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Vargurs and ASB's

Author
Rip Marley
MANPENIS
#21 - 2012-07-24 14:11:57 UTC
The biggest problem I have with ASB's is that they rep for more than the best deadspace boosters.


Meta 1 X-large booster: 5 second activation /450 shield rep per cycle/ 400 cap per boost

Tech 2 meta 5 xlarge booster: 5 second activation/ 600 shield rep per cycle/ 400 cap per boost

Pith X-type meta 14 Xlarge: 4 second activation / 840 shield rep per cycle/ 400 cap per boost

ASB meta 1 Xlarge booster: 4 second activation / 980 shield rep per cycle /400 cap per boost (cap charge)



As you can see, the ASB is giving meta 15ish level efficiency in a relatively cheap meta 1 module. If the meta 1 ASB had similar throughput to a meta 1 normal shield booster, it would be fine. Then they could introduce T2, faction and deadspace variants that ramp up to what the current one does, with the appropriate increase in price for this kind of performance.
Fon Revedhort
Monks of War
#22 - 2012-07-24 14:28:02 UTC
Rip Marley wrote:
The biggest problem I have with ASB's is that they rep for more than the best deadspace boosters.

If the meta 1 ASB had similar throughput to a meta 1 normal shield booster, it would be fine. Then they could introduce T2, faction and deadspace variants that ramp up to what the current one does, with the appropriate increase in price for this kind of performance.

That's right.

Reducing boosting values of ASBs in half looks pretty good.

Having a spare mid and neut-immunity might be balanced with a reload timer. But CCP decided that on top of that these free mods should give as much tank as the very best deadspace boosters. How can anyone sane consider it balanced?

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Jerick Ludhowe
Internet Tuff Guys
#23 - 2012-07-24 15:03:05 UTC
Fon Revedhort wrote:


Having a spare mid and neut-immunity might be balanced with a reload timer. But CCP decided that on top of that these free mods should give as much tank as the very best deadspace boosters. How can anyone sane consider it balanced?


Bad internal testing is the answer you are looking for.

Truth be told these modules just should not exist period...
Dinsdale Pirannha
Pirannha Corp
#24 - 2012-07-24 15:33:35 UTC
Jerick Ludhowe wrote:
Fon Revedhort wrote:


Having a spare mid and neut-immunity might be balanced with a reload timer. But CCP decided that on top of that these free mods should give as much tank as the very best deadspace boosters. How can anyone sane consider it balanced?


Bad internal testing is the answer you are looking for.

Truth be told these modules just should not exist period...


I would suggest that the concept of the module is fine: a extremely short burst of tank.

I have no real opinion on what the strength of the mod should be. I posted some numbers, which are exceptional, but that is for a grand total of 52 seconds, then the ship is in trouble. (much much shorter with medium and small versions).

But I do believe that an armour equivalent should be created.
Takeshi Yamato
Ministry of War
Amarr Empire
#25 - 2012-07-24 15:37:19 UTC
Quote:
I would suggest that the concept of the module is fine: a extremely short burst of tank.


As long as its not immune to neuts and has fitting requirements in line with the benefit it gives, then yes.
Cambarus
The Baros Syndicate
#26 - 2012-07-24 15:41:44 UTC
Takeshi Yamato wrote:
Quote:
I would suggest that the concept of the module is fine: a extremely short burst of tank.


As long as its not immune to neuts and has fitting requirements in line with the benefit it gives, then yes.

Neuts are overpowered enough as it is, tbh the fact that active tanking gets shut down by them while buffer tanking does not is one of the biggest balance related problems in the game.
Fon Revedhort
Monks of War
#27 - 2012-07-24 15:47:28 UTC
Cambarus wrote:
Takeshi Yamato wrote:
[quote]I would suggest that the concept of the module is fine: a extremely short burst of tank.

tbh the fact that active tanking gets shut down by them while buffer tanking does not is one of the biggest balance related problems in the game.

Yeah, but the idea that it's buffer tank which needs another (alternative) way of dealing with seems to be pretty difficult for CCP to adopt. They'd rather dumb down active tanking instead of making passive one more complex.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Cpt Branko
The Scope
Gallente Federation
#28 - 2012-07-24 16:07:59 UTC  |  Edited by: Cpt Branko
Cambarus wrote:

Neuts are overpowered enough as it is, tbh the fact that active tanking gets shut down by them while buffer tanking does not is one of the biggest balance related problems in the game.


Not really... I mean, in the only place active tanking is relevant in any way, which is small scale situations, neuts also hurt buffer tanks a lot, rendering two races out of four unable to fire under excessive neuting (and unlike an active tanked ship which will be actually able to fire because of injector but not tank, the buffer tank won't be able to fire).

Of course as it is, races with non-cap using weapons are very popular to say the least... but even for them, neuts shut down propulsion, shut down tackle, active resist mods, etc. Buffer or active tanked, neuts (from a larger ship, or a ship with neuting bonuses) are very effective.

Are they unbalanced? Well, if they were nerfed, it would probably shift the solo / very small gang game more in favour of smaller ships which would be comparatively boosted quite a bit. Some ships would become more or less obsolete in that scenario. Would there be more or less viable ships / fits overall? Hard to say.

I mean, ofc. you can just fly in gangs of sufficient size and then neuts are irrelevant more or less, bar maybe trying to shut down capital tanks or something of the sort.

To the OP: what prevents the other guy(s) to just kill whatever is tackling for that Vargur, since unlike AT, people will just warp off on TQ?
Dinsdale Pirannha
Pirannha Corp
#29 - 2012-07-24 16:35:42 UTC  |  Edited by: Dinsdale Pirannha
Cpt Branko wrote:

To the OP: what prevents the other guy(s) to just kill whatever is tackling for that Vargur, since unlike AT, people will just warp off on TQ?


You mean the fact that the ship fitting I provided has no tackle?
I am working with the assumption that that ship would not fly alone.

I am one for believing in role specific ships, not redundancy over a squad.
Not every ship has to have tackle onboard, since in small gang warfare, it is extremely unlikely you will kill every opponent anyway. You focus on getting a few, with less losses incurred than inflicted.

Besides, that ship was just an example of what is possible.
You may see that ship fitting out and about on TQ, then again you may not.

edit, sorry, misread your post.

Bottom line, yeah, the Vargur's tackle ship will likely get creamed, but maybe not before you kill one or two of your opponents.
That is what makes it interesting, who knows how the battle may work out. So many ships, so many fittings, so many outcomes.
Jerick Ludhowe
Internet Tuff Guys
#30 - 2012-07-24 16:49:31 UTC
Dinsdale Pirannha wrote:

But I do believe that an armour equivalent should be created.


Please, for the love of god, no
Dinsdale Pirannha
Pirannha Corp
#31 - 2012-07-24 16:54:55 UTC
Jerick Ludhowe wrote:
Dinsdale Pirannha wrote:

But I do believe that an armour equivalent should be created.


Please, for the love of god, no


Why not?

If shields have a burst tank, why not armour?
If people want to argue about altering the stats of the ASB, or removing it entirely from the game, there is always merit to that kind of discussion. But if the ASB is here to stay, the armour should have an equivalent.
Liang Nuren
No Salvation
Divine Damnation
#32 - 2012-07-24 17:00:46 UTC  |  Edited by: Liang Nuren
Cambarus wrote:
Takeshi Yamato wrote:
Quote:
I would suggest that the concept of the module is fine: a extremely short burst of tank.


As long as its not immune to neuts and has fitting requirements in line with the benefit it gives, then yes.

Neuts are overpowered enough as it is, tbh the fact that active tanking gets shut down by them while buffer tanking does not is one of the biggest balance related problems in the game.


I'd say that the fact that I will do almost literally anything possible to fit an oversized ASB onto any ship is a good indicator that we may have a new biggest balance related problem...

-Liang

Ed: And really, all this talk about how "ASBs only last for 30s-1m" is misleading. The reality is that they last much longer when metered back to previous active tanking values.

I'm an idiot, don't mind me.

Zicon Shak'ra
The Scope
Gallente Federation
#33 - 2012-07-24 17:58:01 UTC
Chainsaw Plankton wrote:
I can fit the same round in a 1400mm arty as I can a 800mm ac. guns are broken!!!!


CCP remove all guns please.

Wormholes are cool, m'kay?

Versuvius Marii
Browncoats of Persephone
Ironworks Coalition
#34 - 2012-07-24 19:33:04 UTC
It's easy. Shoot them til they reload, then kill them. Ain't difficult to understand...

The Gaming MoD - retro to modern, console to MMO, I blog about it if it's a game and I'm interested in it. Yes, I play games other than Eve and I don't care if you think I'm wrong.

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#35 - 2012-07-24 19:37:12 UTC
Zicon Shak'ra wrote:
Chainsaw Plankton wrote:
I can fit the same round in a 1400mm arty as I can a 800mm ac. guns are broken!!!!


CCP remove all guns please.


Naw, the ammunition is just very, very advanced.

Mighty Morphing Transforming Ammo.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Eternal Error
Doomheim
#36 - 2012-07-24 20:32:04 UTC  |  Edited by: Eternal Error
Dinsdale Pirannha wrote:
Jerick Ludhowe wrote:
Dinsdale Pirannha wrote:

But I do believe that an armour equivalent should be created.


Please, for the love of god, no


Why not?

If shields have a burst tank, why not armour?
If people want to argue about altering the stats of the ASB, or removing it entirely from the game, there is always merit to that kind of discussion. But if the ASB is here to stay, the armour should have an equivalent.

Because existing modules should be balanced prior to introducing new ones (especially when they're OP). That wasn't a "I wouldn't like this module for personal use" "no", that was a "jesus christ ASBs should be removed from the game, the last thing we need is another similar module" "no".
X Gallentius
Black Eagle1
#37 - 2012-07-24 23:55:29 UTC  |  Edited by: X Gallentius
I just want an armor repper that functions the same as it normally does but doesn't require me to use a medium slot for cap boosters to make it work. As it is, it takes 2-3 medium reppers are required for a Myrm to rep enough damage. I should not have to spend two mid slots on cap boosters as well.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#38 - 2012-07-25 00:25:08 UTC
That's exactly the type of module that will bring change into the fitting landscape.

The controversy just keeps adding up to it. Couldn't ever have that much impact with a module
that's within the reaches of the regular ones. Then it would be "meh", or "worth a try" ...
... but it definitely wouldn't reach so far regarding peoples attention.

Module isn't OP ... it's perfect for bringing change.
Liang Nuren
No Salvation
Divine Damnation
#39 - 2012-07-25 00:33:51 UTC
Solstice Project wrote:
That's exactly the type of module that will bring change into the fitting landscape.

The controversy just keeps adding up to it. Couldn't ever have that much impact with a module
that's within the reaches of the regular ones. Then it would be "meh", or "worth a try" ...
... but it definitely wouldn't reach so far regarding peoples attention.

Module isn't OP ... it's perfect for bringing change.


I'm pretty sure that the goal of the module is to be just OP enough to make people reconsider active tanking as a whole. A lot of the time, the real balance issues in a game derive from the way the game itself is played ...

-Liang

I'm an idiot, don't mind me.

Guillame Herschel
Buffalo Soldiers
#40 - 2012-07-25 02:22:04 UTC
Liang Nuren wrote:
Ed: And really, all this talk about how "ASBs only last for 30s-1m" is misleading. The reality is that they last much longer when metered back to previous active tanking values.


Yep. Nobody runs a oversized conventional shield booster continuously. Even a right-sized booster can't be run continuously on a BC without cap booster support. It's the same with a ASB - you burst it, it doesn't run continously, so it lasts longer than the sum of the boost cycles. Yet, oversized ASB ships can still be jammed, making their OP tank useful only for creating enough time to chat with the victors before the inevitable.

Which brings up the only module even more OP than the ASB.... TwistedBlink
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