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Testing ASB adjustments on Duality

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Author
Lucy Ferrr
Sebiestor Tribe
Minmatar Republic
#161 - 2012-10-24 15:56:39 UTC
Straahl wrote:
nahjustwarpin wrote:
Can we at least know why it is perfectly fine to have more than 1 asb in game but not in tournaments?


Same reason why you can't field 4 of any given ship, have only 1 logistic, can't fit faction/officer mods, only field a maximum of 12 pilots, intentional pod killing is illegal, can't leave the arena, etc.. Tournament matches ≠ the in-game environment.


That still doesn't explain why you are allowed to fit only one ASB. Why is the ASB the only standard mod that is restricted? Because it was OP.
Spurty
#162 - 2012-10-24 16:03:47 UTC
It's a great module!

Should be like the damage control unit though. Strictly one per ship!

Please listen to the posters here. They really have their fingers on the pulse.

Dual (or more) ASB is just silly.

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Fon Revedhort
Monks of War
#163 - 2012-10-24 17:15:23 UTC
Spurty wrote:
It's a great module!

Should be like the damage control unit though. Strictly one per ship!

This comparison is quite telling - we surely need more must-have modules in the game.

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

Jack Miton
School of Applied Knowledge
Caldari State
#164 - 2012-10-24 19:35:25 UTC
James1122 wrote:
keep them as they are and just limit it so you can only fit 1 per ship


^this.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

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Lin-Young Borovskova
Doomheim
#165 - 2012-10-24 19:51:19 UTC
CCP SoniClover wrote:
Again, we're still in the process of figuring out the best way to adjust the ASBs...



Quite simple, pick a Megathron active armor tanking and run after a double XL-ASB Sleipnir.

If you need me to help you with fittings, please be my guest to convo/mail me in game.

brb

nahjustwarpin
SUPER DUPER SPACE TRUCKS
#166 - 2012-10-24 20:29:45 UTC
https://forums.eveonline.com/default.aspx?g=posts&m=1943688#post1943688

CCP SoniClover wrote:
Warde Guildencrantz wrote:
CCP SoniClover wrote:

Yes, until we do the navy 50 version. Which I think we're going to do at some point, I just don't think it will make it into the winter expansion. But I've been wrong before Blink


Ahhhhh my hawk becomes possible to kill for a couple of months!

:P


You should try the quadruple-ASB Kitsune fit Twisted


really? there are more players than you, and they want this game somewhat balanced
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#167 - 2012-10-25 11:12:48 UTC
https://forums.eveonline.com/default.aspx?g=posts&m=2093180#post2093180

To quote from my post in that thread:

"If they really wanted a complex but efficient rebalancing of the ASBs, they would make them use both cap charges and ship capacitor for power, albeit independently of each other so that you could still get shields even without cap (let's say 70% comes from the batteries, and the rest from ship capacitor). That would be an interesting design, since it would bring back cap injectors and neutralizers into fitting considerations without fully nerfing the capless boosting concept."

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

feihcsiM
THE B0YS
#168 - 2012-10-25 11:48:55 UTC
My personal preference on 'fixing' ASBs would be to make them a one-shot activation.

You activate it, it cycles through ALL its loaded charges.

You would still get the amazing burst tank, but now dual ASBs aren't enough to cover the reload time. You have to commit to your ASB tanking, it's all or nothing.

This maintains the power of the module against big-number incoming dps, but balances it with a set, short, tanking time.
The upshot of this would be that against targets over time, or against lower dps it is far less efficient and more vulnerable than a normal booster. It is no longer a 'best choice always' module.

Engage a gang with serious dps or need to tank enough to gatecrash or de-aggress = ASB would be better.
Engage at a celestial and in it for the duration = repper / buffer / passive is a better choice.

Paper, scissors, stone =/= EVE

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

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#169 - 2012-10-25 13:41:49 UTC
One thing I never got my my head around about ASBs... Given that shield is utterly dominant in the solo/small-gang-skirmish environment, and that armour is utterly dominant in the capital environment, why did CCP think it was a good idea to reinforce that awful imbalance even further by introducing the ASB which has skewed solo/small-gang even further towards shield, and the reactive armour hardener which, thanks to prohibitive cap drain and its innate reaction time, only approaches usefulness on heavy ships with abundant lowslots and EHP such as capitals.

I mean, in what crazy world was it decided that further accentuating the already severe tanking imbalance was a good idea?
Tobiaz
Spacerats
#170 - 2012-10-25 14:26:01 UTC  |  Edited by: Tobiaz
The amount of people in this thread supporting a '1 ABS max' solution is rather overwhelming and coming from many people that are not simply theory-crafting, but have a lot of first-hand experience.

Wanna bet CCP SoniClover is going to ignore them all anyway to implement his own original ham-fisted 'solution'?

It seemed to be pretty much his m.o. when working on the wardecs, ignoring expert input except for some tiny details, so to show he 'listened'. Even the Noir. CSM's opinions were mostly ignored. And in a similary fashion, there were also plenty of players already warning against the current ABS problem when it was still being tested on SiSi half a year ago.

And here we are...

The suggested decrease in charge capacity isn't going to solve imbalance, nor is it going to restrict the use to short skirmishes. And on top of that it also further reinforces the shield dominance in non-capital warfare.

Want to solve this? How about actively seeking input of some actual experts? Have the CSM contact some of the alliance people that were heavily involved in testing ship setups for the alliance tournament. Get the opinion of some of the more active pilots of RvB. Yes, a feedback thread is fun, but it's messy and it's hard to determine someone's authority on a matter.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#171 - 2012-10-25 14:47:38 UTC
plz 1 per ship & no other changes

tia
CCP SoniClover
C C P
C C P Alliance
#172 - 2012-10-25 14:47:56 UTC
Destiny Corrupted wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=2093180#post2093180

To quote from my post in that thread:

"If they really wanted a complex but efficient rebalancing of the ASBs, they would make them use both cap charges and ship capacitor for power, albeit independently of each other so that you could still get shields even without cap (let's say 70% comes from the batteries, and the rest from ship capacitor). That would be an interesting design, since it would bring back cap injectors and neutralizers into fitting considerations without fully nerfing the capless boosting concept."


This is a cool idea and a potential way to go. We've been toying with a similar concept, which is very simple to implement - currently the cap booster charges reduce cap need 100%, but we can easily have them reduce it by less than that. The main difference here is that if the capacitor doesn't have enough cap then the shield boosting will not work at all. This change is not in the version on Duality over the weekend, as we feel adding it will nerf the ASBs too much. So if we introduce this we would most likely revert some of the other changes already made.

Regarding the one-per-ship, this is still on the table, but we want more testing/feedback on the existing changes. Editing it to be one-per-ship is a very quick and easy thing to do, so we're not under any time pressure to make a decision on this quite yet.
Warde Guildencrantz
Caldari Provisions
Caldari State
#173 - 2012-10-25 14:53:00 UTC  |  Edited by: Warde Guildencrantz
CCP SoniClover wrote:

Regarding the one-per-ship, this is still on the table, but we want more testing/feedback on the existing changes. Editing it to be one-per-ship is a very quick and easy thing to do, so we're not under any time pressure to make a decision on this quite yet.



Just do stacking penalties!! (Pleaaaaaase)

just make it so having two boosters will result in both of them functioning at a 75% boost amount, or three boosters with each of them functioning at 50% boost amount.

or maybe less drastic, like 85% and 65%

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#174 - 2012-10-25 15:15:31 UTC
CCP SoniClover wrote:
Warde Guildencrantz wrote:
Does this mean we will get navy cap booster 50s? 50s are what people use in medium ASBs. Maybe even navy cap booster 25s for small ASBs, even though they arent used much.


Most like not at this time.


This is great news, i hope people stop flying fkin frigs now and fly a real ship.
CCP SoniClover
C C P
C C P Alliance
#175 - 2012-10-25 15:24:07 UTC
Warde Guildencrantz wrote:
CCP SoniClover wrote:

Regarding the one-per-ship, this is still on the table, but we want more testing/feedback on the existing changes. Editing it to be one-per-ship is a very quick and easy thing to do, so we're not under any time pressure to make a decision on this quite yet.



Just do stacking penalties!! (Pleaaaaaase)

just make it so having two boosters will result in both of them functioning at a 75% boost amount, or three boosters with each of them functioning at 50% boost amount.

or maybe less drastic, like 85% and 65%


I'm not sure stacking penalties would do much, as they would only really affect ASBs if you have two or more active at the same time. Stacking penalties do not check how many modules are fitted, only how many things are affecting the same stat (that has been flagged to use stacking penalty) at any given time. So you could still get maximum efficiency out of dual-ASBs as long as you only use one of them at a time, which is the normal case anyway.

It would be possible to do some pseudo-stacking penalty based on number of modules fitted, but it would be a dirty hack.
Warde Guildencrantz
Caldari Provisions
Caldari State
#176 - 2012-10-25 15:52:51 UTC
CCP SoniClover wrote:
Warde Guildencrantz wrote:
CCP SoniClover wrote:

Regarding the one-per-ship, this is still on the table, but we want more testing/feedback on the existing changes. Editing it to be one-per-ship is a very quick and easy thing to do, so we're not under any time pressure to make a decision on this quite yet.



Just do stacking penalties!! (Pleaaaaaase)

just make it so having two boosters will result in both of them functioning at a 75% boost amount, or three boosters with each of them functioning at 50% boost amount.

or maybe less drastic, like 85% and 65%


I'm not sure stacking penalties would do much, as they would only really affect ASBs if you have two or more active at the same time. Stacking penalties do not check how many modules are fitted, only how many things are affecting the same stat (that has been flagged to use stacking penalty) at any given time. So you could still get maximum efficiency out of dual-ASBs as long as you only use one of them at a time, which is the normal case anyway.

It would be possible to do some pseudo-stacking penalty based on number of modules fitted, but it would be a dirty hack.


Possible future version then if it requires a bit of a new method for coding. Doesn't have to be for retribution, but I really think just reducing total boost amount based on how many boosters are fit is a good way to do it. The real problem is the fact that they can run so powerfully no matter how many boosters are fit. Having a single one run powerfully for a period isn't all that broken. On bonused ships, it gets a bit ridiculous, but it's not impossible to fight.

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Bubanni
Primal Instinct Inc.
The Initiative.
#177 - 2012-10-25 17:16:28 UTC
CCP SoniClover wrote:
Warde Guildencrantz wrote:
CCP SoniClover wrote:

Regarding the one-per-ship, this is still on the table, but we want more testing/feedback on the existing changes. Editing it to be one-per-ship is a very quick and easy thing to do, so we're not under any time pressure to make a decision on this quite yet.



Just do stacking penalties!! (Pleaaaaaase)

just make it so having two boosters will result in both of them functioning at a 75% boost amount, or three boosters with each of them functioning at 50% boost amount.

or maybe less drastic, like 85% and 65%


I'm not sure stacking penalties would do much, as they would only really affect ASBs if you have two or more active at the same time. Stacking penalties do not check how many modules are fitted, only how many things are affecting the same stat (that has been flagged to use stacking penalty) at any given time. So you could still get maximum efficiency out of dual-ASBs as long as you only use one of them at a time, which is the normal case anyway.

It would be possible to do some pseudo-stacking penalty based on number of modules fitted, but it would be a dirty hack.


as you point out yourself, that people normally use 1 ASB at a time, even when fitting two, because that will give them enough time to reload the first asb while the second one is tanking,

I really think the main problem is that people can reload their ASB while still using another ASB..., I think I suggested it before, but what if the charges from ASBs where considered the same "pool", so when you have 2 ASB, you pull the charges from the same total pool (thus you run out on both ASBs at the same time) it would then be impossible to reload 1 ASB while using another, as they should both reload at the same time then....

Alternatively, make ASB unable to activate if another ASB is reloading (but you should be able to cancel reload then)
another idea is to make a set maximum of charges that can be used at the same time, (lets say 14 or whatever) if you fit 1 ASB, it will have 14 charges, if you fit 2 ASB, each asb will have 7 charges... (or 3 asb = 14/3)

or as a last resort, simply limit to 1 ASB per ship... if people really want "dual ASB", they can just fit 1 ASB, and 1 normal shield booster :D

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

Tarmageddon
Legio Prima Victrix
#178 - 2012-10-25 18:29:51 UTC
I understand that CCP wanted a TEMPORARY massive boost to shield, and at the moment it's just not temporary enough.

I think as has been mentioned before that the ASB works more as a giant buffer than an active tank in that if you KEEP shooting an ASB fitted ship it will eventually run out of charges and die, as opposed to an active tank system which will tank a certain amount of DPS indefinitely. The problem is that at the moment the buffer is just too big.

For example, a corp-mate has a dual ASB Sleipnir which can tank something like 5.5k DPS until he runs out of charges, which unfortunately is several minutes, and as any PvPer will testify seconds and minutes become mini-lifetimes when you are in the heat of battle. The ASB has not robbed any of the Sleipnir's hitting power, so whilst my regular buffer-tanked ship is not out-gunned it is simply a matter of whose timer runs out of first, and at the moment due to the power of the ASB it's always going to be mine.

My solution to the problem would be to make the ASB non-reloadable, and in order to give the same initial boost but make it wear off more quickly I would make it so the actual boost given by the ASB reduced with each cycle until it was empty, for example (based on the module's current stats):

Cycle 1: 100%
Cycle 2: 98%
Cycle 3: 94%
Cycle 4: 88%
Cycle 5: 80%
Cycle 6: 70%
Cycle 7: 58%
Cycle 8: 44%
Cycle 9: 28%

So you can see, for the first three cycles they get pretty much the same whack as they do from the current module, for the 4th and fifth it's still no laughing matter for the enemy but after that it really starts to wear off until it runs out of charges and the buffer is spent.

After that, well, you better hope you killed them in time!
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#179 - 2012-10-25 19:09:03 UTC
If CCP wanted to give active tanks the ability to temporarily tank massive DPS, then this could have been easily achieved simply by increasing the bonuses to boost/rep amount associated with overheating. There was simply no need to introduce a new module, the mechanic already existed.
Fon Revedhort
Monks of War
#180 - 2012-10-25 19:39:32 UTC  |  Edited by: Fon Revedhort
Gypsio III wrote:
If CCP wanted to give active tanks the ability to temporarily tank massive DPS, then this could have been easily achieved simply by increasing the bonuses to boost/rep amount associated with overheating. There was simply no need to introduce a new module, the mechanic already existed.

True.

The thing that never ceases to amaze me is how CCP time and time again refused to give us any reasoning on why they had introduced this new module. Cause, frankly, only two options are possible:

1) ASB is balanced in line with conventional tank, but since conventional tank is aknowledged to be somewhat underpowered why introduce yet another module of that sort Question

OR

2) ASB is overpowered - and then why the hell do we need conventional tank at all in the first place Question

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