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Balancing shield and armor tanking for small scale

Author
Goldensaver
Maraque Enterprises
Just let it happen
#21 - 2012-10-08 17:41:02 UTC
Backfyre wrote:
Agree that armor tanking has been broken for a long time as stated by others. You can get a better shield tank on gallente ships that give bonuses to armor repair. Go figure. FUBAR.

Fundamentally, any fix would need to assure differences in doctrine. Ignoring ASB, shield tanks do need a bit of tweaking downward. Perhaps a lot less buffer and have the regen rate suck on capacitor more. That is the concept of "shields" - using raw energy for protection.

For armor tanking, tweak modules to give bigger buffer and higher resists and (maybe) more repair amount but still have the amount less than what shield tanks get. Concept is that your ship gets the hell beaten out of the armor but it takes longer to repair the damage.

Perhaps also need to adjust the slot usage as well. Add a couple mid-slot items for armor tanking, like an armor plate reinforcer. (whatever that means...)

Would need to "balance" all the effects such that each has it strengths and weaknesses. Right now, there is no "balance".

Yeah, sure. Just nerf shield buffer more. Completely forget about the consequences in larger ships. It's not like this has been discussed in the thread already.
Danny John-Peter wrote:
People seem to not notice that armour already provides close to double the buffer of shield, a Rokh, standard fleet fit has around 175K EHP with links, an Abaddon has 300k +, thats a LARGE difference.


Lets just turn that into a Rokh that has 100k EHP, and runs its cap dry in 30 seconds because of its shield recharge rate, and an Abaddon that has 500k EHP, and runs its cap dry in 45 seconds because its lasers cap it out.

That sounds cool.

It's like you speak without knowing about anything but your tiny little bubble. "Hurr, the shield tanked frigate beat my frigate, shields are ALL OP".

Armor tanked caps are also considered superior because of slaves giving increased armor, whereas shields don't have anything of the sort.

And don't even bring that damnable ASB into this. It's widely known that it is overpowered, and it is getting nerfed. Probably not hard enough yet, but they're working on bringing it down.
Goldensaver
Maraque Enterprises
Just let it happen
#22 - 2012-10-08 17:55:07 UTC
I mean, don't get me wrong. I agree that on small ships in small scale use that shields are stronger than armor. But my point is don't make some great, overarching changes that affect everything without thinking about all ships that will be affected.

Now tweaking small shield extenders so that they are maybe worth using, and upping the fitting on mediums so that they're harder to fit on frigs is an idea. Changing things so that you're incentivised to use your ship class's size of defence modules is an idea. Fixing little plates so that frigates don't automatically have to use 400, and cruisers have to use 800 or 1600 plates is a great idea.

I think they should work on fixing the less used buffer modules, but at the same time they should make it harder to shoehorn larger modules onto lower class ships. If they fix 400, or 800mm plates, they can make 1600s require HUGE sacrifices to jam on a cruiser, but that would be alright, because now the cruiser can choose to just jam on an 800, or even 400mm plate and not get laughed off the grid.
Backfyre
Hohmann Transfer
#23 - 2012-10-08 18:47:10 UTC
I am suggesting that they make armor doctrine more buffer and shield more regen rate but set the values so they each has its place. Right now, shield tankers can choose buffer or regen and, by the way, if they go buffer they still get regen. Buffer armor gets no regen and active armor repair rates suck compared to shield tanks. It would all need to be balanced appropriately. I'm not saying to nerf one to uselessness. Just define the differences and strengths and make those differences more pronounced.

Perhaps a Rokh with 70k EHP and a solid regen should be balanced by a 250k EHP armor buffer Abaddon with lower regen.
Goldensaver
Maraque Enterprises
Just let it happen
#24 - 2012-10-08 19:08:43 UTC
That's the issue though, the Abaddon is already capable of more EHP than that, and you want to buff plates further. And to get the Rokh with 70k EHP to match that Abaddon you'd need to have 1500+ EHP regen per second be EASILY accessable, with a top end of probably 3k+ when fitted specifically for it, and those kinds of regen rates would break small scale PvP, because that's easily tanking another battleship or two. Convey this down to smaller ships, and we're talking frigates tanking 200-400 dps on passive regen. You'd literally need to 2v1, or even 3v1 those frigates to kill them.

Of course, if you're thinking of making a regen of ~800 with a buffer of 70k EHP, then that's killing shield fleet PvP (and still obscene for 1v1), because when you're taking an easy 10k DPS, your ship will be dead in 8 seconds. That's assuming you're facing a fleet of 12 or so Abaddons. As the fleets get bigger, your tiny buffer on the Rokh will not matter at all. That would simply kill shield fleets and make armour fleets even more prevalent, or rather the only fleets fielded.
Noisrevbus
#25 - 2012-10-08 21:14:53 UTC  |  Edited by: Noisrevbus
Roime wrote:
Just out of curiosity, can you link a a "Gallente fast armor" fit that isn't a Deimos?

I could, but instead of discussing speed averages to define "fast" - just take a look at the general figures of Gallente plated base base values to Caldari shielded.

It's simple enough to illustrate my point: Minmatar are supposed to be fast, Caldari are shield and have no speed penalty. The balance of Gallente can be said to end inbetween combinations of "fast" and "shield" ie., around the speed of Caldari.

This also allow you to separate the complaints of wether "shield is fast" or wether "Minmatar is fast" compared to Gallente. Minmatar are obviously meant to be faster, which is retained through the combination of "shield" + "fast".

If we assume shield is "fast" in general, you could also argue that Gallente matching the lower end of the shield speed spectrum would be "fast armor".



This also enable you to look at individual balance: for example, 1600m plated Vexors and Thorax match the MWD-speed of Caracals and Moas quite well, whereas a ship like the Brutix is notorious for being malbalanced speed-wise (i think it's even slower than a Myrm, though i must admit i can't quite remember; while the Myrm match the Drake within the tolerable differentiation).

Amarr are obviously meant to be slower than Gallente when plated, and you can easily run those figures as well to spot rules and deviations.

You are likely to find deviations. I'm not saying all ships are perfectly balanced by any stretch, but the general design philosophy is there and looking at it like this will give you a common terminology to work with. It codifies the discussion, as men of science would put it, instead of debating what could be considered "fast".


A couple of disclaimers at the end:

The notion of "fast" inbetween classes generally just become interesting when you begin to look at roles. That's why i tend to prefer using Cruisers in my examples (or better yet, HAC, because they are Cruisers with multiple bonuses - so they have always offered good overview of how racial traits impact the game in stack). They are the middle ground, where speed is as important as other features of the ship. Other classes will have the concept of class, and class-class balance as a stronger modifier when discussing speeds, so the details of the speed matter less. It's a complication that demand more from anyone participating once you factor it in: how speed differences also manifiest themselves differently at different size. There is a tendency to pull the class-class discussion out of context, so average examples are good.

The same goes for module impact, i'd rather not touch that can of worms at all, because in all honesty (and i don't mean this as a slight), i think that is a discussion that is lost on most people participating in the thread. The everyday viewer lack the experience to understand the balance between slot allocation and "necessary mods" and it's going to be an uncessary complication having to point out the abstract value of a "point" to a "nano" in how they both affect tankslots, or "midslot utility" to "lowslot damage mods" as most people lack the perspective of how damage mods become less important as you scale up, same as midslot utility.

Most people are used to fitting damage mods in abscence of less appealing options and disregarding midslot utility because that is outsourced. On the surface, that make shield appealing for singular roles (tank-spank). I'm not sure how to put it, but it generally just get fed into newer players that it's the way it is, they generally don't construct a problem-solving discussion around those things (such as why most large fleet Drakes have 2xBCS while many small gang setups have 3xBCS). Instead they argue damage mods as arbitrarily good based on tank-spank isolation, without questioning their own use of them. In reality a balance exist there too which is commonly overlooked. Those discussions are better held when you have isolated concrete examples to work with, that keep the discussion on track.

In the end, i mainly just put those disclaimers here to get ahead of the discussion: because in a speed-discussion, random those comments are likely to appear, and i'd prefer if they didn't have to be explained and detrack.
Fon Revedhort
Monks of War
#26 - 2012-10-10 07:25:10 UTC
Btw, Idea that armour is all about buffer and shield is all about active boosting is plain stupid. Both options should be perfectly viable at corresponding ships, otherwise the whole stuff makes no sense whatsoever - why have active armour tanking at all then? Tanking values should be pretty close, just like DPS values of weapon systems are, despite all the differences in secondary attributes.

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

Wardeneo
Sebiestor Tribe
Minmatar Republic
#27 - 2012-10-12 09:20:49 UTC
And combination of the following I think would help...

increase the rep amount slightly - as you have to wait till end of the cycle to see any repairing, and that could mean life or death.

and I'd slighty decrease the speed penalty if rigs.

Next I'd say only asb to be fitted on a ship

Also make an auxiliary armour repairer (armour equivilant of asb)

Add an armour rep amplifier similar to a shield boost amplifier

And maybe medium slot damage mods so u can have tank and damage

And I was also thinking of a 1 of module that can be fitted to give armour a slow recharge but make it possible to only fit 1 module per ship so u don get a super fast passive recharge

Overall I think these would allow better flexibility for armour tankers

-Wardeneo-
Cat Troll
Incorruptibles
#28 - 2012-10-12 19:52:43 UTC
+1 to balancing Shield and Armor.
BUT
The way the OP tried to solve it is completly idiotic, and others have already explained why.
There needs to be another solution.

Lolwut: "Yes, you kids don't know how lucky you have it. These days noobs get given free tackle ships for PvP but back in the old days the only tackle ships we were given were our pods. We had to use them to bump their rookie ships out of alignment to stop them warping off."

Alexander Suvarov
Lonercorp
#29 - 2012-10-14 05:09:45 UTC
Wardeneo wrote:
And combination of the following I think would help...

increase the rep amount slightly - as you have to wait till end of the cycle to see any repairing, and that could mean life or death.

and I'd slighty decrease the speed penalty if rigs.

Next I'd say only asb to be fitted on a ship

Also make an auxiliary armour repairer (armour equivilant of asb)

Add an armour rep amplifier similar to a shield boost amplifier

And maybe medium slot damage mods so u can have tank and damage

And I was also thinking of a 1 of module that can be fitted to give armour a slow recharge but make it possible to only fit 1 module per ship so u don get a super fast passive recharge

Overall I think these would allow better flexibility for armour tankers

-Wardeneo-

This
Some how, active armor tanking outside of mission running died in the last few years and I can't figure out why (aside from those crazy dual rep faction battleship videos). Personally, I'm sick of the exclusively passive tanking for pvp and reliance on remote reps for anything difficult. Maybe I'm nostalgic, but eve is more fun when you do your own repping.
Onictus
Federal Navy Academy
Gallente Federation
#30 - 2012-10-14 20:28:22 UTC
Wardeneo wrote:
And combination of the following I think would help...

increase the rep amount slightly - as you have to wait till end of the cycle to see any repairing, and that could mean life or death.

and I'd slighty decrease the speed penalty if rigs.

Next I'd say only asb to be fitted on a ship

Also make an auxiliary armour repairer (armour equivilant of asb)

Add an armour rep amplifier similar to a shield boost amplifier

And maybe medium slot damage mods so u can have tank and damage

And I was also thinking of a 1 of module that can be fitted to give armour a slow recharge but make it possible to only fit 1 module per ship so u don get a super fast passive recharge

Overall I think these would allow better flexibility for armour tankers

-Wardeneo-



Either that or get rid of the speed penalty on all armor rigs that aren't a trimark. Seriously remote repper rigs have a penalty attached, as well as resists etc.

...and/or change the armor penalty on speed rigs, make it hull, and Gallente have a hole new bag since they have huge hull values to start with. Amarr still have the monster buffer bricks and Gallente and Matar can actually USE armor and play to their strengths (well for armor ships anyway).

As it stands speed rigs just amplify the advantage in small gang of shield over armor, for a shield ship you don't care about armor, if you are on the field without it you are dead anyway.

...but it kills hulls like Myrm and (to a lesser extent) Harbi that need to be able to run things down.
Meditril
Hoplite Brigade
Ushra'Khan
#31 - 2012-10-17 12:37:23 UTC
Roime wrote:
Just out of curiosity, can you link a a "Gallente fast armor" fit that isn't a Deimos?


Yes, go for an active tanked, MWD Federation Navy Comet. Good speed combined with nice dps for its class and some rep for additional survivability in case you get some scratches to your armor.
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