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What do you think CCPs plans for armor and shield tanking are?

Author
Major Killz
inglorious bastards.
#21 - 2012-08-25 18:08:15 UTC  |  Edited by: Major Killz
Well, I believe armor should have significant hit-points over shields, including thier respective modules. While active shields should have a significant advantage in active defense.

Personally I'm for a module like 'Layered Plating' that increases armor hit points significantly without penalty or a damage control skewed for armor resistances.

In the past active setups didn't need a boost @ all and still don't (shield or armor). However, the rest of eve who only existed in large scale fleet warfare had no idea what they were on about. Which is why we have Ancillary Shield Booster and many other r3t@rd3d things in game.

I'm for active setups only being very viable with significant effort. Be that alot of slots used, pills or implants. Go back to the aforementioned and leave it alone. it's not like it was that difficult or expensive to be able to tank multiple ships of the same class with active setups.

BTW: leave Ancillary Shield Boosters the way they are, but just limit it to 1 per ship. Let it be what I thought it was when I first read about it. A LAST RESORT MODULE that gives extreme boost for a short time and then you're fu*ked LOL.


- end of transmission

[u]Ich bin ein Pirat ![/u]

Sigras
Conglomo
#22 - 2012-08-25 18:59:50 UTC
I think the only change that could happen to balance the ASB is a slight change to its cargo, something like 112 or 96 instead of 160 that would extend the gap between the two ASB reppers.

I think it would be interesting to change the armor rig penalty to an agility penalty, so youre still quite a bit heavier, and move slower as a fleet, but you would have a much closer top speed to the shield tankers.

Also please remember that any buffs you make to active tanking also affect PvE.
Liang Nuren
No Salvation
Divine Damnation
#23 - 2012-08-25 19:02:06 UTC
Sigras wrote:

I think it would be interesting to change the armor rig penalty to an agility penalty, so youre still quite a bit heavier, and move slower as a fleet, but you would have a much closer top speed to the shield tankers.


In most cases, top speed matters far less than agility.

Quote:
Also please remember that any buffs you make to active tanking also affect PvE.


This is meaningless because PVE is already so easy that you can sleep through it.

-Liang

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

Noisrevbus
#24 - 2012-08-25 19:34:29 UTC
Large Collidable Object wrote:
active shield burst tanking was viable before the introduction of ASBs, whereas active armor tanking only was on some few select bonused fits in certain situation and with gimmick fits, so armor tanking would have been in dire need of a module like that whereas shield tanking wasn't.


This segment interests me, could you elaborate a bit on it?

I'm uncertain about both where you're comming from and where you're going with it Smile.
Denuo Secus
#25 - 2012-08-25 20:12:04 UTC
Hrett wrote:
I dont mind that there are differences between the two tank types. In fact, I think its cool. I think CCP is on the right track with ASB (but small nerf mentioned below). They need to tweak the armor ones though.

So keeping with the theme of shield = light/skirmish and armor = heavy/endurance, make changes something like:

1. Decrease cap usage of RAH and increase the amount/speed at which it shifts. I like the idea behind this module, but it's too slow and cap hungry to be of much use now. There is no reason to use it over a second EANM right now, and little to use it over a third. These changes will make armor tanks stronger the longer the fight goes. Endurance.

2. Change the armor rig penalties to something else. Sig radius would be ok. This is just a giant penalty to Gallente ships.

3. Keep it so armor still needs to rely on a separate cap booster module. But significantly reduce the amount of cap they use (like half). This makes armor more cap friendly to allow for longer endurance, easier use of neuts, more resistance to neuts, and helps with the fact that traditional armor races use blasters and lasers. Endurance.

4. Increase the length of time armor mods can over heat or have higher module hit points, or reduce the amount of heat damage they cause. Endurance.

5. Reduce the fitting requirements slightly (allows for fitting of additional reps/cap boosters/larger weapons/plates). Heavy.

6. Increase the rep amounts or speed slightly - not on par with ASBs - but more than now. OR, increase the amount of benefit you get from overheating, and allow them to overheat for longer. I can see the need for double rep setups - having to fit triple reps is kinda silly though. Heavy/Endurance.

So, the above changes would make armor ships be a bit hardier, more resistant to neuting/better able to use neuts, fit heavier weapons and have longer 'staying power' with increased overheating ability. It also makes sense because the traditional armor races use the two most cap hungry weapons.

7. For shield - I like ASB, but the dual oversized setups are kinda crazy. So to reduce (but not eliminate) those options - increase the fitting requirements of ASB slightly so you REALLY have to gimp your fit (smaller weapons, less nos/neut or more fitting mods) to fit 2 of them. I think that would go a long way to balance the dual oversize fits we are seeing. If you want to make something crazy with an obscene tank - you still can - but good luck fitting weapons to keep you in your normal 'DPS class'. Would reduce their abilities to fit full-size nos/nets too - again keeping with the reduced endurance but skirmish mentality.

I dunno - just some ideas. I like the differences between tank styles - but they need to be balanced now.

Shield would continue to be the quick strike race but still have a good active tank option. Armor would be the heavies with longer staying power.

I am just glad CCP has commented on the issue finally. Sounds like they are working on it. Go go CCP.

Edit: autocorrect sucks.


THIS!
Red Teufel
Calamitous-Intent
#26 - 2012-08-25 20:53:51 UTC
instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability.
Alticus C Bear
University of Caille
Gallente Federation
#27 - 2012-08-25 21:09:09 UTC
It is another subject that polarizes opinion.

A while back CCP post an idea for rig changes to create active tanking and buffer tanking rig sets in essence giving the active armour resists the sig radius drawback and the passive shield rigs the speed reduction. There was a lot of opposition but I would perhaps been curious to see the reactions had the ASB’s already been released.

Rig penalties do need looking at although I dislike the idea of getting rid of them; this includes a number of other rig classes.
I have certainly enjoyed the new ASB and I am even primarily and armour tanker. For me it is the fitting especially of the medium and Extra-large versions.

I could certainly see the powergrid of these two being doubled. The medium would then sit closer to a Medium shield extender in fittings while it would then be very tricky to fit the Extra-large on the cruiser sized ships or multiple boosters on battlecrusiers.

They should probably also not be getting additional boosts from implants and ship bonuses.

I also find it odd that both the heavy cap booster II and the XL ASB both have 160 capacity despite the fitting difference of almost 1500 powergrid. It would perhaps help active armour to increase the capacity of cap boosters. More cirtically the capacity of the medium cap booster is less than a large ASB.

You could argue the both the ASB and the reactive hardener where designed to free up slots on active tanked ships. My initial reaction was to try and use the reactive hardener to plug my explosive hole instead of a hardener and then perhaps take of another resistance mod as this would boost multiple resists, but in practice the module is not as effective as it should be and uses way too much cap.

I think this mod should have a passive resistance boost when offline so the slot is not wasted whan not in use.

I would even borrow the ASB mechanic and cap inject the mod directly as well.

I would also like an armour repper that sits between medium and large.
Fon Revedhort
Monks of War
#28 - 2012-08-25 22:50:10 UTC
Red Teufel wrote:
instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability.

What would be the fun of flying an active tanked armour ship regenerating its HP like a fugly Drake Question

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

Paikis
Vapour Holdings
#29 - 2012-08-25 23:27:40 UTC  |  Edited by: Paikis
nahjustwarpin wrote:
Paikis wrote:
Somebody can't fly shield ships.

Your "suggestions" basically amount to the following:
1. Buff remote armor reps, nerf shield transfers.
2. Remove penalties from armor tanking rigs or cripple shield tanking ships with rig penalties.
3. Remove the over sized shield reps, but no mention of removing the 1600mm armor plates
4. Limit or outright remove ASBs.

Typical knee-jerk response from someone only looking at one facet of tanking and yelling "not fair!"


1. you can barely call it a buff. armor reps still wouldn't rep at the beginning of cycle and rep amount would be the same.
2. He didn't say 'remove penalties from armor tanking rigs'. Only decrease penalties, which would bring it inline with shield penalties.. which is something no one really cares about.
3. You can't really compare over sized shield booster (with cap booster) with 1600 plate. Over sized SB with cap injectors = asb
4. Looks like you're the only one thinking asb are balanced. (looks at CCP Fozzie 's quote)


Let me be clear, I am not against making active armor tanking better. But it needs to be balanced, and not a knee-jerk reaction to ASBs (which I'm happy to see some balancing for also).

1. It is a buff. Getting the reps at the end of the cycle is supposed to be balanced by the bigger buffer and better resists that armor tanks have. Meaning that you can swap targets and still have a chance to rep before they explode. Getting those reps twice as fast is a buff. Similar deal for shield tanks. Less buffer means that you have to be quicker with the reps. Making the cycle time twice as long makes it much less likely that the guy you're trying to swap to will still be alive at the end of your cycle when you can swap to him.
2a. Removing the penalties is actually something I suggested near the start of the thread (yes I know its been suggested before). What I object to is that people seem to think that sig penalties aren't penalties. An increased signature radius is a large problem if you're near anything bigger than you. You become easier to track and will take more damage when you are hit. Anyone who thinks sig radius is not a penalty needs a big warm glass of L2P.
2b. Having cap penalties on shield rigs would ensure that they were never used again. Cap warfare is a significant part of PvP, with every other ship being flown having a neut or NOS. Crippling your cap before you even get into a fight is a dumb idea. I fly some shield ships with 30 seconds of cap, and yes, my cap skills are maxed. Dumb idea is dumb.
3. Yes you can. Shields got over sized reppers, armor got over sized plates. They are balanced against each other, whether you like it or not.
4. I do not think they are balanced. I think the numbers should be tweaked, I do not like the idea of arbitrary limits.
Red Teufel
Calamitous-Intent
#30 - 2012-08-25 23:39:07 UTC
Fon Revedhort wrote:
Red Teufel wrote:
instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability.

What would be the fun of flying an active tanked armour ship regenerating its HP like a fugly Drake Question


nothing would change about the repping modules except how it applies the HP. instead of giving you 1000 hp at the end of each cycle. it would give you HP throughout the entire cycle of the module totaling 1000HP by the end of the rep.
Fon Revedhort
Monks of War
#31 - 2012-08-25 23:45:29 UTC  |  Edited by: Fon Revedhort
Red Teufel wrote:
Fon Revedhort wrote:
Red Teufel wrote:
instead of the reps giving hp at the end of each cycle it should give you that amount over time. having a constant flow of HP would give armor fleets more viability.

What would be the fun of flying an active tanked armour ship regenerating its HP like a fugly Drake Question


nothing would change about the repping modules except how it applies the HP. instead of giving you 1000 hp at the end of each cycle. it would give you HP throughout the entire cycle of the module totaling 1000HP by the end of the rep.

So basically restoring HP like a fugly Drake. What's the fun in it Question

The entire point of ever going for active tank are precisely those HUGE chunks of HP being boosted in one go. Otherwise you can just go for a better option and fill yourself up with plates and shield externders like everyone else does.

Active tank is always being picked for its fun-factor only, don't be delusional about it. Or i'd better say was, since we have a fugly ASB nowadays.

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

Large Collidable Object
morons.
#32 - 2012-08-26 00:13:52 UTC  |  Edited by: Large Collidable Object
Noisrevbus wrote:
Large Collidable Object wrote:
active shield burst tanking was viable before the introduction of ASBs, whereas active armor tanking only was on some few select bonused fits in certain situation and with gimmick fits, so armor tanking would have been in dire need of a module like that whereas shield tanking wasn't.


This segment interests me, could you elaborate a bit on it?



E.g. a crystal boosted Slepinir with an oversized deadspace booster, blue pill and a fleet booster could active tank insane amounts of damage before the introduction of ASBs and without gimping the rest of the fit - subcap armor tanks could field nothing even remotely comparable to that, so if one form of active tanking was in need of something akin to an ASB, it was armor tanking if CCP intended to balance both tanking styles to yield more similar results.

So it appeared pretty obvious they wanted to separate them further, rather than adjusting them.

Quote:

I'm uncertain about both where you're comming from and where you're going with it Smile.


I don't have a special intent with this thread but having a discussion. Since tanking skills are quite quick to train to a competitive level, we can assume everyone older than a couple of months old has both trained, so this isn't an armor vs. shield thread in the classical sense.

However, CCPs design desicions when introducing the new mods left me a bit bewildered, so I wondered what CCPs plans were and if they're even aware of the current issues with subcap armor vs. shield tanks (well - at least it's my personal opinion that there currently are some issues).

Obviously, I was unaware of Fozzies Devpost Alara quoted in the second post though.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Marco Kerensky
Ministry of War
Amarr Empire
#33 - 2012-08-26 01:02:53 UTC
Large Collidable Object wrote:
Noisrevbus wrote:
Large Collidable Object wrote:
active shield burst tanking was viable before the introduction of ASBs, whereas active armor tanking only was on some few select bonused fits in certain situation and with gimmick fits, so armor tanking would have been in dire need of a module like that whereas shield tanking wasn't.


This segment interests me, could you elaborate a bit on it?



E.g. a crystal boosted Slepinir with an oversized deadspace booster, blue pill and a fleet booster could active tank insane amounts of damage before the introduction of ASBs and without gimping the rest of the fit - subcap armor tanks could field nothing even remotely comparable to that, so if one form of active tanking was in need of something akin to an ASB, it was armor tanking if CCP intended to balance both tanking styles to yield more similar results.

So it appeared pretty obvious they wanted to separate them further, rather than adjusting them.


So you're saying that a pimpfit bonused Hull with an already admittedly overpowered offgrid booster and drugs could tank olinsane amounts. I'm sorry, but that doesn't sound all that much unlike what I've heard of myrmidons, to be honest. And if you don't splurge on the fit, you would be gimped. I agree ASB's require revision, but in my opinion the example is poor.
Fon Revedhort
Monks of War
#34 - 2012-08-26 01:27:55 UTC
Large Collidable Object wrote:

So it appeared pretty obvious they wanted to separate them further, rather than adjusting them.


I wouldn't hold my breath on it at the very least cause of the following:

- upon agreeing on rails lacking damage, CCP boosted the damage;
- upon agreeing on blasters lacking range, CCP boosted range on Null ammo.

Hence, agreeing that armour tanking lacks an ability to tank DPS of high values can naturally result in a straightforward buff.

The meaning of them introducing current half-baked ASB can vary from CCP being totally clueless to just simply delusional on active tanking altogether - the latter one is natural when all you do PvP-wise are fleet slug-fests.

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

Large Collidable Object
morons.
#35 - 2012-08-26 02:33:57 UTC
Marco Kerensky wrote:

So you're saying that a pimpfit bonused Hull with an already admittedly overpowered offgrid booster and drugs could tank olinsane amounts. I'm sorry, but that doesn't sound all that much unlike what I've heard of myrmidons, to be honest. And if you don't splurge on the fit, you would be gimped. I agree ASB's require revision, but in my opinion the example is poor.



The point is that you'd probably have to fit an Astarte with all lowslots used for tank, 3 medium deadspace reps, exile, named implants, t2 rigs and officer resist mods to match a Slepinir with a single deadspace booster available for ~200 mill and nothing else but T2 mods, T1 rigs, crystals and blue pill.

Difference is that money aside, the Sleip will still be viable whereas the Astarte can't maintain the tank due to using more cap (or fire its guns), can't fit a single damage mod and sacrifices maneuverability.

Anyway - maybe not the best example, but the point is that shield tanks always had an easier time to burst-tank sufficient amounts to make them viable in pvp situations as opposed to armor tanks - even on bonused hulls, you need three reps to achieve a similar effect and then run into cap issues, so if CCP had planned to even that out, they would have had to add an ASB-like mod for armor rather than shield.

I don't care either way since I just use Minmatar with ASBs like everyone else, but the decision to add ASBs whilst giving armor tanks a lol-mod you can train a skill for that increases the already high cap use as a side effect appears a bit weird from a game design POV since it rather aggravates existing problems.

Just trying to find out what they were thinking.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Paikis
Vapour Holdings
#36 - 2012-08-26 02:49:28 UTC
Improved Reactive Armor Hardener
CPU: 44
PG: 1
Activation: 18 cap
Duration: 6 seconds
Starts at 15% to all resists, and adapts 5% per cycle to a max of 50% to 2 resists and 0% to two others.

Armor Resistance Phasing (3)
Improves control over, and flow between, nano membranes that react to damage by shifting resistances.
Reduces duration of Reactive Armor Hardeners by 1 second per level.
Reduces capacitor cost by 3 per level

Would anyone use this with those stats?
Marco Kerensky
Ministry of War
Amarr Empire
#37 - 2012-08-26 06:29:26 UTC
Large Collidable Object wrote:

The point is that you'd probably have to fit an Astarte with all lowslots used for tank, 3 medium deadspace reps, exile, named implants, t2 rigs and officer resist mods to match a Slepinir with a single deadspace booster available for ~200 mill and nothing else but T2 mods, T1 rigs, crystals and blue pill.

Difference is that money aside, the Sleip will still be viable whereas the Astarte can't maintain the tank due to using more cap (or fire its guns), can't fit a single damage mod and sacrifices maneuverability.

Anyway - maybe not the best example, but the point is that shield tanks always had an easier time to burst-tank sufficient amounts to make them viable in pvp situations as opposed to armor tanks - even on bonused hulls, you need three reps to achieve a similar effect and then run into cap issues, so if CCP had planned to even that out, they would have had to add an ASB-like mod for armor rather than shield.

I don't care either way since I just use Minmatar with ASBs like everyone else, but the decision to add ASBs whilst giving armor tanks a lol-mod you can train a skill for that increases the already high cap use as a side effect appears a bit weird from a game design POV since it rather aggravates existing problems.

Just trying to find out what they were thinking.



Well, I'll cede defeat there. However, from what you posted, any active tanking was prohibitively expensive, even if viable. I think the ASB's are a step in the right direction... then another step, then a few more up the stairs onto the plane that flew them all the way past the right direction, and back again in the wrong direction. In theory, it's a brilliant item. In implementation, it needs some work.

I like that it makes active tanking not just a gimmick for the people with astounding amounts of money to throw around (not all of us can afford to fly 300m+ ships [and HG crystal pods] into battle, as that kind of loss would hurt substantially), but it's overboard currently.
SpaceSavage
Caldari Provisions
Caldari State
#38 - 2012-08-26 10:03:21 UTC
Paikis wrote:
There is a very simple fix here. Change the Rig skills to reduce penalties by 20% per level. That would remove penalties on any rigs you chose to train to V. Armor ships would retain their HP advantage without being slowed down so much, and shield ships would retain their speed advantage without having a signature radius the size of a small moon.

Penalties from other modules should remain.

surely you're joking
Paikis
Vapour Holdings
#39 - 2012-08-26 10:20:30 UTC  |  Edited by: Paikis
.
Takeshi Yamato
Ministry of War
Amarr Empire
#40 - 2012-08-26 11:25:47 UTC
The Reactive Armor Hardener improves active and buffer tank fits equally. If the goal is to improve active armor tanking, there's no way around buffing armor repairers in some way.