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Shield tanking vs Armor tanking (fixs?)

Author
Perihelion Olenard
#41 - 2012-11-12 10:07:45 UTC
Escomboli wrote:
Hasn't CCP already stated they recognize there is a pretty big problem with the differences in shield/armor tanking, and are looking at ways to revamp it?

I hope so.
Mr Kingston
Viziam
Amarr Empire
#42 - 2012-11-12 22:06:08 UTC
Dorian Wylde wrote:


You're having trouble fitting an oversized battleship class module on a cruiser. Something tells me CCP isn't going to be sympathetic. You can barely fit an XL shield booster on a cruiser too, that's the same situation here.

Every aspect of armor and shield tanking has a trade-off, most have been mentioned here.

Armor uses low slots, restricting damage mods. Shield uses mid, restricting ewar.
Armor has higher base resists, shield has passive recharge.
Armor rep hits at end of cycle, shield at beginning. (I got nothin on this one)
Armor has a passive omni module (EANM), shield has active (invuln)
Armor has an oversized passive module (1600 plate), shield has oversized active module (XL booster)
Armor plates reduce speed and agility, shield extenders increase sig radius (CCP has said they want to adress this, they know it's not balanced)

There's more examples, this is all I care to list for right now. Discussing balance is great, just make sure you're looking at the big picture. CCP doesn't nerf or buff single items in a vaccuum, so talking like they will is pointless.



The big picture idea is absolutely key, but I had a few questions.

What do you mean by armor has higher base resists? I don't see this being = to passive recharge, are you saying that armor takes less resist modules on their tank? or that armor can have higher resists then shields? Not trying to be rude, trying to understand.

I dont understand the comparison of 1600 plates to ASB's either, oversized comparison works, but wouldnt that be extenders vs plates? plates vs EXTENDERS would be a comparison, but even there its a loooot easier to stuff large extenders on something then it is 1600's.


There is no comparison to ASB's, most shield tanks without any regen modules or rigs can negate almost exactly the same amount of sustained dps as a single medium armor rep, as you cannot oversize an armor repper. Doing so costs the ship nothing in terms of resources, and no interaction fromt he pilot.

"Armor has repairer modules, Shield has passive regen"

That seems a bit more accurate, and one of the huge things that might need to be looked at, any ideas on how to effect passive shield regen that doesnt destroy passive shield tanks but makes it so that you dont get a free repper's worth of stats without even using a mod/rig that directly effects regen?


Thanks for not burning eachother alive, i kno its a touchy subject and the arguing must insue.

Also I really liked some of the ideas, the skills thing was another angle, and I would have to agree that making oversizing modules not possible would do nothing but benefit eve gameplay. The ideas on totally changing how eve works by adding in mechanics were interesting, but I dont think ccp is ever going to implement something like that, and tbh we really dont need any more stats in eve lol, or extra banks of slots, theres a huge amount of customization here already, which is what has gotten us to a lot of these problems.
Mr Kingston
Viziam
Amarr Empire
#43 - 2012-11-12 22:13:53 UTC
Escomboli wrote:
Hasn't CCP already stated they recognize there is a pretty big problem with the differences in shield/armor tanking, and are looking at ways to revamp it?



The idea is to come up with ideas that can influence this, If we just leave ccp to their devices, we get ASB's.
Noisrevbus
#44 - 2012-11-12 22:30:01 UTC  |  Edited by: Noisrevbus
Mr Kingston wrote:
Escomboli wrote:
Hasn't CCP already stated they recognize there is a pretty big problem with the differences in shield/armor tanking, and are looking at ways to revamp it?



The idea is to come up with ideas that can influence this...


Tune down the boost-amount of ASB.

Applause?

Seriously, i have not seen one post in this thread yet that actually define what the issue is (well, besides the boost-amount of ASB then, which everyone with half a brain knows is out of whack).

That there are differences is hardly an issue in itself.
Iyacia Cyric'ai
Lai Dai Counterintelligence
#45 - 2012-11-13 03:59:05 UTC  |  Edited by: Iyacia Cyric'ai
Passive shield regen does cost energy if you want to increase its value. Shield Power Relays have a cap penalty and if you use the midslot Shield Rechargers then that's no differant from fitting a cap booster on an active armor ship - i.e. eitherway you dedicated a midslot for cap.

From general consensus, it seems ASBs will likely be limited to 1 module per ship and I feel that is sufficient to balance it. People need to stop drooling over EFT stats and realise that 30 seconds is not a sustainable tank. As seen in Alliance Tournament, the boost amount of ASBs, while powerful, is still very manageable. The issue is on TQ, there is no ASB limit (AT rules limit ASBs to 1 module per ship), so people are often able to permaboost thier ASBs if they fit 2, which outperforms deadspace/officer shield booster that have a cap booster support. Limit 1 module per ship on TQ (the same way Damage Controls are limited to 1 mod per ship) is all that is needed to fix ASBs IMO. People who die to ASB ships before the reload were going to die anyway if the ship was buffer shield tanked and need to stop blaming their badness on ASBs.

Now onto armor tanking. Small Armor Repairers are fine IMO. Leave them alone. Medium Armor Repairers repair way too little - they don't scale sufficiently with the increased DPS found in those engagements (i.e. Cruisers and BCs). Large Armor Repairers repair sufficient amounts of HP BUT they have ridiculously high fitting requirements that you have to use the smallest class guns on those ships (Dual Rep Hyperions for example are most commonly fitted with Electrons).

Lastly active armor rigs (Nano Pumps and Accelerators) should not have a speed/agility penalty. From a gameplay point of view active armor tanking is only used (if ever) in solo or small gang PvP. Speed/Agility dominate this scene of PvP which is one of the main reasons Shield tanking is preferred here. Removing these penalties IMO will make active armor tanking more competitive against their shield counterparts. Perhaps they should share a sig penalty to compensate. Also from an immersion point of view it makes no sense for them to have a speed/agility penalty. Trimarks, sure, they add a chunk of armor to your ship (although speed penalty still doesn't make sense but lets ignore this aspect of Eve physics). Active rigs just improve your rep amount, they shouldn't make your ship physically any beefier.

As for buffer/passive armor tanking. I'm in disagreement with a lot of the Eve Community. The common criticism here is that despite not having a sig penalty like buffer shield tanking, the speed penalty makes it easier for you to be tracked by turrets anyway. It's also complained that in fleets it's harder to rep armor ships because the rep is at the end of the cycle. I'm pretty meh about this. Armor have more EHP (due to superior HP from plates and better base resists) than shield so IMO can afford the rep being at the end of the cycle. Also... slave implants. Armor buffer tanks have some drawbacks yes, but they easily have enough advantages over buffer shield for me not to care.
Paikis
Vapour Holdings
#46 - 2012-11-13 04:29:54 UTC
Mr Kingston wrote:
What do you mean by armor has higher base resists?


Base armor resists: 50/35/25/20 = 130 base resistance points
Base shield resists: 0/20/40/50 = 110 base resistance points.

You'll note that armor doesn't have a 0% resist either.

Mr Kingston wrote:
I dont understand the comparison of 1600 plates to ASB's either, oversized comparison works, but wouldnt that be extenders vs plates? plates vs EXTENDERS would be a comparison, but even there its a loooot easier to stuff large extenders on something then it is 1600's.


The correct comparison is thus:

50mm plate = Micro Shield Extender
100mm plate = Small Shield Extender
200mm plate = ???
400mm plate = Medium Shield Extender
800mm plate = Large Shield Extender
1600mm plate = ???

The reason it is a loooot easier to stuff a large shield extender on something than it is for a 1600mm plate is that the LSE is the equivalent of the 800mm plate. It's quite easy to put an 800mm plate onto cruisers and above as well.

Mr Kingston wrote:
one of the huge things that might need to be looked at, any ideas on how to effect passive shield regen that doesnt destroy passive shield tanks but makes it so that you dont get a free repper's worth of stats without even using a mod/rig that directly effects regen?


Its a trade off I guess.

Armor tanks will generally have larger buffers and better resists, where shield tanks will have a small amount passive of regen. Let's be honest though, the passive regen is not that fantastic unless you emphasize it by fitting modules specifically to increase it. Even on a Drake, which is the one ship that is really built around passive tanking. For comparison, a Drake will have twice as much passive shield tank as a Raven when using the same tank fittings. The Drake is an outlier, and I suspect it will be "fixed" soon.
turmajin
The Scope
Gallente Federation
#47 - 2012-11-14 01:24:22 UTC  |  Edited by: turmajin
The double speed/agility nerf has to be sorted one or the other but not both,as the OP says its killing armour tanks,The reactive hardener could be a very good modual .But my god as it is atm ,its useless You train the skill to use it ,and get faster cycles so it adapts the resistances quicker.What you get is a modual that drains your capaitor as if you had a battery of nuets on you,and to make it even worse the resistance adaptation is to slow even at lvl 5.Now if it was a shield modual i could understand the capaitor drain ,as thats energy to offset DPS (somehow the devs always overlook that fact for shield tanks).The modual isnt even boosting anything ,its changing the armour resistances so why it has a capatior drain is total nonsense to me.Perhaps if we got faster repper cycles aswell that would explain the capaitor drain ,but we dont..So to fix this modual,the capaitor drain has to go ,and the adaptation has to be faster a 100% faster at least imo.We might then have a usefull modual for armour tanks.
Goldensaver
Maraque Enterprises
Just let it happen
#48 - 2012-11-14 03:35:24 UTC
turmajin wrote:
Now if it was a shield modual i could understand the capaitor drain ,as thats energy to offset DPS (somehow the devs always overlook that fact for shield tanks).The modual isnt even boosting anything ,its changing the armour resistances so why it has a capatior drain is total nonsense to me.

Okay, so first of all, if it's not draining capacitor, then how is it changing the resists of the armour? Is it magically doing magic to magic away all your weaknesses? It's an armour hardener. All the other armour hardeners cost capacitor to use, why shouldn't this one? If you don't want it to cost cap, then it should be called a "Reactive Armour Resistance Amplifier", and should only give about 40% resists total, 10% to each base.

I agree the cap cost needs to go down, maybe tie that in with the skill (10% reduction to duration and 15% reduction to cap cost per level, or something) in addition to a reduction to the base cap use amount, but it should still cost cap to use. It could be a high skillcap module, requiring good skills to use effectively, but when skilled up it becomes good. Who knows.

Also, I don't even know what you mean by this: "Now if it was a shield modual i could understand the capaitor drain ,as thats energy to offset DPS (somehow the devs always overlook that fact for shield tanks)".

What's that even supposed to mean?
Roime
Mea Culpa.
Shadow Cartel
#49 - 2012-11-14 06:42:55 UTC
Paikis wrote:

The reason it is a loooot easier to stuff a large shield extender on something than it is for a 1600mm plate is that the LSE is the equivalent of the 800mm plate. It's quite easy to put an 800mm plate onto cruisers and above as well.


LSE is easier to fit and gives more HP than 800mm.

LSE I 1875hp 150mw 40tf = 9.868 hp/fitting, no drawbacks

800mm I 1500hp 200mw 25tf = 6.667 hp/fitting, 1.875mil kg mass addition

1600mm I 3000hp 500mw 30tf = 5.660 hp/fitting, 3.750mil kg mass addition


Quote:
Let's be honest though, the passive regen is not that fantastic unless you emphasize it by fitting modules specifically to increase it.


The main advantage obviously is that your tank automagically repairs itself, unlike armor that requires docking or getting someone to rep you up. If you emphasize PST, it's equal to a specifically emphasized active armor tank (passive Drake vs dual rep Myrm).

.

Mike Whiite
Deep Core Mining Inc.
Caldari State
#50 - 2012-11-14 08:23:50 UTC
Still think a lot of the problems are part of the mechanics.

Mass is only used as a negative on aggilty and speed, wich sounds reasonable.

it would be more ballanced if a higher mass ment it would be harder to web, scramble and be able to use for ramming other vessles.

I'm aware that is a lot of work though real fhysics would ad enormous to this game.

size difference in webbers and Scrambles or diference in powerusage vs the capacitator of the scrambled or webbed ship

it should be possible to try and loose attackers by piloting your way through asteroids, with the risk of crashing your ship on them, but the chance of you're assilant crashing on them because he tries to follow you and a change for cover behind them.

Real physics solves quite some problems EVE's has now and will actualy contribute to the divercity of ships flying arround in new Eden.

when it becomes an option for an abandon to enter 0.0. on it's self without it being a certain suicide (sure it will still be shot down in sizable gate camps, but it has a serious chance of escaping a smaller one.

and who doesn't want to see two titans crash in to eachother taking several smaller ships with them in the explosion.
Morrigan LeSante
Perkone
Caldari State
#51 - 2012-11-14 08:56:11 UTC
What always struck me as weird (as I fitted a myrm for screwing around in) is that as my skills improved in armor tanking, my cap stability decreased.

Training a skill shouldnt make it harder on the cap!


As for no passive armour fits, why can it not make use of nanobots to repair it 'passively'...?
Jack Mayhem
Kaer Industries
#52 - 2012-11-14 10:49:25 UTC
Nalha Saldana wrote:
1. Reduce the CPU use of tracking computers
2. Reduce PG need of armor repairers a lot, making oversized armor reppers a thing
3. Change the speed penalty into a agility penalty, 100mn AB cruisers is popular for a good reason, let armor be that but with more reasonable numbers


Good ideas except enabling oversized armor reppers. Some reduction in PG, and increase in medium armor rep amount would be very welcome.

There are 2 problems:
1) plates reduce BOTH agility and speed, while LSEs only increase sig radius, which is negligble for BC+ sized hulls - even battleship guns track armor or shield ships more or less the same;
2) for rigs, speed penalty is much harsher than signature increase.
turmajin
The Scope
Gallente Federation
#53 - 2012-11-14 19:42:50 UTC  |  Edited by: turmajin
@Goldensavr
Im not saying it shoulsdn't have a cap cost ,but it shouldnt increase because your getting a faster cycle ,was the point i was trying to make .And my bit about Shield tanks and devs was shield boosters and extenders all should have a fairly high cap cost ,as they are using energy to offset any DPS by extending and boosting the shield beyond its SOP(standard operating parameters) ,But in game the cap cost if any of these mods is small.
Dar Manic
Dirt Road Services
#54 - 2012-11-14 20:08:38 UTC
I'm shocked this is turning into a "nerf the other guys way of playing while buffing my style" thread. Eventually CCP will get involved and f*ck up the game. GG all.

I just don't understand null sec players.

**Please note: **Anytime I use the phrase PvP in a post, I'm talking about shooting/combat/killing things/blowing things up. Thank you.

Paikis
Vapour Holdings
#55 - 2012-11-14 20:10:50 UTC
Dar Manic wrote:
I'm shocked this is turning into a "nerf the other guys way of playing while buffing my style" thread. Eventually CCP will get involved and f*ck up the game. GG all.


It always does. I'm not surprised. Previous to people 'discovering' (because no actual game changes were made) that shield tanking was pretty good there were frequent calls for shield tanking to be buffed and armor tanking nerfed.

The more things change, the more they stay the same.
Nalha Saldana
Aliastra
Gallente Federation
#56 - 2012-11-15 22:25:22 UTC
Jack Mayhem wrote:

1) plates reduce BOTH agility and speed, while LSEs only increase sig radius, which is negligble for BC+ sized hulls - even battleship guns track armor or shield ships more or less the same;


Not true, plates increase mass which affects acceleration but not max velocity. Armor rigs on the other hand reduce speed and they are almost always fitted on the same ship.
Alara IonStorm
#57 - 2012-11-15 22:30:09 UTC
Nalha Saldana wrote:
Jack Mayhem wrote:

1) plates reduce BOTH agility and speed, while LSEs only increase sig radius, which is negligble for BC+ sized hulls - even battleship guns track armor or shield ships more or less the same;

Not true, plates increase mass which affects acceleration but not max velocity. Armor rigs on the other hand reduce speed and they are almost always fitted on the same ship.

Plates effects MWD and AB speed.
Kenshi Hanshin
Pator Tech School
Minmatar Republic
#58 - 2012-11-15 22:50:04 UTC
Paikis wrote:
Ancillary Shield boosters are ridiculously powerful at present. They are actually better than officer level shield boosters, yet CCP seems to think this is fine. Go figure. Anyways, ignoring the ASBs, armor and shield tanking are pretty well balanced in my opinion. When I started playing EVE it was armor tanking all day every day. If you tried shield tanking you were laughed out of most PvP fleets. The only thing that has really changed is the ASBs, yet now people seem to think shield are the bee's knees.

To address your points.

Imagine your shields to be a battery. Your ships' reactor (or solar panels) will provide some power to the shields, and some to the capacitor. We have modules that can shift some of this power one way or the other. Shields regenerate, because the energy from the ship's reactor is being constantly fed into it. Same deal with capacitor.

Shield and armor tanking penalties have different effects depending on what you are being shot with.

Increased signature radius means:
- You are targeted faster, meaning you are being shot/jammed/tackled faster.
- Missiles and larger weapon systems will hit you harder.
- You are easier to track.

Reduced speed and agility means:
- You cannot run away as easily.
- You are easier to track
- You take longer to align, meaning there is a longer window where you can be tackled/jammed/shot at.

These penalties seem mostly balanced. both of them mean you are easier to tackle, and easier to hit. It would appear that a shield tanker will be taking more damage, but will have an easier time disengaging. This doesn't seem that imbalanced to me. Armor tanking has other advantages over shield tanking, just as shield tanking has advantages over armor tanking.

Balance does not mean that the two systems should be the same.

The reasons these issues arise is the very large penalties applied by rigs. Without rig penalties, no one would be complaining about this. Perhaps the "solution" (to a problem I'm not sure is actually a problem) is to simply improve the various rigging skills to be 15% reduction to rig drawbacks per level (at V, 75% reduction in penalties).

I do know this though, a blanket buff to armor tanking is not the answer, and neither is a nerf to shield tanking. The two styles are more or less equal, but have different areas in which they are slightly better.

You may begin flaming.

I agree with his remarks here.

I have good (basic) skills in armor and shield tanking. As I fly Minmatar ships. Shield tanking is slightly better suited to engaging at range and as a "sniper". Armor tanks will hold up longer in a brawl or "knife fight". The difference between these two system is their best method of use. Like the differences between the racial ships, the styles of tanking are tools to use to your design.

Feel free to flame now...not that I will care
Perihelion Olenard
#59 - 2012-11-16 00:13:07 UTC  |  Edited by: Perihelion Olenard
Paikis wrote:
It always does. I'm not surprised. Previous to people 'discovering' (because no actual game changes were made) that shield tanking was pretty good there were frequent calls for shield tanking to be buffed and armor tanking nerfed.

The more things change, the more they stay the same.

The game changes were increases in weapon damage. After that it mostly became better to apply tons of damage, move fast, and simply fit a light to medium shield buffer. It became worse to fit an average (or even bad) armor tank compared to the increased incoming damage and be slow. It's further magnified by how many people are shooting the armor-tanked ship. Getting hit by 2-3 people now is similar to getting hit by maybe 3-4 people back then.

Shield buffers recharge over time if you kill or escape. Armor requires repair and takes up lows, therefore reducing damage. So, people use shields instead, especially with the creation of the ASB.

CCP released the ASB giving active shield tanks an amazing module while armor got the RAH giving them a relatively bad module. Even the repair bonuses of some gallente ships isn't enough to prevent people from shield tanking them.
Perihelion Olenard
#60 - 2012-11-20 03:30:10 UTC  |  Edited by: Perihelion Olenard
I was looking over the dev blogs again and I saw something encouraging in the possible plans for the battlecruisers.

Quote:
Harbinger: assuming direct control. Problems on this ship are tied with the shield versus armor tanking issues, which need to be looked at.

With some luck CCP will have a plan to help armor tanking a bit by the next balancing pass.