari State
#44 - 2012-05-23 20:09:15 UTC
Been playing around abit with fittings and it seems really good, with pure t2 and a blue pill I´m really close to 1000 shield every cycle and I got 2 of them. With lg crystals I get 1300 for each one.
Zarnak Wulf
Amarrian Vengeance
Team Amarrica
#45 - 2012-05-24 04:05:39 UTC
Last I heard the ancillary shield boosters were slightly bugged. They didn't always pick up on blue pills, crystal implants, or even ship bonuses.

Here's some points:
You can active tank ships that didn't have the capacitor for it before.
An active tank is usually the shield booster + a cap booster. Now you can have a shield booster + ?.

That ? can be a web, LSE, ect. I'm sure that we'll see HACs experimenting with a LSE AND a large a. shield booster.
I will also say after playing around on SISSI for the last week that Caldari hybrid boats got a huge buff with this...

RioCrokite
Ministry of War
Amarr Empire
#46 - 2012-05-24 10:06:55 UTC  |  Edited by: RioCrokite
Why anciliary boosters don't get bonuses from blue pills? (Tried consuming blue pill, amount boosted in info window is still the same) Is it intended effect or a bug?

What about crystal set?
Shpenat
General Defense Union
#47 - 2012-05-24 12:27:01 UTC
No idea about crystals, but apparently the stats are not affected by cycle - time rigs.
bubble trout
Brutor Tribe
Minmatar Republic
#48 - 2012-05-24 15:26:57 UTC
Optimal Capacity wrote:
Anyone care to share which sites are dropping this modules bpc



I picked up a 50 run BPC for the medium size off of a "Serpentis Baron" bs belt rat wreck. I don't know if that helps.
Andy DelGardo
#49 - 2012-05-24 16:36:15 UTC  |  Edited by: Andy DelGardo
Stupid question, but why these new modules have 2 sizes of charges (XL = 400/800)? I don't see any benefit on loading the 800 over the 400 or will the boost amount double if u use the larger cap charges?

So whats the reason behind this?
MeBiatch
GRR GOONS
#50 - 2012-05-24 18:56:03 UTC
Botleten wrote:
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.



correction dont you mean Archon pilots got the adaptive armor thing?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Kusum Fawn
Perkone
Caldari State
#51 - 2012-05-25 06:25:06 UTC
Stealth buff to shield marauders!

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Hulous
Doomheim
#52 - 2012-05-25 09:17:31 UTC
Clicked show info on a small Ancillary shield booster and it says "Note: Can use Cap Booster 25 as fuel." It has a cap use of 48, So my guess would be it uses 48 cap - 25 as long of you still have cap boosters in it, Meaning, No it not immune to nuets.
Andy DelGardo
#53 - 2012-05-25 09:23:03 UTC  |  Edited by: Andy DelGardo
Hulous wrote:
Clicked show info on a small Ancillary shield booster and it says "Note: Can use Cap Booster 25 as fuel." It has a cap use of 48, So my guess would be it uses 48 cap - 25 as long of you still have cap boosters in it, Meaning, No it not immune to nuets.


Wrong, if u load the smaller versions it sill wont use any cap and simply just use up the booster. This is confusing the hell out of me, since i see no reason why to load the larger boosters at all? The shown cap usage only apply if there are no boosters loaded, so it works like a normal shield-booster. So the actual amount of energy a booster provides has nothing to-do with the inner function of the module itself, the only viable stat is that it will use "1 charge per cycle" to function, no matter what size this charge is.
Hulous
Doomheim
#54 - 2012-05-25 09:33:29 UTC
Dam, Well then if that's true, Then it really is immune to nuets as it doesn't use cap to activate so long as you still have cap boosters loaded. Other than that my only other guess is that it is simply not working the way it was intended, But then that's just me.
Andy DelGardo
#55 - 2012-05-25 09:35:32 UTC  |  Edited by: Andy DelGardo
Hulous wrote:
Dam, Well then if that's true, Then it really is immune to nuets as it doesn't use cap to activate so long as you still have cap boosters loaded. Other than that my only other guess is that it is simply not working the way it was intended, But then that's just me.


It is true, since i have tested this and was surprised myself. The only other reason except from a bug, could be that a larger charge may give a even larger shield boost or the other way around that smaller charges will just result in half the shield boost? I have to test this :p
Maeltstome
Republic Military School
Minmatar Republic
#56 - 2012-05-25 10:08:17 UTC
These are PVP modules.

The Anciliary Shield booster is a 1 use thing ina fight for a massive boost in tank to combat plated setups. It's much better for your cap than a regular active setup but it has HUGE downtime. It also doesn't last that long or have much longevity in terms of multi concurrent battles. It also doesn't benefit from remote repping like passive setups do.

Really this gives Active shield tanking an advantage (due to low slot usage) over plated setups until it runs out of boosters. So 1v1 plated setups will no longer be king unless they can slug it out for the first minute of the fight without dieing.

I wouldn't be surprised to see an armor version of this... cause plated fights are gettign boring.
Andy DelGardo
#57 - 2012-05-25 10:23:48 UTC
Stupid idea :) just anchor a secure container with lots of extra charges in your fight area, if u run out just reload your cargo-hold :p
Ymmi Stenson
Future Overlords
#58 - 2012-05-25 10:26:17 UTC
Hawk might be fun to fly with one of these boosters.
nabort
Chutney Ferret's Mobile Consortium
#59 - 2012-05-25 12:23:23 UTC
I can't get hold of a booster to help me test, but what is the difference between using an XL Anc booster w/400 charges and the same booster with 800 charges (other than the booster holding half as many 800s as 400s).
Zarnak Wulf
Amarrian Vengeance
Team Amarrica
#60 - 2012-05-25 12:50:43 UTC
The Ancillary Shield Boost Modules (henceforth A. Boost) get about 2x the shield boost that another similar sized shield booster would get. The X-Large A. Boost, for example, reps 980 shield in a cycle compared to 450 shield for a Tech 1 X-Large Shield Booster. You get once cycle per cap charge. After you go through your cap charges it pulls out of your ship's capacitor at > 900 per cycle. It's something crazy. It will kill your cap and having a cap booster assisting it probably won't get you THAT far.

Since you get one cycle per cap charge you should always go for the smallest one available. That will usually give you ten cycles. Navy cap boosters are available to the large and x-large. You can get 13 cycles using them. The only time you should use the larger cap charges available to an A. Booster is in a pinch where they are all that is available. I like this tbh - it encourages using some of the smaller cap charges out there.

Shield rep based on charges. (13 for large and x-large). Overheating included.
Small - 572 shield hp
Med- 1606 shield hp
Large - 5577 shield hp
X-Large - 14014 shield hp

I tested some variants on SISSI. I used a medium shield booster on a Harpy. It's other mid slots were a small shield extender II, limited MWD, and a named scrambler. 1800 shield with a 1600 booster available to it. It was okay. It's tank was suitable to a heavy nuet situation. It's guns were not. It had a smaller sig radius then a MSE Harpy but also less buffer between you and oblivion too. Fitting was a little easier. It was interesting but I wasn't completely sold.

The Ferox with a Prop mod, X-Large A. Booster, Adaptive Invuln, web and point though I am sold on. Ions, 40k EHP, and 14k injectable shield made it both a surprise and a nasty contender. In one fight I landed on top of three ruptures and killed them all. In another fight it took on a Sac and a Cynabal. The Sac died and the Cynabal was deep in armour before the Ferox went down. TBH the Sac probably would not have died if the Cyna pilot had not stayed at 20km the whole fight but.... The Buffer is enough so that in a small pvp group setting you can probably get your reload in.