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Testing ASB adjustments on Duality

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Larloch TheAncient
Freindly Mining Corporation
#81 - 2012-09-20 19:29:01 UTC  |  Edited by: Larloch TheAncient
nahjustwarpin wrote:
Fellblade wrote:
Larloch TheAncient wrote:
This may put me up as a minority here, but with similar setups (Dual MAR II repped Myrm, compared to a dual Large ASB boosted Cyclone) the dps tanked is essentially the same.
...


You're saying that a fit that has 40 CPU spare when it doesn't have any guns or low slots filled is okay, and you're comparing a Myrm fit with ~100mil's worth of tank to a Cyclone that's spent ~910mil on it. And has no prop mod or tackle.


you need to use 3 slots on armor tank to tank like shield xasb is doing on 2 slots. Don't forget that.



True, but the cap booster helps everything on your ship, not just the Reps.


And the first comparison I did fit LARGE ASB's not XL-ASB'S.


Large ASB's are perfectly inline with medium armor repper II"s. (they should be on line with LAR II's.)

So Small - Large ASB's are perfect fine as they are.

However when I got to my XL-ASB calculations things got crazy.


If you live to use all your charges you get a 400k EHP tank. (granted you sacrifice any kind of damage/tackle with this setup)


Closest I could get a Prophecy to (the Armor EHP passive tanking equivalent) was around 250k EHP.


Although I may have messed up my calculations I thought that XL-ASB's could hold 15 charges at a time... if That is incorrect that changes my calculations considerably.


Plus of course, if your in a medium-Large sized gang, Passive armor tanking is going to always be superior because your guaranteed to get your full EHP.

If your doing more damage than your tanking with ASB's then you may only get around 80-100k EHP.


So maybe they're not as unbalanced as I originally thought.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#82 - 2012-09-20 20:25:49 UTC
Larloch TheAncient wrote:
nahjustwarpin wrote:
Fellblade wrote:
Larloch TheAncient wrote:
This may put me up as a minority here, but with similar setups (Dual MAR II repped Myrm, compared to a dual Large ASB boosted Cyclone) the dps tanked is essentially the same.
...


You're saying that a fit that has 40 CPU spare when it doesn't have any guns or low slots filled is okay, and you're comparing a Myrm fit with ~100mil's worth of tank to a Cyclone that's spent ~910mil on it. And has no prop mod or tackle.


you need to use 3 slots on armor tank to tank like shield xasb is doing on 2 slots. Don't forget that.



True, but the cap booster helps everything on your ship, not just the Reps.


And the first comparison I did fit LARGE ASB's not XL-ASB'S.


Large ASB's are perfectly inline with medium armor repper II"s. (they should be on line with LAR II's.)

So Small - Large ASB's are perfect fine as they are.

However when I got to my XL-ASB calculations things got crazy.


If you live to use all your charges you get a 400k EHP tank. (granted you sacrifice any kind of damage/tackle with this setup)


Closest I could get a Prophecy to (the Armor EHP passive tanking equivalent) was around 250k EHP.


Although I may have messed up my calculations I thought that XL-ASB's could hold 15 charges at a time... if That is incorrect that changes my calculations considerably.


Plus of course, if your in a medium-Large sized gang, Passive armor tanking is going to always be superior because your guaranteed to get your full EHP.

If your doing more damage than your tanking with ASB's then you may only get around 80-100k EHP.


So maybe they're not as unbalanced as I originally thought.



cap booster does help everything else on ship, but you can still be unlucky and inject at the same time as neuted.

I wouldn't say that medium asb is balanced either. one medium asb tanks for around 150 dps (on lvl Harpy with shield resistance bonus).Also let's say that there's only one asb, so you have about half of that as perma-tank. Now if you want to armor tank 75 dps on Vengeance (also with resistance bonus) you need four mods instead of one. small repper II, cap booster, and 2 rigs.
Bubanni
Primal Instinct Inc.
The Initiative.
#83 - 2012-09-20 20:27:26 UTC
I agree that Large ASB is fine

I think it might actually come down to the problem with people being able to fit oversized ASBs on smaller ships, giving them much stronger tanks than ever before

I really do believe they need an increase in PG required overall... specially with the new CPU rigs, it's not that hard to get the needed CPU maybe 10-20% increase in PG required

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Mjolnir Gost
Death By Design
#84 - 2012-09-20 20:41:33 UTC
ASB's work just fine the way they are currently and do not need these adjustments. I am firmly opposed to limiting them to one per ship as currently you simply need to await the "cap out" on these no matter how many the ship has fitted.

I am yet to find any ship unbreakable or OP due to these being fit.

Of course I realize that opinions vary on these but from my experience they work well and in many cases help with one pilot's willingness in attempting to take a larger gang, which is more fun for everyone.

Everyone gets found out for what they really are eventually. 

nahjustwarpin
SUPER DUPER SPACE TRUCKS
#85 - 2012-09-20 21:05:58 UTC
Mjolnir Gost wrote:
ASB's work just fine the way they are currently and do not need these adjustments. I am firmly opposed to limiting them to one per ship as currently you simply need to await the "cap out" on these no matter how many the ship has fitted.

I am yet to find any ship unbreakable or OP due to these being fit.

Of course I realize that opinions vary on these but from my experience they work well and in many cases help with one pilot's willingness in attempting to take a larger gang, which is more fun for everyone.


Yes, for you they work well, because they allow you to tank whole gang.

And confirming that you sir have no clue about balance.
Larloch TheAncient
Freindly Mining Corporation
#86 - 2012-09-20 21:51:08 UTC  |  Edited by: Larloch TheAncient
Double Post...
Larloch TheAncient
Freindly Mining Corporation
#87 - 2012-09-20 21:52:25 UTC  |  Edited by: Larloch TheAncient
Quote:

cap booster does help everything else on ship, but you can still be unlucky and inject at the same time as neuted.

I wouldn't say that medium asb is balanced either. one medium asb tanks for around 150 dps (on lvl Harpy with shield resistance bonus).Also let's say that there's only one asb, so you have about half of that as perma-tank. Now if you want to armor tank 75 dps on Vengeance (also with resistance bonus) you need four mods instead of one. small repper II, cap booster, and 2 rigs.


Ok I"ll compare a hawk with say a vengeance.

I"ll use the same # of tanking mods on both.

which will be 3 tanking mods + rigs per ship. (not counting dcu)


[Vengeance, New Setup 1]
Internal Force Field Array I
Centii C-Type Small Armor Repairer
True Sansha Energized Adaptive Nano Membrane
True Sansha Energized Adaptive Nano Membrane

Coreli C-Type 1MN Afterburner
Initiated Harmonic Warp Scrambler I
'Langour' Drive Disruptor I

Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Small Diminishing Power System Drain I

Small Nanobot Accelerator I
Small Auxiliary Nano Pump I


Permatanks 197 omni dps. (227 against Kinetic)

Cap stable at 60% 140 dps with EM rage.




[Hawk, New Setup 1]
Internal Force Field Array I
Nanofiber Internal Structure II

Medium Ancillary Shield Booster, Cap Booster 50
Medium Ancillary Shield Booster, Cap Booster 50
Gistii C-Type 1MN Afterburner
Gistum C-Type EM Ward Amplifier
Faint Epsilon Warp Scrambler I

Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
[empty high slot]

Small Anti-EM Screen Reinforcer I
Small Anti-Explosive Screen Reinforcer I


tanks 272 dps, while cycling reps. (229 EM)

at 170 dps. (kinetic)

Yes, the tank is technically better, but unlike the vengence you sacrifice fighting for longer than 5 minutes.


IF these 2 ships went 1v1 in a belt, the vengence would win every time.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#88 - 2012-09-20 23:36:53 UTC
Larloch TheAncient wrote:
Quote:

cap booster does help everything else on ship, but you can still be unlucky and inject at the same time as neuted.

I wouldn't say that medium asb is balanced either. one medium asb tanks for around 150 dps (on lvl Harpy with shield resistance bonus).Also let's say that there's only one asb, so you have about half of that as perma-tank. Now if you want to armor tank 75 dps on Vengeance (also with resistance bonus) you need four mods instead of one. small repper II, cap booster, and 2 rigs.


Ok I"ll compare a hawk with say a vengeance.

I"ll use the same # of tanking mods on both.

which will be 3 tanking mods + rigs per ship. (not counting dcu)


[Vengeance, New Setup 1]
Internal Force Field Array I
Centii C-Type Small Armor Repairer
True Sansha Energized Adaptive Nano Membrane
True Sansha Energized Adaptive Nano Membrane

Coreli C-Type 1MN Afterburner
Initiated Harmonic Warp Scrambler I
'Langour' Drive Disruptor I

Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Rocket Launcher II, Mjolnir Rage Rocket
Small Diminishing Power System Drain I

Small Nanobot Accelerator I
Small Auxiliary Nano Pump I


Permatanks 197 omni dps. (227 against Kinetic)

Cap stable at 60% 140 dps with EM rage.




[Hawk, New Setup 1]
Internal Force Field Array I
Nanofiber Internal Structure II

Medium Ancillary Shield Booster, Cap Booster 50
Medium Ancillary Shield Booster, Cap Booster 50
Gistii C-Type 1MN Afterburner
Gistum C-Type EM Ward Amplifier
Faint Epsilon Warp Scrambler I

Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
[empty high slot]

Small Anti-EM Screen Reinforcer I
Small Anti-Explosive Screen Reinforcer I


tanks 272 dps, while cycling reps. (229 EM)

at 170 dps. (kinetic)

Yes, the tank is technically better, but unlike the vengence you sacrifice fighting for longer than 5 minutes.


IF these 2 ships went 1v1 in a belt, the vengence would win every time.


You know that your energy vampire will stop feeding you cap probably between 2nd and 3rd minute
TheMaster42
Scorpion Unicorn Bird
#89 - 2012-09-21 00:17:22 UTC  |  Edited by: TheMaster42
These fits are not particularly representative nor realistic comparisons of ASB tanking OR armor tanking...
Hannott Thanos
Squadron 15
#90 - 2012-09-21 10:15:24 UTC
Seranova Farreach wrote:
dont touch ASBs they are fine as they are!Evil its the only viable thing we got for active pvp against active armor supremacy!

sofar with proposed missle changes and this.. good bye caldari state.. you will be missed.

AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH... hah.. hah aaahhh. HAHAHA.. oh lord... my stomach

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Angelina Joliee
Malakim Zealots
Angel Cartel
#91 - 2012-09-21 12:04:37 UTC  |  Edited by: Angelina Joliee
Nooo. Do not change the stats of the ASBs!
Limit the ASB-count to 1 - But leave the stats. Those are fine.

Yes - an ASB gives more hp than an shield extender before first reload but it has disadvantages too:
- Micromanagement
- Easier to alpha
- Uses charges

Nobody uses ASBs in pve and nobody uses them in pvp-fleets. They are only used on some solo- and baitships.
If you lower the stats, nobody will use them. Then you may just remove the item from the game.
Takeshi Yamato
Ministry of War
Amarr Empire
#92 - 2012-09-21 14:15:50 UTC  |  Edited by: Takeshi Yamato
Frankly, removal of ASBs is the best "fix". The ASB experiment failed. Go back to the drawing board and figure out how to make existing active tanking modules work better in PvP and how to make people fit other things than neutralizers in their utility high slots.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#93 - 2012-09-21 14:30:53 UTC
Takeshi Yamato wrote:
Frankly, removal of ASBs is the best "fix". The ASB experiment failed. Go back to the drawing board and figure out how to make existing active tanking modules work better in PvP and how to make people fit other things than neutralizers in their utility high slots.


I agree. Current ASBs, by being immune to neuting, aren't really active tanking mods at all. If the problem with active tanking was neuting, then we need modules to help protect against neuting. Making nos easier to fit and increasing their drain amounts would work well. The reflectance attribute on cap batteries was a good idea, but they aren't used because the effect is too weak (12.5% against neuts) and cap batteries are too hard to fit, both in terms of spare medslots and PG/CPU.

A better design for a neut-protector would be a relatively easy-to-fit highslot module that offered about 40%, subject to normal stacking penalties, resistance to incoming neuts and nos.
Minmatar Citizen160812
The LGBT Last Supper
#94 - 2012-09-21 15:04:05 UTC
Aliventi wrote:
You only need to change 1 thing about them: 1 size booster per ASB. Right now the XLASB gets the same boost no matter if it uses an 800 or a 400. So everyone uses the 400 to get more cycles off. Which means it takes longer to run out of charges and they can fit more charges in their hold. That's the only thing unbalanced about them.

I don't mind ships being able to fit more than 1 ASB. usually you have to gimp the fit somewhat to get the first on and majorly gimp to get the second one on. And no only does that usually involve more Co-pros in the low but faction equipment in other slots. And that adds up to nice kills.



This is the reason they are overpowered. A cap booster will boost the same amount no matter what charge is loaded. The amount of shield repaired should be determined by the size of the booster. The duel fits are so bad because you can load a crap ton of small boosters in your cargo and in most situations only one ASB is needed. When the 1st runs out start boosting with the 2nd while the 1st one reloads.

A change in loading time or the amount of charges they can hold may open up windows between reloads but I doubt it unless you really go overboard and they become a duel fit only mod or gimped totally. Changing the shield boost amount to work with the cap booster size will work better because it will limit the total amount of reloads you can do while still leaving them a very nice mod for shield tanks. Capacitor booster mods are already limited in this way and it seems like it works well to limit duel armor reppers.
Takeshi Yamato
Ministry of War
Amarr Empire
#95 - 2012-09-21 15:49:19 UTC  |  Edited by: Takeshi Yamato
ASBs were made immune to energy neutralizers because energy neutralizers are too common. This is the root of the problem. You need to take a very deep look into the causes of the energy neutralizer proliferation rather than trying to make the ASB fit into the game.

First of all, everything needs to have a counter. Energy neutralizers currently are best suited to countering active tanking.

The problem is energy neutralizers also do many other things which is why they are the default utility highslot module.

1) They shut down cap using weapons, propulsion mods, tackle.
2) They are the only convenient and reliable frigate defense for many larger ships (drones can be killed). Even ships that don't need them for this purpose still benefit significantly from them.

I think number 2 plays a large role in the energy neutralizer proliferation. So how about adding some alternative anti-frigate modules? Here are some ideas:

- Drone Repairer: goes into a highslot. Repairs drones. The idea is that it reliably stops a tackler frigate from killing your drones and then being effectively unkillable by your medium or large guns unless neuted. How it should repair drones I'm undecided about (in the bay? drones out in space within x km range?) but testing should give the answer.

- Point Defense Module: highslot module. When activated, it decreases dps and range but increases tracking. It makes it so that a frigate can no longer get under your guns to become immune to turret dps.

- Make target painters a high slot module and make them more useful.

- Lower the fitting requirements of smartbombs or make them better in other ways.


The other way to address the energy neutralizer proliferation is to shift the role of anti-logistics, anti-active tanking module away from energy neutralizers. This would involve nerfing energy neutralizers and the introduction of a new form of EWAR which reduces the armor/shield amount received from the local tank as well as from logistics.
TheMaster42
Scorpion Unicorn Bird
#96 - 2012-09-21 16:14:38 UTC  |  Edited by: TheMaster42
By the way, ASBs working with 400s equally well as 800s is not the fundamental cause of the problem at all. Yes, it's "weird" that 400s and 800s both have the same effect. But making the boost amount different for 400s and 800s by itself won't necessarily fix ASBs being overpowered at all.


Another note - Large ASBs are not really comparable to medium armor reps.

When you active-tank a ship, you are running the risk you will run into enough enemies that they will overwhelm your tank and kill you quickly before your reps have become worthwhile (i.e., you should have just fit buffer instead).

A realistic medium rep active tank (even on bonused ships) provides far less tank per second than an ASB fit does. Therefore with an ASB tank, you're far far less likely to run into a fight where your tank is overwhelmed, thus making it very safe to fit an ASB tank vs. a traditional buffer tank.
Larloch TheAncient
Freindly Mining Corporation
#97 - 2012-09-21 16:40:59 UTC  |  Edited by: Larloch TheAncient
Quote:

Another note - Large ASBs are not really comparable to medium armor reps.

When you active-tank a ship, you are running the risk you will run into enough enemies that they will overwhelm your tank and kill you quickly before your reps have become worthwhile (i.e., you should have just fit buffer instead).

A realistic medium rep active tank (even on bonused ships) provides far less tank per second than an ASB fit does. Therefore with an ASB tank, you're far far less likely to run into a fight where your tank is overwhelmed, thus making it very safe to fit an ASB tank vs. a traditional buffer tank.



This is true, Large ASB's are comparable to LAR II's.

The fact that dual medium reps can get a comparable tank to dual Large ASB's is a testament to the fact that they are indeed NOT overpowered.

However, your comment about ASB's being "immune" to large amounts of damage is completely false when compared to active tanking.

Infact, the danger is equal to both. If you do more dps then 1 shield repper can repair, you will HAVE to use both ASB's.

Therefore you will have a 60 second window (slightly lowered by staggering when possible) window of 0 reps going to your shields.

ASB's have the same disadvantages in this regard, that any other active tanking module has.


I think its this vulnerability that has any chance of XL-ASB's being ballanced with the 1600MM plates
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#98 - 2012-09-21 17:35:21 UTC
Larloch TheAncient wrote:
Quote:

Another note - Large ASBs are not really comparable to medium armor reps.

When you active-tank a ship, you are running the risk you will run into enough enemies that they will overwhelm your tank and kill you quickly before your reps have become worthwhile (i.e., you should have just fit buffer instead).

A realistic medium rep active tank (even on bonused ships) provides far less tank per second than an ASB fit does. Therefore with an ASB tank, you're far far less likely to run into a fight where your tank is overwhelmed, thus making it very safe to fit an ASB tank vs. a traditional buffer tank.



This is true, Large ASB's are comparable to LAR II's.

The fact that dual medium reps can get a comparable tank to dual Large ASB's is a testament to the fact that they are indeed NOT overpowered.

However, your comment about ASB's being "immune" to large amounts of damage is completely false when compared to active tanking.

Infact, the danger is equal to both. If you do more dps then 1 shield repper can repair, you will HAVE to use both ASB's.

Therefore you will have a 60 second window (slightly lowered by staggering when possible) window of 0 reps going to your shields.


ASB's have the same disadvantages in this regard, that any other active tanking module has.


I think its this vulnerability that has any chance of XL-ASB's being ballanced with the 1600MM plates


look at this post: https://forums.eveonline.com/default.aspx?g=posts&m=1948681#post1948681

7 slots taken for dual medium armor tanking
5 for dual LASB.

while tanking the same dps.
Fellblade
Old Comrades
#99 - 2012-09-21 18:21:30 UTC
Another random idea;

How about making it so that the ASB cannot be pulsed as effectively? Once activated, it always executes at least, say, 2 cycles?

It would provide the burst tank ability, but it would mean that you could sucker people into activating and they would waste charges, and lean more towards the burst tanking that was the design goal? Might be some issues with interactions between that and jumping / cloaking, etc, mind.

http://theexcession.blogspot.com - A Wormhole PvP blog.

Larloch TheAncient
Freindly Mining Corporation
#100 - 2012-09-21 18:48:02 UTC
nahjustwarpin wrote:
Larloch TheAncient wrote:
Quote:

Another note - Large ASBs are not really comparable to medium armor reps.

When you active-tank a ship, you are running the risk you will run into enough enemies that they will overwhelm your tank and kill you quickly before your reps have become worthwhile (i.e., you should have just fit buffer instead).

A realistic medium rep active tank (even on bonused ships) provides far less tank per second than an ASB fit does. Therefore with an ASB tank, you're far far less likely to run into a fight where your tank is overwhelmed, thus making it very safe to fit an ASB tank vs. a traditional buffer tank.



This is true, Large ASB's are comparable to LAR II's.

The fact that dual medium reps can get a comparable tank to dual Large ASB's is a testament to the fact that they are indeed NOT overpowered.

However, your comment about ASB's being "immune" to large amounts of damage is completely false when compared to active tanking.

Infact, the danger is equal to both. If you do more dps then 1 shield repper can repair, you will HAVE to use both ASB's.

Therefore you will have a 60 second window (slightly lowered by staggering when possible) window of 0 reps going to your shields.


ASB's have the same disadvantages in this regard, that any other active tanking module has.


I think its this vulnerability that has any chance of XL-ASB's being ballanced with the 1600MM plates


look at this post: https://forums.eveonline.com/default.aspx?g=posts&m=1948681#post1948681

7 slots taken for dual medium armor tanking
5 for dual LASB.

while tanking the same dps.



Not counting the DCU the same exact number of modules were used on both setups to tank. (5 and 5) not counting rigs.



Besides, the L ASB SHOULD tank more than MED AR's.

Yet they tanked nearly the same.

PLUS the L ASB's gimped the fit MUCH MORE than the 2 MAR II's did on the myrm.