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Why do Armor Plates and Armor Rigs Affect Speed?

Author
Taoist Dragon
Okata Syndicate
#21 - 2012-11-28 22:04:29 UTC
This topic again.Roll

simple

Shield allows for more speed and damage mods.

Armour allows for more ewar/tackle.

Shields have pretty specific resists and generally easier to 'beat' by selecting the right damage types. Armour general have higher average resists so can be 'tanked' more.

FFS each have their uses and issues. Shield is super FOTM with ASB's but these are being modified.

TBH most of the arguments for either shield or armour only really apply to some specific ship hulls and even then it is very situational.

Might as well argue the brawling v kiting crap again.

FOTM fits and doctrines appear generally because people find a new/differnt way to fly and the general population don't know how to counter it.

On occasion it is an issue with a specifi module/ship/rig and these get changed for better balance.

Adapt of die!

That is the Way, the Tao.

Balance is everything.

Fon Revedhort
Monks of War
#22 - 2012-11-28 22:10:09 UTC  |  Edited by: Fon Revedhort
Thomas Gore wrote:
Sister Lumi wrote:
Plates affect speed because they are low slot so you can't fit damage mods, and shield extenders don't have any penalty. Really quite logical when you think about it.





Increased sig radius is not a penalty?

Not a real one. The thing is, instead of this semi-penalty Shield extenders should increase mass just like plates. Same for rigs. "EHP vs. mobility" is a fundamental game design concept to be kept intact.

And before tards jump in and cry about 'making tanking essentially the same' - ALL guns and launchers have a drawback of consuming your CPU and grid. Somehow they are not the same.

Also, this:
Maeltstome wrote:
Trimarks SHOULD brick ships. The idea you are getting massive boosts to EHP at the expense of mobility.

Howerver active armor tanking is broken. It should NOT effect your speed - you already are punished by higher cap per second by using those rigs. Not to mention they are woefully bad at HP/sec repairs, even with ship bonuses.

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

Sigras
Conglomo
#23 - 2012-11-28 22:58:01 UTC  |  Edited by: Sigras
Taoist Dragon wrote:
Shield allows for more speed and damage mods.

Armour allows for more ewar/tackle.

Shields have pretty specific resists and generally easier to 'beat' by selecting the right damage types. Armour general have higher average resists so can be 'tanked' more.

FFS each have their uses and issues. Shield is super FOTM with ASB's but these are being modified.

you realize that shield is super FOTM for a reason right?

I understand the difference between armor and shield, what im saying is that theyre the wrong differences.

Quite literally the faster ships just have to set "keep at range" and press F1

Taoist Dragon wrote:
TBH most of the arguments for either shield or armour only really apply to some specific ship hulls and even then it is very situational.

Please show me an armor blaster ship that can kill a vagabond or a cynabal or even a well flown hurricane . . . yes we would rip them in two if we could reach them but we just cant get there
Taoist Dragon
Okata Syndicate
#24 - 2012-11-28 23:12:49 UTC
Sigras wrote:

Quite literally the faster ships just have to set "keep at range" and press F1

Taoist Dragon wrote:
TBH most of the arguments for either shield or armour only really apply to some specific ship hulls and even then it is very situational.

Please show me an armor blaster ship that can kill a vagabond or a cynabal or even a well flown hurricane . . . yes we would rip them in two if we could reach them but we just cant get there



Once again most of these are completely situational.

I have caught mwd'ing kity fags in my slow AB brawlers before.

Balance doesn't mean homogenisation of the ships or modules......

Kitey stuff should be able to keep at range and kill you with a thousand cuts....unless you can tank his damage or just keep him interested long enough for friends to land on him.

The same if said kitey gets caught the brawler should be able to chew him a new one very quickly.......

True your armour blaster will have a hard time catching said vaga/cyna's etc......well guess what? you have the wrong tool for the job and/or the wrong tactics. Working as intented as far as i'm concerned.

This is what give EVE it's depth change it so there is too much the same and it loses that depth very very quickly.

You want to be able to catch/kill/brawl any other ship in anything you fly? Go play something else as if that happened EVE would be much worse off and become as boring as any FPS shooter out there.

I seriously wish ppl would just stop complaining about this **** and let CCP do their job and work on balance not pandering to those who want homogenisation cos they don't want to work at figuring stuff out and trying new ****!!

That is the Way, the Tao.

Balance is everything.

Solutio Letum
The Scope
Gallente Federation
#25 - 2012-11-28 23:30:51 UTC
should ships not go faster and faster until they reach the 99.9999999999999999% of the speed of ligth? i think thats the question here!

and the software guys reply, 64 bits*
we need me some more bits y.y!!
(and also some other server limitations)

fact is speed should not be the true difference...
Perihelion Olenard
#26 - 2012-11-28 23:42:18 UTC
Solutio Letum wrote:
should ships not go faster and faster until they reach the 99.9999999999999999% of the speed of ligth? i think thats the question here!

and the software guys reply, 64 bits*
we need me some more bits y.y!!
(and also some other server limitations)

fact is speed should not be the true difference...

In our universe, yes. However, in the Eve universe, there appears to be some kind of ether in space that prevents that. It also slows your ship down after you turn engines off.
Jerick Ludhowe
Internet Tuff Guys
#27 - 2012-11-28 23:54:53 UTC  |  Edited by: Jerick Ludhowe
Plates add speed pen because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea.
Taoist Dragon
Okata Syndicate
#28 - 2012-11-29 00:32:41 UTC
Jerick Ludhowe wrote:
Plates add speed because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea.


^^ this

IMHO I think the speed penatly is fine for plates and additons to amaour amount as in trimarks etc etc. Aux nano pumps could do with maybe -% (5% base say) cap regen or PG as these are obviously powered units. Resistance increases probably the same......

Just brainstorming....might have to go post on F&I forum shortly....

That is the Way, the Tao.

Balance is everything.

To mare
Advanced Technology
#29 - 2012-11-29 06:26:54 UTC
Sigras wrote:
Meditril wrote:
The answer is simple: It is done for balance.

Shield extenders raise the signature of ships and this also rises the damage recieved due to better tracking.
Armor plates speed reduction at the end also affects tracking. If you are slower, you can't avoid damage that good.

Without this armor tanking would be completely overpowered.

The problem is that speed affects so many other things!

Larger Sig Radius means:
You take more damage
you get targeted faster (might actually be a good thing if you have blue logistics on the field)

Slower Speed means:
You take more damage
Your retreat is slower
You cant dictate range
Your tackle is worse


See the problem?


most of the armor tank ship have mids left for tackle, yes they are slower but once you are in the 13km area its their game (getting there might be a problem tough). armor ship have average better EHP tanks than shield due to better resist on armor (10% racial) and 1600 plates gives double the HP of a LSE, im not saying the 2 things are balanced but armor tank its not so bad i would really like to see the speed penalty changed with something else at least on active armor tanking rigs.

ps armor was quite a bit more popular back in the days when scarmblers didnt shut down MWD because now you can almost have a web an a disruptor in the same slot, ASB was thelast thing that made armor tanks not popular.
Sigras
Conglomo
#30 - 2012-11-29 09:24:47 UTC
Taoist Dragon wrote:
Jerick Ludhowe wrote:
Plates add speed because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea.


^^ this

IMHO I think the speed penatly is fine for plates and additons to amaour amount as in trimarks etc etc. Aux nano pumps could do with maybe -% (5% base say) cap regen or PG as these are obviously powered units. Resistance increases probably the same......

Just brainstorming....might have to go post on F&I forum shortly....

wow . . . ok physics tells us that even in a fluid, unless you increase the volume of the object, changing its mass does not matter . . .

Picture a submarine, with a top speed of 35 km/hr now if you fill that submarine with lead (and the correct amount of air to maintain buoyancy) it would still have a top speed of 35 km/hr . . . yes it would accelerate to that speed slower but it would still get there . . .

Even in fluidic space, Eve physics dont make sense.

Now that being said, im not sure that either mechanic is great for game balance. If one ship has more speed and the other has more agility the speedy pilot basically has no say in the outcome of the battle; he's dependent on the agile pilot to make a mistake. neither of these are good solutions . . .
Astald Ohtar
Royal Amarr Institute
Amarr Empire
#31 - 2012-11-29 16:48:03 UTC
Most heavy fleets in large null sec engagement BS and above are Armor fleets . yeah it is broken Lol
Riedle
Brutor Tribe
Minmatar Republic
#32 - 2012-11-29 18:18:17 UTC
Sister Lumi wrote:
Plates affect speed because they are low slot so you can't fit damage mods, and shield extenders don't have any penalty. Really quite logical when you think about it.





Shield extenders makes your sig radius larger.
Lost Greybeard
Drunken Yordles
#33 - 2012-11-29 18:20:33 UTC
Sigras wrote:
perhaps we're in some sort of fluidic space or something?


If you really need an explanation, here's how the phlebotenum works:

In-system jump drives, i.e. the warp that allows you to zip from planet to planet in less than a moment, works by changing how your ship interacts with gravity. When you activate it, it "tilts" your inertial reference frame, causing you to zip through space several times faster than the speed of light without actually, from the point of view of classical physics, accelerating at all.

The downside of this is that, when no power is being applied, the jump drive device naturally works to coverride the normal effect of gravity in favor of a zero potential gradient, essentially "anchoring" you to the local gravitational field and, by extension, the inertial reference frame of the nearest/largest gravitational bodies. This means that, unless you're applying an external force (from a reactive-mass engine like an AB or the smaller, more flexible MWD) then the in-system warp will slow your ship to a "stop" relative to the nearest planet or, if you're far enough out, to the rotation of the accretion disc in general.

Since every ship has the same technology for in-system warp installed (it was a federation invention before the civil war that was sold to Amarr and from there stole by the Minmatar), from the perspective of an individual pilot you will slow and stop in the same reference frame as other ships in space, and if you're "going fast" relative to that reference frame the drive is going to increasingly cancel out your ability to accelerate further by exerting a restoring force.

Since the restoring force of an offline drive is by necessity proportional to a ship's mass, increasing that mass is going to increase the scaling of the restoring force necessary for the drive to work in the first place, and thus decrease how fast you can effectively go with a given set of secondary propulsion.

Ta-fricking-da.
Cage Man
Fusion Enterprises Ltd
Pandemic Horde
#34 - 2012-11-29 18:51:56 UTC
Arcaus Rotrau Romali wrote:
Relativistic mass.


NO mass in space.. which I believe is where I at least fly my ships. Maybe make the penalty an acceleration one if anything had to change. And some people just can't kite, like me, so I am happy to have a "proper" excuse.
Fon Revedhort
Monks of War
#35 - 2012-11-29 19:34:46 UTC
Astald Ohtar wrote:
Most heavy fleets in large null sec engagement BS and above are Armor fleets . yeah it is broken Lol

No-brainy ship/tank picking depending on engagement scale is not balance.

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

Taoist Dragon
Okata Syndicate
#36 - 2012-11-29 20:51:20 UTC  |  Edited by: Taoist Dragon
Sigras wrote:
Taoist Dragon wrote:
Jerick Ludhowe wrote:
Plates add speed because you're adding hundreds upon hundreds of mm of heavy ass armor to your ship which increases mass. Trimark rigs? Same thing. As for rep amount and resistance rigs, I have no ******* idea.


^^ this

IMHO I think the speed penatly is fine for plates and additons to amaour amount as in trimarks etc etc. Aux nano pumps could do with maybe -% (5% base say) cap regen or PG as these are obviously powered units. Resistance increases probably the same......

Just brainstorming....might have to go post on F&I forum shortly....

wow . . . ok physics tells us that even in a fluid, unless you increase the volume of the object, changing its mass does not matter . . .

Picture a submarine, with a top speed of 35 km/hr now if you fill that submarine with lead (and the correct amount of air to maintain buoyancy) it would still have a top speed of 35 km/hr . . . yes it would accelerate to that speed slower but it would still get there . . .

Even in fluidic space, Eve physics dont make sense.

Now that being said, im not sure that either mechanic is great for game balance. If one ship has more speed and the other has more agility the speedy pilot basically has no say in the outcome of the battle; he's dependent on the agile pilot to make a mistake. neither of these are good solutions . . .


LOL physics has SFA to do with a computer game Roll

But yes you are right the agility should be modified seeing as it is the stat used for acceleration which is the thing that is affected by increasing mass but not increasing thrust in both vacuum and liquid medium.

Hmmm keep the speed but modify the agility....I could get with that

As for speed v agility it not so clear cut....if one has vastly greater speed then the other would require vastly greater agility to close the gap. If i go 500 m/s in a frig that can align in 4 s and i'm fighting something that goes 5km/s that can align in 4.5s i'm not gonna catch him....(unless I bounce around things but in clear space and a watchfull pilot....not going to happen.

Basically one does not cancel the other but the differences has to be measured and somewhat equal to have the desired effects

That is the Way, the Tao.

Balance is everything.

Inkarr Hashur
Skyline Federation
#37 - 2012-11-29 21:17:29 UTC
Lost Greybeard wrote:
Sigras wrote:
perhaps we're in some sort of fluidic space or something?


If you really need an explanation, here's how the phlebotenum works:

In-system jump drives, i.e. the warp that allows you to zip from planet to planet in less than a moment, works by changing how your ship interacts with gravity. When you activate it, it "tilts" your inertial reference frame, causing you to zip through space several times faster than the speed of light without actually, from the point of view of classical physics, accelerating at all.

The downside of this is that, when no power is being applied, the jump drive device naturally works to coverride the normal effect of gravity in favor of a zero potential gradient, essentially "anchoring" you to the local gravitational field and, by extension, the inertial reference frame of the nearest/largest gravitational bodies. This means that, unless you're applying an external force (from a reactive-mass engine like an AB or the smaller, more flexible MWD) then the in-system warp will slow your ship to a "stop" relative to the nearest planet or, if you're far enough out, to the rotation of the accretion disc in general.

Since every ship has the same technology for in-system warp installed (it was a federation invention before the civil war that was sold to Amarr and from there stole by the Minmatar), from the perspective of an individual pilot you will slow and stop in the same reference frame as other ships in space, and if you're "going fast" relative to that reference frame the drive is going to increasingly cancel out your ability to accelerate further by exerting a restoring force.

Since the restoring force of an offline drive is by necessity proportional to a ship's mass, increasing that mass is going to increase the scaling of the restoring force necessary for the drive to work in the first place, and thus decrease how fast you can effectively go with a given set of secondary propulsion.

Ta-fricking-da.


I love this alternate universe physics explanation, did you pull that from EVE lore or make it up yourself?
Lost Greybeard
Drunken Yordles
#38 - 2012-11-30 01:10:54 UTC
Inkarr Hashur wrote:

I love this alternate universe physics explanation, did you pull that from EVE lore or make it up yourself?


I read the alternate physics story they wrote, then added stuff to make the math analogous to basic fluid dynamics despite not really having a fluid. Basically didn't stop until I could read it without putting my face in my palm and taking an aspirin.

But the acceleration math is directly analogous to drag but scales with mass instead of cross-sectional area, so feel free to make your own, if the physics fits those restrictions you can kinda take your pick. I like mine because it also makes the inter-system warp drive explanation less... I don't want to say stupid, but I can't think of another word than stupid. While still technically consistent with the lore for the most part.

(I also put enough work into it that I whip it out as frequently as possible, if you can't tell.)
Inkarr Hashur
Skyline Federation
#39 - 2012-11-30 02:34:26 UTC
Lost Greybeard wrote:
Inkarr Hashur wrote:

I love this alternate universe physics explanation, did you pull that from EVE lore or make it up yourself?


I read the alternate physics story they wrote, then added stuff to make the math analogous to basic fluid dynamics despite not really having a fluid. Basically didn't stop until I could read it without putting my face in my palm and taking an aspirin.

But the acceleration math is directly analogous to drag but scales with mass instead of cross-sectional area, so feel free to make your own, if the physics fits those restrictions you can kinda take your pick. I like mine because it also makes the inter-system warp drive explanation less... I don't want to say stupid, but I can't think of another word than stupid. While still technically consistent with the lore for the most part.

(I also put enough work into it that I whip it out as frequently as possible, if you can't tell.)


It makes sense that mass matters with this kind of drag while cross-sectional area doesn't. Because if the opposite were true, all the ships would have to be designed to be streamlined. Sort of like being aerodynamic. Except there's no air. So I don't know what the correct term would be in that case.

Anyway, the drag isn't created by an actual fluid, but by the ether, so drag scales with mass I guess. Or whatever.
fukier
Gallente Federation
#40 - 2012-11-30 03:13:07 UTC
e=mc2?
At the end of the game both the pawn and the Queen go in the same box.
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