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Reactive Armor Hardener

Author
Nikuno
Atomic Heroes
#1 - 2012-08-09 15:57:06 UTC
It's new, it's shiny, it's been out a while. ASB is very good as we all know, fills a niche nicely between standard shield boosts and buffer - but what about the bone they threw armor tanks with the RAH? Seems weak and underwhelming; more a pve mod than pvp. Or is this just me missing something? PvP is almost always at least dual damage type, typically triple types. Anyone got suggestions? Or are we waiting for the t2 version to appear before it's useful?
Traejun DiSanctis
Caldari Provisions
Caldari State
#2 - 2012-08-09 16:06:25 UTC
Nikuno wrote:
It's new, it's shiny, it's been out a while. ASB is very good as we all know, fills a niche nicely between standard shield boosts and buffer - but what about the bone they threw armor tanks with the RAH? Seems weak and underwhelming; more a pve mod than pvp. Or is this just me missing something? PvP is almost always at least dual damage type, typically triple types. Anyone got suggestions? Or are we waiting for the t2 version to appear before it's useful?


Numbers-wise, it appears to be underwhelming. Haven't tried it in practice yet, so we'll see. But, to be perfectly honest - with most gangs packing 3 damage types - I think RAH will be useful for smaller vessels with limited lows, while larger vessels will use single damage hardeners. I've got one fitted to my new ghetto tacklers (Executioner and Atron). We'll see how it goes.
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#3 - 2012-08-09 16:27:10 UTC
I don't know.

It can be useful.

But then you need to skill up for it, and once you do it will hog your Cap like no tomorrow...

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

Transient Drifter
Royal Amarr Institute
Amarr Empire
#4 - 2012-08-09 16:27:28 UTC
i do not like how slowly it changes resists... even if they aren't affected by diminishing returns from other resist modules (please correct me if i am wrong on this) i still feel like there are better options...
Liang Nuren
No Salvation
Divine Damnation
#5 - 2012-08-09 16:32:14 UTC
I'll have to jump clone out of my Crystal set. I'm pretty sure that there's some really good frigate uses for the module.

-Liang

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

Equus
Republic Military School
Minmatar Republic
#6 - 2012-08-09 16:37:21 UTC
From what I have heard it is fairly underwhelming, in that it can take a long time to build up, that it doesn't start to build until your armour starts taking damage, shield damage doesn't start it (someone correct me if I am wrong here), and it is pretty cap hungry.

I haven't tested it yet myself, I have been planning to though once I can train it up a little better in my queue, but from everything I have read my hopes are not too high.
Hrett
The Scope
Gallente Federation
#7 - 2012-08-09 16:39:44 UTC  |  Edited by: Hrett
I think it's pretty clearly a pve module right now. The cycle time is too slow and it makes you more vulnerable to cap warfare for pvp.

So here is some complete theorycrafting - There is a really good discussion of its mechanics and algorithm for shifting resists on another forum. The work isn't mine, but if it's right, this is what I gather:


  • It isn't stacking penalized against other armor mods, but it is stacking penalized against a DCU. I think they concluded this makes it about equal to a 3rd EANM on a tank, BEFORE resists start shifting.

  • The algorithm seems to make sense depending on how many damage types you are getting shot with - from boosting a single resist when you are getting shot by one type, to filling your largest resist hole when you are getting shot by 4 types.

  • The cap usage is pretty high, especially considering it will most likely be fit on cap sucking hybrid or laser ships. Thus it makes you more vulnerable to cap warfare.

  • The cycle time is too long (or amount of resist shifted per cycle is too little)
.

So, if the above is true, I would view the current pvp uses for it might be long fights because this will play to its strengths:


  • Massive brick tank. Like on a Maller or something similar. Especially supported by logi because will make the logi better as fight goes on.

  • Very small gang/solo active armor rep where your tank won't get overwhelmed early. Better tank as time goes on.


I still think the analysis is that the cycle time and cap usage need to be tweaked, because in its current form, it's not very useful.

/theorycrafting off

spaceship, Spaceship, SPACESHIP!

Takeshi Yamato
Ministry of War
Amarr Empire
#8 - 2012-08-09 16:53:45 UTC
Good for PvE armor tanking and that's pretty much it.
CorInaXeraL
The Dresdeneers
#9 - 2012-08-09 16:54:08 UTC
Tried this in PVE and found it to be underwhelming. I'm better off using a type-specific than putting my bets on this.

PVP it's too slow to change, so...guess it doesn't quite have a niche yet.
Luba Cibre
Global Song Setup
#10 - 2012-08-09 16:57:58 UTC
This thing is amazing on an aeon.

"Nothing essential happens in the absence of noise." 

Zicon Shak'ra
The Scope
Gallente Federation
#11 - 2012-08-09 17:01:46 UTC
This module is garbage. If it adjusted 2-3x faster, it would be worth it.

Wormholes are cool, m'kay?

Ginger Barbarella
#12 - 2012-08-09 17:37:11 UTC
CorInaXeraL wrote:
Tried this in PVE and found it to be underwhelming. I'm better off using a type-specific than putting my bets on this.

PVP it's too slow to change, so...guess it doesn't quite have a niche yet.


Fit two and cycle them. Very nice. But I hate boosters in general, so... Blink

"Blow it all on Quafe and strippers." --- Sorlac

Jerick Ludhowe
Internet Tuff Guys
#13 - 2012-08-09 17:49:02 UTC
Liang Nuren wrote:
I'll have to jump clone out of my Crystal set. I'm pretty sure that there's some really good frigate uses for the module.

-Liang


You may want to look at the cap consumption with lvl 4-5 skill and reassess your statement Roll
CorInaXeraL
The Dresdeneers
#14 - 2012-08-09 18:15:38 UTC
Ginger Barbarella wrote:
CorInaXeraL wrote:
Tried this in PVE and found it to be underwhelming. I'm better off using a type-specific than putting my bets on this.

PVP it's too slow to change, so...guess it doesn't quite have a niche yet.


Fit two and cycle them. Very nice. But I hate boosters in general, so... Blink


Yeah, fitting two when you're armor tanking takes that much more away from your cap (laserboats hurt here) and your openings for damage mods. I'd sooner not mess with them outright. I'm still better with EANM+specifics balanced based on need.
Veryez
Hidden Agenda
Deep Space Engineering
#15 - 2012-08-09 20:00:14 UTC
CorInaXeraL wrote:
Ginger Barbarella wrote:
CorInaXeraL wrote:
Tried this in PVE and found it to be underwhelming. I'm better off using a type-specific than putting my bets on this.

PVP it's too slow to change, so...guess it doesn't quite have a niche yet.


Fit two and cycle them. Very nice. But I hate boosters in general, so... Blink


Yeah, fitting two when you're armor tanking takes that much more away from your cap (laserboats hurt here) and your openings for damage mods. I'd sooner not mess with them outright. I'm still better with EANM+specifics balanced based on need.


So you say you tried this? You realize you can't activate two of them at once, so why on earth would you fit two? Might as just leave the slot empty.

To those theory crafting, here are my impressions. It's good, but it's a niche module atm. With armor resistance phasing at lvl 0, it uses about 3 times the amount of cap of a hardner. Boost this to level 5 and it jumps to about 5.6 times the amount of cap. Since most armor tanks use weapons that use cap (or in the minmatar case are on ships with the smallest capacitors), it's use is situational.

It needs a skill to offset it's cap use, this would at least make 'armor resistance phasing' worth training.

If you know you're going up against a missile boat (drake/tengru), it's very good, as 60% unstacking nerfed resistance is something very noticible, but without the skill trained, it takes a long time to get there. Remember it starts off as good as a DC II and only gets better.

On my plated mega it effectively doubles the EHP over an ANP II against drakes/tengru's, but it requires a few fitting compromises. On my geddon it's not as effective since I normally remove the second EANM II to fit it (and it drops my fit from 606.25 CPU out of 606.25, something I love P )

For PvE, I've played around with it on a kronos and a paladin, it works on the former (cap boosted), but I don't like it on the later (not cap boosted), but I really haven't tested it extensively. Obviously it's not too useful against omni damage NPC's like sleepers and sansha's.

To Liang, you might find it's cap use a bit of a challenge on a frigate, it's like putting 3 active hardners on, but I'd like to hear your experiences. I haven't tried it on anything below cruiser size.
Liang Nuren
No Salvation
Divine Damnation
#16 - 2012-08-09 21:32:58 UTC
Veryez wrote:

To Liang, you might find it's cap use a bit of a challenge on a frigate, it's like putting 3 active hardners on, but I'd like to hear your experiences. I haven't tried it on anything below cruiser size.


Yeah, I am aware that the capacitor might be a bit brutal. But, I don't mind losing ships so it'll be an interesting experiment. I'm currently training the skill to 4 before I bother jump cloning from my highly successful Crystal clone. Though the clone that I'll be jumping to is hella fun too. Expect more Talos action! :)

-Liang

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

feihcsiM
THE B0YS
#17 - 2012-08-09 21:45:51 UTC
Veryez wrote:
CorInaXeraL wrote:
Ginger Barbarella wrote:
CorInaXeraL wrote:
Tried this in PVE and found it to be underwhelming. I'm better off using a type-specific than putting my bets on this.

PVP it's too slow to change, so...guess it doesn't quite have a niche yet.


Fit two and cycle them. Very nice. But I hate boosters in general, so... Blink


Yeah, fitting two when you're armor tanking takes that much more away from your cap (laserboats hurt here) and your openings for damage mods. I'd sooner not mess with them outright. I'm still better with EANM+specifics balanced based on need.


So you say you tried this? You realize you can't activate two of them at once, so why on earth would you fit two?



It won't let you even FIT two to a ship, never mind activate them, making the above advice about fitting two a load of crap.

It's the end of the world as we know it and I feel fine.

Liang Nuren
No Salvation
Divine Damnation
#18 - 2012-08-10 06:22:32 UTC  |  Edited by: Liang Nuren
Veryez wrote:
To Liang, you might find it's cap use a bit of a challenge on a frigate, it's like putting 3 active hardners on, but I'd like to hear your experiences. I haven't tried it on anything below cruiser size.


You know, I went and looked at it again with a critical eye towards capacitor and it's actually more cap intensive than perma running your MWD and about half as much as a deadspace armor rep. That's pretty brutal. It might work on the ships I'm planning it for, but I admit I'm not really sure.

It could make for some expensive loss mails.

-Liang

Ed: I'm training it to 5 anyway. It's not like I have much else to do.

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

Hrett
The Scope
Gallente Federation
#19 - 2012-08-10 06:26:10 UTC
I don't have the numbers in front of me, but I read with the skill trained up to 4 or 5 it uses a similar amount of cap as a SAR. That's going to be rough on a frigate.

spaceship, Spaceship, SPACESHIP!

marVLs
#20 - 2012-08-10 06:27:30 UTC
It's no good for everything, too small res bonus per cycle, and too much cap hungry
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