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Shield tanking vs Armor tanking (fixs?)

Author
turmajin
The Scope
Gallente Federation
#61 - 2012-11-20 19:23:13 UTC  |  Edited by: turmajin
Iyacia Cyric'ai wrote:
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.



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.

I happen to agree with the points above,concerning armour tanks,but personnally ive always struggled with the ideaTRIMARKS add mass to your ship,Surly they would be better if they added to your base resistance across the board of 15% for T1s and 20% for T2s similar to a EANM now,for extra sig radius .While nano/accel rigs arnt adding mass either ,they are repairing missing mass so again a sig penalty makes more sense.Plates of course are adding mass ,so a speed /agilty penalty is justified imo.
So scale up the repair amounts for medium reppers ,and cut the fitting requirments for the large ,while rigs add exta resistances ,and repper speed/amounts at the expense of sig radius ,those fixes i feel will make armour tanks competative,andviable for players doing PVP
Jacob Holland
Weyland-Vulcan Industries
#62 - 2012-11-22 13:36:36 UTC
Mr Kingston wrote:
Shield tanking is using raw energy to stop incoming dmg, yet doing so costs no capacitor, I have no idea how this is possible, but in eve it is...


Your capacitor isn't the only source of energy aboard your ship; in fact the Capacitor isn't a source at all but rather a storage system which collects a portion of your fusion reactor's output to allow bursts of usable energy far beyond the reactor's normal capacity.
Passive shield recharge is a process which does not require high energy bursts and therefore does not rely on the capacitor but on the direct reactor output.


Mr Kingston wrote:
Armor tanking uses energy to repair dmg, this makes sense to me. IMO increasing the regen/hp of a shield, should take capacitor, as you have to put huge amounts of energy to do so, but eve doesn't work that way so we are going to ignore it, because we have to...


Using a shield booster to provide a rapid infusion to the shields of a ship does require capacitor - rather than allowing the emitters to catch up by themselves you're diverting power directly to the shields. That is not to say that the shields do not normally require power (see above).


With regard to potential fixes:
The speed issue, the suggestions that Gallente should be Dragsters or Land Speed Record cars compared to the Minmatar's Formula 1 (acceleration and top speed compared to the Minmatar's agility) appeal to me - though I'm aware that they don't appeal to others and I realize that it is not a fix for armour tanking but rather a fix for a perceived issue with the "Gallente Playstyle".
That is a consideration however. The speed/agility penalty of armour (both plates and rigs) is not a vast concern for most Amarr ships as their weapon systems will often still bear on targets which they cannot catch (due to either the relatively high tracking of beam lasers or the relatively long range of pulse lasers (Not of Scorch because that is not the longest range pulse laser munition, although the difference in damage is vast relative to the comparable T1 ammunition). Amarr vessels are therefore less hampered by the penalties though they would also gain little by the shift of penalties to another stat.

There are arguments for the transfer of passive shield recharge to armour; the first is that shield is theoretically the fast regen, high cap-use tanking layer while armour is the slower but more cap-efficient layer and that that suits the passive regen concept better; the second is that, while a shield emitter may work in a number of different ways, armour repair is stated to work through the use of nano-assemblers, which would have to pumped to the site of the damage and therefore would be present in the system constantly – their presence would slowly rebuild minor armour damage regardless of the pilots wishes, while it should be a relatively simple matter for a capsuleer to turn off their shields entirely (though it might require considerable safety overrides).

My primary concern with armour systems however is the sheer time it takes to make combat repairs – the cycle time of the repair modules. Although it's easy enough to suggest moving the repair to the start of the cycle or reducing the repair amount, cap use and cycle time I'm not going to, I don't want reps to be the same as shield boosters...

Instead I'd suggest giving anrmour reps an additional effect while they're active.
If each running rep gave a small, non-stacking resistance boost; ideally around 2% at activation and building to perhaps 10% for the last second or two of the cycle (10% is probably the sensible level, on a par with damage controls for example, but it would take some testing to find a level which would be worthwhile without being excessive) the long cycle would mean a little less anxiety if you're still in armour, as the bumped resists make you a little harder to chew through but still allow the outright panic as you watch structure drop by huge great fistfulls between each tiny sliver of recovered armour...

Another thought would be to make the effect of the rep a +Armour rather than a heal - perhaps with a duration of 3 cycles or so if it's greater than your normal max armour - an abalative layer which gives just a few more HP to allow you to close (or survive alpha or whatever else...).
Jerick Ludhowe
Internet Tuff Guys
#63 - 2012-11-22 14:45:48 UTC
I'd say that the balance between shield and armor buffer tanks is pretty much spot on. Shield ships forgo tackle, resistances, and overall ehp for an advantage in dps, range, and mobility. Armor buffer ships obviously favor the inverse most specifically focused on higher resistance values and better "fleet level tanks" due to higher resistances. The disadvantages of the corresponding rigs I think is spot on at the moment as well. Trimarks and armor resistance rigs should retain their speed pen, just as Field extenders and shield resistance rigs should retain their sig pen.

The major issue between the two types of tanking comes down to the active niche, which unfortunately will always be a niche do to the scaling nature of buffer/resistance tanks in larger fleet that include logistic ships. In their current form there is no question that active shield tanking has a very significant advantage in comparison to active armor tanking which has also (despite what some may say) been present long before the introduction of the much loathed asb module. Thankfully the ASB (specifically xl-asb) will be receiving significant nerfs in the retribution xpack at the very least making them more balanced in comparison to other active shield tanking options. While I feel this is most certainly an overall improvement it does not address one of the major issues which is the imbalance in overall effectiveness between resistance and active tanking bonuses present on ships. For further discussion on this specific topic I'd like to forward this thread https://forums.eveonline.com/default.aspx?g=posts&t=169936 rather than just rehash what has been said.

The other major issues come from the lack of balance in the armor vs shield repper/booster modules independent of the ships they are attached to. I strongly believe that these modules should effective w/o requiring a ship with an active or even resistance bonuses which outside of very specific ships (some afs, faction BS, some hacs) is simply not the case. First and foremost I think a detailed analysis of the imbalance between faction/DS armor and shield reppers/boosters need to be done. A quick look through of these modules simply shows that the increase in tank between armor and shield as meta level increases is simply not proportional, significantly improving the relative strength of shield boosters compared to armor reppers in this comparison. The solution is to either give the armor reppers a distinct separate advantage or to simply level the playing field by buffing high meta level armor reppers to allow their hp/s to scale at an equal level that shield boosters do.

Second, a highly detailed look into fitting requirements of specifically medium and large armor reppers needs to be done to allow for these modules to be more easily fit onto ships intent on using them. At the moment the pg requirement, as well as slot requirement (2-3 for bcs, 2 for bs) commonly outweighs the benefits especially when compared to shield boosters and passive/buffer tanking modules. The total slot amount I do not see being reduced, however the overall effectiveness that utilizing these slots for said tanking modules I strongly believe is out of wack. There are just too many compromises that must be made to field even a modest active armor tank. These compromises are lower dps, lower speed, and massive cap issues only solved by the use of even more slots. The shared pen between ehp and active rigs is also and issue very commonly touched upon by the community. I think at this point it is more or less undeniable that the speed pen on active armor rigs needs to be swapped for something that makes the small scale niche of these type of ships less effected.

In the end what's needed is a balancing of the progressing of high meta level shield and armor reppers/boosters along with most probably a reduction in cap usage/fitting of armor reppers (medium, and large) as well as a change to active tanking rig penalties. I believe that with the the proposed change from 7.5% to 10% (or more) per level to rep amount on active bonused ships we may finally see a more balanced eve, something that has been needed for many many years and seems to be a heavy focus point of the modern ccp.
turmajin
The Scope
Gallente Federation
#64 - 2012-11-26 16:10:01 UTC  |  Edited by: turmajin
Jacob Holland Wrote
Your capacitor isn't the only source of energy aboard your ship; in fact the Capacitor isn't a source at all but rather a storage system which collects a portion of your fusion reactor's output to allow bursts of usable energy far beyond the reactor's normal capacity.
Passive shield recharge is a process which does not require high energy bursts and therefore does not rely on the capacitor but on the direct reactor output.

Im afraid your wrong ,the capacitor is where your excess energy is stored after the reactor ,has other tasks like ppropulsion,your standard shield ,life support sensors ,your copmputers ect. and a myrid other things needed for you to fly in space If you could use energy direct from your reactor,as you suggest .YOU WOULD BLOW UP as it would overwhelm your power grid .also there wouldnt be any power grid fitting issues ,as youd just take energy direct from the the reactor for bigger weapons ect Mr Kingstons [points are vaild ,shield tanking is using energy to offset DPS yet has no or little capacitor cost and thats wrong,it should its basic physics after all.
Perihelion Olenard
#65 - 2012-11-27 22:16:19 UTC  |  Edited by: Perihelion Olenard
Jerick Ludhowe wrote:
In the end what's needed is a balancing of the progressing of high meta level shield and armor reppers/boosters along with most probably a reduction in cap usage/fitting of armor reppers (medium, and large) as well as a change to active tanking rig penalties. I believe that with the the proposed change from 7.5% to 10% (or more) per level to rep amount on active bonused ships we may finally see a more balanced eve, something that has been needed for many many years and seems to be a heavy focus point of the modern ccp.


I don't think increasing the bonus armor repairing a ship gives is quite the right solution. Ideally, you'd also want to give active armor tanking to non-repair bonus ships as a viable option once again. I think a better solution would be to increase the base repair amount for armor repairers by maybe an extra 25%, 33%, or even 50% and increase the PG requirements some. Instead of three armor repairers for a decent tank you'd need only two and would free up a low slot for a damage or resistance module.

Concerning the speed penalty of rigs and plates, I think it should no longer should have such a drastic penalty. It would probably be better to reduce agility. It should take a little longer to accelerate, but your top speed won't be affected.

Frankly, I always thought the signature penalty of shield rigs and shield extenders were a joke since a MWD causes your signature radius to become obese whether you have shield rigs and extenders or not. Perhaps shield rigs and extenders need an actual drawback.
Cpt Branko
The Scope
Gallente Federation
#66 - 2012-11-28 09:35:35 UTC
Shield buffer vs armour buffer is almost (but not quite) balanced.

The issue is largely fitting - the buffer armour tanks lose DPS (by fitting lower tier guns) and often cannot fit LR guns for a small or often nonexistent EHP advantage; and that is on ships which have slot layouts like 4/6 which have enough lows for damage mods and a tank.

Examples:
New Hurricane with new 720mm II and LSE / invuln / DC / 3x extender tank: 53613 EHP, fits with RCU II (or ACR + 5% grid implant)
New Hurricane with new 720mm II and 800mm RT / EANM / DC / 3x trimark tank: 49443 EHP, fits only with RCU II + 5% grid implant
(note: the reduction in artillery fitting requirements does not cover the reduction in PG, since you currently can fit 720mm/LSE/ACR combination without a grid implant)

New Rupture with new 720mm II and LSE / invuln / DC / 2x extender tank + ACR: 25405 EHP
New Rupture with new 720mm II and 800mm RT / EANM / DC / 2x trimark tank + ACR: 22626 EHP, would require a 6% grid implant to fit (!)

New Thorax with Ion Blaster II and 800mm RT / EANM / DC / 3x trimark tank: 23771 EHP
New Thorax with 2x Neutron Blaster II and 3x Ion Blaster II and LSE / invuln / DC / 3x extender tank: 26396 EHP

Harbinger with New Heavy Pulse II and LSE / invuln / DC / 3x extender tank : 55320 EHP
Harbinger with New Heavy Pulse II and 800mm RT / EANM / DC / 3x trimark tank: 55017 EHP

New Vexor with Heavy Neutron Blaster II and LSE / invuln / DC / 3x extender tank: 28050 EHP (requires co-processor to fit)
New Vexor with Heavy Neutron Blaster II and 800mm RT / EANM / DC / 3x trimark tank: 26531 EHP (requires ACR / 3% grid implant to fit)

For all these ships, we can't say that they get "more EHP / resists for less DPS", because they don't - the EHP of 800mm RT fits is generally lower then the EHP of LSE fits, yet shield fits have less fitting issues as a rule. Tuning down the fitting requirements of some (not all) plates would significantly improve balance.

Armour tanks do have the option of fitting oversized plates, but that has significant tradeoffs in DPS and range (and comes with de-facto impossibility of fitting LR guns) to balance it out, which shield buffer tanks do not, however comparing "same-size" shield buffer vs armour tank, shield is superior.
Cpt Branko
The Scope
Gallente Federation
#67 - 2012-11-28 10:02:33 UTC
As for active tanks, active armour is simply too slot intensive - to make a "passable" active armour tank 5 lowslots + 1 midslot + 3 rigslots are required, which leads to very anemic damage output on ships which have less then 7 lowslots by virtue of having only one damage mod.

A slightly inferior (or not, in case of oversized booster) active shield tank can be made with 3 midslots / 1 lowslot / 3 rigslots.

Add on top of that huge fitting requirements, and it's quite clear why people, even in solo / very small gangs (where an active tank makes sense hypothetically) rarely if ever opt for active armour tank. It's not an issue of low tanked amount; tanked amount, especially with various boosters/etc is sufficient to justify fitting an armour tank over a buffer tank in low DPS situations. However due to slot and fitting (and rig penalties, as well) requirements, the actual combat utility (by which I mean largely DPS) of such ships is simply too low for them to be viable on TQ.

Boosting tank amounts is more of a direct nerf to viability of solo / very small gang in the first place, which is counterproductive since active tanks are meant to be used in such situations. A carefully designed solution which is not conductive to overtanking but frees up a slot and fitting (eg; two in one repairer which prevents simultaneous activation of another repairer, and active repair rigs having a less harsh penalty) would go a long way towards making active armour actually viable in small scale situations.
Gangname Style
Doomheim
#68 - 2012-11-28 16:44:00 UTC
Rofl.

Anybody that thinks one type of tanking is overpowered is bad.

Anything that thinks both tanking types should have the same properties / implant bonuses is bad.
Perihelion Olenard
#69 - 2012-11-28 23:28:14 UTC  |  Edited by: Perihelion Olenard
Gangname Style wrote:
Rofl.

Anybody that thinks one type of tanking is overpowered is bad.

Anything that thinks both tanking types should have the same properties / implant bonuses is bad.

Bad troll attempt. Pretty much all your latest posts are very short and don't contribute at all.
Jerick Ludhowe
Internet Tuff Guys
#70 - 2012-11-28 23:41:58 UTC  |  Edited by: Jerick Ludhowe
Perihelion Olenard wrote:


I don't think increasing the bonus armor repairing a ship gives is quite the right solution. Ideally, you'd also want to give active armor tanking to non-repair bonus ships as a viable option once again. I think a better solution would be to increase the base repair amount for armor repairers by maybe an extra 25%, 33%, or even 50% and increase the PG requirements some. Instead of three armor repairers for a decent tank you'd need only two and would free up a low slot for a damage or resistance module.



This does not address the imbalance between rep bonus and resistance bonuses ships at all though. Currently there is less than a 3% difference in active tank between a ship with 25% resistance (lvl 5 ship skill) and 37.5% rep amount (lvl 5 ship skill) in favor of the active bonus. If you ignore this then we are right back at square one with resistance ships being plain better... Increasing rep amount is the only reasonable way to make the bonus at all viable in comparison.
Perihelion Olenard
#71 - 2012-11-28 23:58:45 UTC  |  Edited by: Perihelion Olenard
Jerick Ludhowe wrote:
This does not address the imbalance between rep bonus and resistance bonuses ships at all though. Currently there is less than a 3% difference in active tank between a ship with 25% resistance (lvl 5 ship skill) and 37.5% rep amount (lvl 5 ship skill) in favor of the active bonus. If you ignore this then we are right back at square one with resistance ships being plain better... Increasing rep amount is the only reasonable way to make the bonus at all viable in comparison.


Yes, that it true. You're talking about amarr and caldari ships. Generally, they have more mass, are built towards being defensive, and aren't as maneuverable as gallente and minmatar. It's generally more difficult for them to pick their fights because of it. It's just my opinion that they need the extra defense to justify it.
Jerick Ludhowe
Internet Tuff Guys
#72 - 2012-11-29 00:11:01 UTC
Perihelion Olenard wrote:

Yes, that it true. You're talking about amarr and caldari ships. Generally, they have more mass, are built towards being defensive, and aren't as maneuverable as gallente and minmatar. It's generally more difficult for them to pick their fights because of it. It's just my opinion that they need the extra defense to justify it.


And this is why we see so many ships with 7.5% armor rep bonus per level being used in pvpRoll I know I'm being a bit facetious but I don't know how else to really get the point across.
Perihelion Olenard
#73 - 2012-11-29 00:16:01 UTC  |  Edited by: Perihelion Olenard
The reason you don't see many people using that 7.5% repairer bonus anymore is because the repairers have become bad over time. Minmatar is certainly putting their 7.5% shield boost bonus to good use.
Paikis
Vapour Holdings
#74 - 2012-11-29 00:18:52 UTC
Perihelion Olenard wrote:
The reason you don't see many people using that 7.5% repairer bonus anymore is because the repairers have become bad. Minmatar is certainly putting their 7.5% shield boost bonus to good use.


Confirming that tripple-rep Myrmidons are not actually a thing. I also never see dual-rep Hyperions flying around low sec either.
Perihelion Olenard
#75 - 2012-11-29 00:25:31 UTC  |  Edited by: Perihelion Olenard
Paikis wrote:
Perihelion Olenard wrote:
The reason you don't see many people using that 7.5% repairer bonus anymore is because the repairers have become bad. Minmatar is certainly putting their 7.5% shield boost bonus to good use.


Confirming that tripple-rep Myrmidons are not actually a thing. I also never see dual-rep Hyperions flying around low sec either.

Confirming that ASB/LSE myrmidons with insane damage and tank are not a thing. Also never see ASB hyperions doing crazy damage and tanking just as much as an armor hyperion. Say nothing of the LSE brutix doing 1200 DPS with 50k EHP.

Enough with the sarcasm.
Fon Revedhort
Monks of War
#76 - 2012-11-29 00:31:15 UTC
Jerick Ludhowe wrote:
The other major issues come from the lack of balance in the armor vs shield repper/booster modules independent of the ships they are attached to. I strongly believe that these modules should effective w/o requiring a ship with an active or even resistance bonuses which outside of very specific ships (some afs, faction BS, some hacs) is simply not the case. First and foremost I think a detailed analysis of the imbalance between faction/DS armor and shield reppers/boosters need to be done. A quick look through of these modules simply shows that the increase in tank between armor and shield as meta level increases is simply not proportional, significantly improving the relative strength of shield boosters compared to armor reppers in this comparison. The solution is to either give the armor reppers a distinct separate advantage or to simply level the playing field by buffing high meta level armor reppers to allow their hp/s to scale at an equal level that shield boosters do.

Yeah, like mobility or sensor strength or EW resistance in general - basically, just any little thing a small-scale PvPer lacks.

Sadly, this idea is way too progressive for folks like CCP.

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

Paikis
Vapour Holdings
#77 - 2012-11-29 00:36:07 UTC
Perihelion Olenard wrote:
Do you see the problem with armor, now?


Nope. I fly both armor and shield ships with about equal skills. You're only seeing the part of the picture you want to see.

Armour and shield tanking are both good for different things. I think they should tone down the penalties on rigs, but otherwise things are fine.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#78 - 2012-11-29 00:38:32 UTC
turmajin wrote:

Im afraid your wrong ,the capacitor is where your excess energy is stored after the reactor ,has other tasks like ppropulsion,your standard shield ,life support sensors ,your copmputers ect. and a myrid other things needed for you to fly in space If you could use energy direct from your reactor,as you suggest .YOU WOULD BLOW UP as it would overwhelm your power grid .also there wouldnt be any power grid fitting issues ,as youd just take energy direct from the the reactor for bigger weapons ect Mr Kingstons [points are vaild ,shield tanking is using energy to offset DPS yet has no or little capacitor cost and thats wrong,it should its basic physics after all.

Why would using power from the ship's reactor to power the shield be any more catastrophic than using that same power to refill the capacitor? If you simply view shields as a second "capacitor" reserved purely for defense on top of physical defensive layers it makes perfect sense. Just as spare energy refills the capacitor it also passively refill the shields, a process which can be proportionally modified by modules.
Jerick Ludhowe
Internet Tuff Guys
#79 - 2012-11-29 00:43:02 UTC
Paikis wrote:
Perihelion Olenard wrote:
The reason you don't see many people using that 7.5% repairer bonus anymore is because the repairers have become bad. Minmatar is certainly putting their 7.5% shield boost bonus to good use.


Confirming that tripple-rep Myrmidons are not actually a thing. I also never see dual-rep Hyperions flying around low sec either.


Tripple rep myrmidons are good at tanking maybe 2 BCs max and do wet noodle dmg in comparison. Dual rep Hyperions, while effective against another BS 1v1 DIAF super fast when dps fielded is 1700+ or more as well as doing far less dps than a mega while having an even smaller fighting envelope. Add nuets into the mix and yeah, both may as well not even be present.


Jacob Holland
Weyland-Vulcan Industries
#80 - 2012-11-29 13:43:37 UTC
turmajin wrote:
Im afraid your wrong ,the capacitor is where your excess energy is stored after the reactor ,has other tasks like ppropulsion,your standard shield ,life support sensors ,your copmputers ect. and a myrid other things needed for you to fly in space


The basic systems of your ship, if driven by your capacitor alone, would fail if no energy was stored in your capacitor to fuel them - while not as severe as blowing up every time you receive the message "Your capacitor is empty" the design flaw is almost as clear.
Your reactor feeds your ship's primary systems; shields, life support, AG...etc, which have an (effectively) constant draw. It also powers the modules attached to the ship, providing a certain, fixed, maximum draw of 'x'MWs. Finally it feeds the Capacitor which feeds the highest power circuits in your vessel, circuits which require giga Joules of energy every few seconds (a T1 XL Shield booster, without skills, draws 400 GJ every 5 seconds, that's 80 giga Watts IIRC)...

turmajin wrote:
If you could use energy direct from your reactor,as you suggest .YOU WOULD BLOW UP as it would overwhelm your power grid .also there wouldnt be any power grid fitting issues ,as youd just take energy direct from the the reactor for bigger weapons ect Mr Kingstons [points are vaild ,shield tanking is using energy to offset DPS yet has no or little capacitor cost and thats wrong,it should its basic physics after all.


I'm not sure where you're getting your "basic physics" but I don't think they're the same basic physics as the rest of the universe uses...