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Shield tanking vs Armor tanking (fixs?)

Author
Spencer Owl
Viziam
Amarr Empire
#81 - 2012-11-29 22:59:04 UTC
Without having the time to read the book that is this thread. My thoughts are as follows:

- The Drake is the only BC that can tank a C3 anom. While it can't reach the level of any T3 in DPS it's still respectable. I've heard of considerations in removing the 5% resist bonus per lvl and I think that would level the playing field.
- The Scorpian can have the largest passive tank of any ship in EVE. Last I checked it ranged at about 1200 DPS tank. Granted that's with faction mods, fleet boosts, and all lvl 5 skills. 1200 DPS tank is INSANE!

- Amarr and Gallente ships that are armor tanked have some of the best EHP available in game (Proteus?). That said when you can increase your overall resists higher than most shield shipps. If you know what you're doing in a fleet You know that resists trump buffer (unless you get strait alfa).
- Guardians, in general, seem to be the superior logistic ship.

Armor is slow but has staying power in fleet formations when logi is present.

Shield can kite but doesn't really have the ability to brawl like armor.

Just ask anyone what happens when you warp in, get double webbed by Lokis, Neuted by bhaalgorns/legions, and DPS from Abaddons/Armageddons/Legions/Proteus/Loki... the list goes on. Not to mention what armor Scorpions/tengu bring to the table.

Armor has a lot going for it in bigger fleets. It's just not there with smaller fleets.
Liang Nuren
No Salvation
Divine Damnation
#82 - 2012-11-29 23:18:18 UTC
Spencer Owl wrote:

- The Drake is the only BC that can tank a C3 anom. While it can't reach the level of any T3 in DPS it's still respectable. I've heard of considerations in removing the 5% resist bonus per lvl and I think that would level the playing field.


You can do it in the Ferox and Prophecy, as well as all the command ships.

Quote:

- The Scorpian can have the largest passive tank of any ship in EVE. Last I checked it ranged at about 1200 DPS tank. Granted that's with faction mods, fleet boosts, and all lvl 5 skills. 1200 DPS tank is INSANE!


Uhhhhhhh..... lol.

Quote:

- Guardians, in general, seem to be the superior logistic ship.


The Guardian is the only logistics ship that almost literally requires a buddy (or more). But yeah, I like it a lot when we actually roll armor fleet.

Quote:
Shield can kite but doesn't really have the ability to brawl like armor.


That's just wrong.

-Liang

I'm an idiot, don't mind me.

PaNtHeeRa
Brutor Tribe
Minmatar Republic
#83 - 2012-11-30 15:10:30 UTC  |  Edited by: PaNtHeeRa
Riot Girl wrote:
Shield tanking is very overpowered for a number of reasons.

It has a lot more skills associated with it which cover a wider range of improvements to the tanking style.
It can passive tank as if it were an an active tank while being immune to neuting and capacitor constraints.
Ancillary Shield Boosters.
Powerful Implants.

Taking a closer look at shield skills against armour skills. For shield tanking we have;

Shield Operation (Yes)
Shield Compensation (Yes)
Shield Management (Yes)
Shield Upgrades (Yes)
Tactical Shield Manipulation (Yes)
4x Resistance Shield Compensation skills (Yes)

Armour tanking;

Armor Resistance Phasing (No)
Hull Upgrades (Yes)
Mechanics (No)
Repair Systems (Yes)
4x Armor Resistance Compensation skills (Yes)

The compensation skills cancel eachother out (because they are the same for both schools of tanking), so that leaves you with 5 great skills for shields with 25 relevant skill boosts against only 10 relevant skill boosts for armour tanking. The modules themselves may compensate for a lot of the differences here, as well as the naturally superior armour resistances, but it's quite apparent that shield tanking is too powerful, especially when comparing passive tanked ships. The fact a Drake can permanently omni-tank 700DPS or more while being immune to neuts is a testament to that.


The problem with the skill arguement is... Resistance shield compensation skills are not required for PVP. Mechanics V is required as far as I remember but I havent trained it in years so I kinda take it for granted now.
Mund Richard
#84 - 2012-12-06 14:37:20 UTC
I hope this is the most recent tanking topic, else I'm lost.
Will also try to keep it from becoming a too long rant (pretty sure as I write this sentence that many will think I failed, and I probably will).

The modules themselves, and how they do it also affects things.
I'll come at it mainly from a PvE PoV, appologies to all die-hard PvP-ers, and also from BC/BS size.

Fitting Buffers (CPU/PG, health for T2 800, 1600, LSE):
800: 28/230 for 2400;
1600: 33/575 for 4800
LSE: 46/123 for 2625
The 1600 aside, LSE costs 64% more CPU, while the 800 costs 87% more armor.
However, for fitting mods (apart from rigs) you use lowslots, which conflicts armor tanking. Same lowslots could be used for damage/tracking mods obviously, but a fitting mod may also help fit the most grid-intense weapon system as well, yielding more range/dps. (Obviously shields loose at EWAR/tackle in return.)

Hardeners:
Specific active and passive hardeners are pretty much the same.
One odd thing that did strike me is how Navy/Pirate shield hardeners have the same % as T2, because...
Invulnerability Fields vs EANM:
As metalevel progresses, they each get more and more powerful.
Including Navy Invuln, which going from 30 to 37.5% gets a hefty +25% increase over T2, while the specific hardeners do not. Someone explain please?
Faction EANM on the other hands goes from (max skill) 25% to 28.125%, which, while still a nice +12.5%, is only half the buff. Again, not quite sure... Explanation?
Because you can be Neuted, your resists should be scaling only half as well? Ok, that does make sense, but only in PvP, and not for the specific navy shield hardeners.
If they are weak so you don't have OP EM resists for PvP, then Invulns don't make sense in return.

To anyone bringing up the inherit resistance bonus armor has over shields, this is the point where it gets turned over:
Taking a Caldari resist profile (since their 50/45/25/10 is closest to the 50/40/20/0 of shields, in decreasing order of resist):
Double CN Invuln: 277,8% total resists at 78,9%, 74,7%, 66,3%, 57,9%
Double TS EAMN: 253,3% total resists at 72,8%, 70,1%, 59,3%, 51,1% in order from highest to lowers.

Hmm, interesting, so shield resists catch up at higher meta levels.

Let's continue to active tanking modules!
Fitting, raw hp/sec and raw hp/cap
T2 XLSB: 230/550, 120 and 1,66
T2 LAR: 55/2300, 71,1 and 2.00
Shield booster costs ~4 times as much CPU, LAR costs ~4 times the powergrid. Interestingly, you cannot oversize armor repper, but you can the shields.
Before taking resists into account, shields heal faster, armor more cost efficient.
For omniresists though, the higher resists being inverted starts to lessen the cost efficience of armor.
ENTER THE GIST:
And this is where you can throw all your charts out on active tanking comparisons (comparing 4 X-types for sake of simplicity).
Shields have Pith and Gist deadspace variants, armor has Core and Corpus (and Centus that has Corpus stats so ignoring).
Compared to T2:
Core costs the same cap to activate, reps 40% more (for 99,5hp/sec and 2,8 hp/cap efficience)
Corpus costs +12,5% cap, reps 57,5% more (for 112hp/sec, 2,8 hp/cap efficience).
Gist: -49% cap cost, reps 12% more (for 168 hp/sec and 3,66 hp/cap efficience).
Pith: +0% cap, reps 40% more
So Core vs Corpus, efficience is the same, only the raw rep amount and cap drain changes.
Seems balanced.
Pith reps like a Core
Again totally balanced.
Gist reps better than T2 for half the cost, or 20% less than a Pith for 50% the cap. And it's fitting cost is also cheap.
Am I the only one who would love an armor repper that compares to it?

But armor has Auxuliary Nano Pumps!
+15/+20% armor rep for T1/T2, and -5% speed for each.
Shield Boost Amplifiers:
+36% to +45% shield boosts for no speed drawback, costing though mid slots and quite a bit of CPU (almost 1/3rd of a XLSB)

Carebears also like to fly internet spaceships for blowing stuff up, active tank their ships, don't mind pimping their shiny ships, and apparently, if using shield tanks, they can achieve a lot more for less slots invested, leaving more modules for PewPew.
Specially since in PvE, you don't need the many midslots for all the tackle and EWAR...

Conclusion:
HiSec bears are better off wish shields.

Logical Fallacy #0: Comparing apples to oranges
Rebuttal: True. The active tanking is though comparable, and for PvE, 3-4 lowslots are dedicated "by default" for damage mods, while for mids, you only take a prop (if at all), and perhaps EWAR/cap booster (a popular CNR fit popped to mind).

Logical Fallacy #1: I used omniresists instead of individuals, if looking at specific hardeners, at least one great pro is lost.
Rebuttal: The shinier the ship, the more likely a gank. A specific hardened ship is that much more vulnerable.
Counter-rebuttal: But if someone tries to blow you up, they will do it anyways.
aaand from here it goes downhill on how efficiently can one be killed, how viable neuting (invuln vs EAMN) is or ain't inside the 10-20 sec window Concorde shows up, ect...

Logical Fallacy #2: THIS IS SPARTAAA!!!!111 The game is not balanced around active tanking or [*snip*] carebears!
No Rebuttal here, but as far as I hear, even PvP is a bit shield favoring, not favoring active tanking at all apart from specific cases (ASB is it's own league for me) and maybe small-scale.

PS:
While on the topic of active tanking (shoulds someone want to bring up the Myrm, Cyclone(and T2 variants), or the tiericided/assault frigs, just a reminder on something mentioned here before, going more towards PvP:

7.5% repair bonus on a hull: 37.5% local rep bonus
5% resist bonus on a hull: 33% more bufer, 33% more remote repair EHP recieved, 33% more local repair (only 3% or so less than that of the 7.5% local rep bonus...)

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Paikis
Vapour Holdings
#85 - 2012-12-06 14:52:25 UTC
Wow, so many bad arguments in this thread since I was here last. Oh well.
Mund Richard
#86 - 2012-12-06 15:04:11 UTC  |  Edited by: Mund Richard
Paikis wrote:
Wow, so many bad arguments in this thread since I was here last. Oh well.

If that was aimed at me, I'm open for being taught in the errors of my ways.
Besides the part how I'm a carebear most of the time. Roll

One correction to my post above at the "armor has more resists than shields":
Even at T2 level (which is more relevant for PvP on all levels I'd imagine), with two invulns, a ship has more resists than two EAMNs (IF not neuted obviously, but any ship using cap for weapons as well has lost by then I imagine, unless so is the opponent).

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Paikis
Vapour Holdings
#87 - 2012-12-06 15:54:34 UTC
Mund Richard wrote:
Paikis wrote:
Wow, so many bad arguments in this thread since I was here last. Oh well.

If that was aimed at me, I'm open for being taught in the errors of my ways.

It was a general comment, but aimed partly at you. I'll go through (briefly, its 3am here) your post though and you can then tell me why I'm wrong.

1. Fitting buffers.
Largely irrelevant. plates cost more PG, extenders cost more CPU, but the ships they are intended to be used on generally have ample of what is needed to fit them. The only time you tend to need fitting mods is when you're fitting oversized mods.

2. Hardeners, Invul vs EANM.
I tend to think that cost shouldn't be used to balance but geeze, would you look at the LP difference between a CN invul and an IN EANM? 9,000 LP for the EANM and 180,000 for the invul. 2x EANMs is about 110mil ISK, 2x invuls is closer to 1 bil. Cost aside though, they have very similar fitting costs, and the invul can be neuted out and even if it isn't, it is still draining capacitor that could be used for something else. 3.3 cap/second doesn't sound like much, but it adds up.

3. Active tanking.
You compared the over sized XLSB to the LAR, your argument is invalid.
Deadspace reppers is a well known inconsistency.

4. Hi Sec bears are better off with shields.
Possibly. EWAR is still useful, even if you don't NEED it. And there are some people who wont fly a ship that isn't cap stable. Extra mids help a lot for that.

5. Logical fallacy #1
Fair enough

6. Logical Fallacy #2
The game is not balanced around PvE. Shield tanking is only "favoured" for PvP because people are risk averse. Talk to anyone who lives in a wormhole and they'll tell you armor is better because you will usually be fighting on a hole and will be tackled from the get go. Armor is much stronger in this situation. Armor fleets also get Bhaalgorns and Archons, two VERY powerful ships. Also a lot of people who live in wormholes will have slaves, which always work, where crystals are much less effective in fleet PvP due to buffer/logi tanking rather than local.

If you want to run away, shields are better. When it comes to getting stuck in, armor wins.

7. P.S active bonus vs resistance bonus
This tends to cover most of the posts in this thread. You are looking at ONE FACET of the ship and crying imbalance. You cannot do that, you have to take the ship as a whole. Maybe the ship with the resistance bonus doesn't have the capacitor or fittings to run an effective active tank? Maybe the ship with the repair bonus has extra cap to power the reps? Maybe it has a larger base armor amount to make up for the lower resists? Perhaps it has a second bonus to damage rather than capacitor use on guns?

The one-legged gladiator in the Colosseum appears to be hugely disadvantaged when that is all the information you have. But what if the other gladiator is blind? Or perhaps the one-legged gladiator has a gun? Different story then isn't it?

There are FAR too many variables in ship balancing for you to pull ONE bonus out and complain that it is imbalanced.
Mund Richard
#88 - 2012-12-06 18:14:39 UTC  |  Edited by: Mund Richard
@1: Fitting Buffers: Agreed.
Was a reply to someone somewhere, but for my own point it was irrelevant.

@2: Yes, the price difference is quite something, but as I've said, it's from a rather carebear POV, so apart from crazy officer mods, anything goes. And for PvE, unless you go up against Blood Raiders and the like, the increased cap cost is more of an inconvenience on the fitting side.

@3: I'll admit, it never occured to me to think of XL Boosers as oversized for a battleship, as capital is the next size.
Also, my first battleship was a dual LAR Domi, so comparing it to a XLSB+SBA tank seemed natural Oops (didn't include SBA)
LAR vs LSB, before SBA starts to play a role, LAR seems really nice (apart from the Gist's cap efficience, and rig penalties if used, opposed to SBA. But that's more complicated to quantify.)

@4: So at least here you do not disagree :D
(Which is nice, this and the deadspace armor repper being nowhere near as interesting as the shield one were my two grieveances, and you answered them both in a for me positive manner.)
Cap stability is something like a holy grail for some, even though it's not needed (PvE Cap Booster Raven is really good starter ship for L4s imho, dumbing it down for cap stability is just silly imho)

@6: Riiight, I totally forgot to mention Slaves for HiSec PvE.
Makes shield win even more.
Bhaalgorn? Wouldn't want to go against it in a shield ship, EVER!
(Unless T2 minnie with projectiles. And ample backup.)
Thank you, was interesting to consider wormhole bearing.

@7: Yes, I was just repeating what someone else said, yes, it's something out of context like that.
Nontheless, I don't want CCP forget about it, when they do their next round of Tiericide, as a gallente pilot would love to see the Myrm and Hyper buffed. Roll
(Not much a fan of a ship having superior stats than another one because of a suboptimal bonus, and the other way around. Specially when the equation is as complex as it is in EVE. )

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Jerick Ludhowe
Internet Tuff Guys
#89 - 2012-12-06 18:27:51 UTC
Paikis wrote:


7. P.S active bonus vs resistance bonus
This tends to cover most of the posts in this thread. You are looking at ONE FACET of the ship and crying imbalance. You cannot do that, you have to take the ship as a whole. Maybe the ship with the resistance bonus doesn't have the capacitor or fittings to run an effective active tank? Maybe the ship with the repair bonus has extra cap to power the reps?


Funny how it's exactly the opposite of the examples you used here. The ships with resistance bonuses have better relative fitting, have more cap, and higher base armor hp.

What they are lacking is a small amount of speed, and maximum potential dps.

You're analysis of active bonus vs resistance bonus is inherently flawed because of this.
Byzan Zwyth
Deep Core Mining Inc.
Caldari State
#90 - 2012-12-06 18:45:54 UTC
think they should adjust the shield extender modules so that, small is useful for frigates, med is useful for cruisers but very hard to fit for frigs and large is useful for battleships but very hard to fit for cruisers? I think it could be done.

I remember the first ever T2 module I had all those years ago was a T2 small shield extender, only to find it was basically useless.

Also the one balance issue I see is with shield boost amplifiers, fantastic modules for active tanks and don't have an equivalent option for Armour tanking

with resist mods having stacking penalties, the boost amp falls outside that making them great mods. They are one of the main reasons I shield tank missions. I can basically get the tank I need using less mods. One faction boost amp improves the tank ~38% - just one mod.

The only equivalent for Armour tanking is basically fitting a 2nd rep, but it doubles the fitting and cap cost.

just thoughts, I don't pretend to know much right now I have been out of the game for 2 years.
Mund Richard
#91 - 2012-12-06 19:05:09 UTC  |  Edited by: Mund Richard
Jerick Ludhowe wrote:
Paikis wrote:
7. P.S active bonus vs resistance bonus
This tends to cover most of the posts in this thread. You are looking at ONE FACET of the ship and crying imbalance. You cannot do that, you have to take the ship as a whole. Maybe the ship with the resistance bonus doesn't have the capacitor or fittings to run an effective active tank? Maybe the ship with the repair bonus has extra cap to power the reps?

Funny how it's exactly the opposite of the examples you used here. The ships with resistance bonuses have better relative fitting, have more cap, and higher base armor hp.
What they are lacking is a small amount of speed, and maximum potential dps.
You're analysis of active bonus vs resistance bonus is inherently flawed because of this.


Well, in his defense, comparing the untiericided battleships to each other (makes perfect sense to, seeing as they have each 8 guns, the shield ones identical layout even, unlike comparing the different tiered battlecruisers):
Hyper is cap stable with both it's largest guns alone (no other mod at all), the Abbadon goes dry using the "best" T2 Pulse in 4m57s, and can only mount a full rack of one of the three T2 large beam lasers, and even that drains the cap in 5m20s.
In both cases, the guns consume nearly twice it's peak cap regen!!!
(That, with the regen pretty much screams Guardian, doesn't it?)
The Abbadon has a smaller cap by some good 10%, and the recharge rate is less than 10% stronger. So active rep the Hyper wins just by having it as a viable solo solution.
Although it does have less lows for tank+gank...

Rokh VS Mael:
64% Stable (13.5/20) with Blasters 15/17.5k powergrid, 45% Stable with Rails (18.3/20), PG 16.6/18.7k.
Mael is 100% cap stable with guns alone Roll, has gazillions of PG if fit with AC, while still being cool on the CPU side (though not as cool as the Rokh). With Arti, it has crazy more CPU than the Rokh but the powergrid gets really tight (not unfitaddon tight though).
All this, while the capacitor size and recharge rate seems pretty much identical to me, while the gun costs no cap...

Byzan Zwyth wrote:
Also the one balance issue I see is with shield boost amplifiers, fantastic modules for active tanks and don't have an equivalent option for Armour tanking.

While a lot less awesome, there's the rig for armor that lets you rep +15/20%, can have 3 of them, and instead of costing med slots and CPU, it costs you rig slots (probably all of them) and speed.
Cannot be faction-fit obviously.
Reasons to shield tank missions are plenty ofc even without this, including being able to allocate low to damage mods, and not needing the EWAR/Tackle you do in PvP, freeing up the mids for shieldtanking.
Oh and the pimping... Boosters, boost amplifiers, invulns... But I kinda went there with my long post already.


...
... Wait, did I just defend the dude who attacked my post from the guy who tried to help my side of the story? Shocked

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Jerick Ludhowe
Internet Tuff Guys
#92 - 2012-12-06 19:17:38 UTC
Your point between the hyperion and abaddon is indeed valid however it is pretty much the exlclusive exception to the rule when looking at cap between gallente and amarrian ships. Comparing the cap of pretty much every other gallente rep bonused ships to ammarian resistance bonused ships puts the ammarian ships at quite a distinct advantage. Punisher to incursus, brutix to proph, absolution to astarte ect ect.
Mund Richard
#93 - 2012-12-06 19:39:44 UTC  |  Edited by: Mund Richard
Jerick Ludhowe wrote:
Your point between the hyperion and abaddon is indeed valid however it is pretty much the exlclusive exception to the rule when looking at cap between gallente and amarrian ships. Comparing the cap of pretty much every other gallente rep bonused ships to ammarian resistance bonused ships puts the ammarian ships at quite a distinct advantage. Punisher to incursus, brutix to proph, absolution to astarte ect ect.

Hmm...
Cap drain and regen between Punisher vs Incursus 12,9/8,3 and 10,2/8,3 gallente wins keeping the repper running for longer, 102 vs 122 dps, amarr has an extra high and better range, gallente an extra mid.
The amarr has a smaller sig and locks faster, the gallente locks further, is barely faster, but more agile and lighter.

Short-range Brutix to Prophecy (I imagine): Equal cap recharge, both larger cap and drain on the Prophecy yields similar draintime, Brutix has an extra mid and 381 compared to 217 dps, Prophecy has an extra low and one less gun hardpoint (yielding a utility/missile high). Brutix is faster, more agile, has a stronger sensor, longer lock range, but at the cost of a larger signature.

Their T2 variances the amarr one caps out faster this time (5min vs 6m42s), the rest is similar once again, except that somehow EFT gives me better tanking on the amarr one while it has cap (due to the better resist profile?), and gallente one only wins on sustained. Fitting (if I put a T2 HAM in the utility high) the Gallente wins easily (else it gets more CPU, the amarr grid, didn't check for rail/beam).


Or did you mean before they start shooting their lasers with multifreq?
(In all honesty, I was shocked at how the laser cap bonused Prophecy still can't win on rep sustain against the Brutix, thought you'd be right there Shocked)

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Paikis
Vapour Holdings
#94 - 2012-12-07 00:48:31 UTC
Jerick Ludhowe wrote:
Paikis wrote:


7. P.S active bonus vs resistance bonus
This tends to cover most of the posts in this thread. You are looking at ONE FACET of the ship and crying imbalance. You cannot do that, you have to take the ship as a whole. Maybe the ship with the resistance bonus doesn't have the capacitor or fittings to run an effective active tank? Maybe the ship with the repair bonus has extra cap to power the reps?


Funny how it's exactly the opposite of the examples you used here. The ships with resistance bonuses have better relative fitting, have more cap, and higher base armor hp.

What they are lacking is a small amount of speed, and maximum potential dps.

You're analysis of active bonus vs resistance bonus is inherently flawed because of this.


I assume you simply looked at unfitted hulls to come up with this 'opposite'? As shown above, once you start fitting those hulls, suddenly the rep-bonused ships seem to have more cap. The resist bonused ships will need the extra fitting they have (maybe, i didn't check) because their guns use 20% more grid to fit.
Mund Richard
#95 - 2012-12-07 00:58:19 UTC
Paikis wrote:
I assume you simply looked at unfitted hulls to come up with this 'opposite'? As shown above, once you start fitting those hulls, suddenly the rep-bonused ships seem to have more cap. The resist bonused ships will need the extra fitting they have (maybe, i didn't check) because their guns use 20% more grid to fit.

From what I checked, the last part is untrue though, as only the Abaddon was really struggling, the rest were sortof ok-ish (didnt check reworked cruisers), and in fact I'd be more worried of minnie artillery (and their PG needs over ACs) than caldari rails.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Salome Musashi
Perkone
Caldari State
#96 - 2012-12-07 01:12:41 UTC
Spencer Owl wrote:
Armor has a lot going for it in bigger fleets. It's just not there with smaller fleets.


This.

Get in a properly FC'ed Zealot AHAC fleet, anchor up, massacre a CFC Drake fleet twice your size, then come back and say that shield tanking is overpowered.

(Super)capitals are always armor tanked, too.

I'm still not sure if this is a troll thread or not, but I got a good laugh.
Paikis
Vapour Holdings
#97 - 2012-12-07 01:13:25 UTC
Mund Richard wrote:
Paikis wrote:
I assume you simply looked at unfitted hulls to come up with this 'opposite'? As shown above, once you start fitting those hulls, suddenly the rep-bonused ships seem to have more cap. The resist bonused ships will need the extra fitting they have (maybe, i didn't check) because their guns use 20% more grid to fit.

From what I checked, the last part is untrue though, as only the Abaddon was really struggling, the rest were sortof ok-ish (didnt check reworked cruisers), and in fact I'd be more worried of minnie artillery (and their PG needs over ACs) than caldari rails.


Which last part?

Also I should have been more specific. I was comparing Mega Pulse Laser IIs against Neutron Blaster Cannon IIs, and when we go to long range guns, the Mega Beam Laser II uses the same PG and more CPU than the 1400mm howitzer Artillery II, and uses almost 60% more PG and about 10% less CPU than 425mm Railgun IIs.

Lasers are MUCH harder to fit, and the ships that do fit them will require much more power grid than ships that are fitting other weapon systems. They also use a lot more capacitor to fire.

And I didn't even look at Tachyon Beam Laser IIs, mostly because they are considered 'over sized'.

Once again, we're cherry-picking statistics about the ships and complaining that its not fair, when we should be looking at the ships as a whole.
Jack Miton
School of Applied Knowledge
Caldari State
#98 - 2012-12-07 01:19:27 UTC  |  Edited by: Jack Miton
Ive never seen any good reasons why armour or shield tanking is broken, unbalanced, OP or one being better than the other.
They are different, get used for different things and on different ships.

i, and pretty much everyone i know, use both shield and armour ships, both regularly.
tanking in eve is absolutely fine, i wouldnt change a thing with any tanking mechanics.
yes, there are some ships with tanking issues, but the problems are to do with the ship hulls themselves, not the tanking mechanics.

There is no Bob.

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Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Mund Richard
#99 - 2012-12-07 01:26:58 UTC  |  Edited by: Mund Richard
Paikis wrote:
The resist bonused ships will need the extra fitting they have (maybe, i didn't check) because their guns use 20% more grid to fit.
That bit.
I did say the Abaddon really cannot fit just one of the 3 Large Beams. 1400 artillery on a Mael is doable, but fares worse than it's shield counterpart, the Rokh. At least, it fits by itself, and has a tiny bit left.
When I was comparing cap stability on the hulls mentioned a few posts ago, the rest of the fittings seemed fine-ish.

But I think this part is over-discussed, you made your point on the "needing to look at the ship", and I did see the light.
Not that I liked it, but I did.
Still don't want one ship balanced around "it will have a guardian feeding it cap anyways, and it has the low for a powergrid mod or two", while another is "nah, no one will seriously fly this in a larger fleet, or shield tank it even though it has more mids than a Cane"... Roll
But just because I don't want it, that doesn't make it any worse as a design option, it is a very viable way of making things work.
Now if only your race didn't determine if you fly solo/small gang or large fleets...
Or, alternatively, if there was more hint at it when you start the game.
With big flashing letters that you cannot get rid of, or ignore.
Along with a warning of just how broken the game interface is.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Paikis
Vapour Holdings
#100 - 2012-12-07 01:45:58 UTC
Jack Miton wrote:
Ive never seen any good reasons why armour or shield tanking is broken, unbalanced, OP or one being better than the other.
They are different, get used for different things and on different ships.

i, and pretty much everyone i know, use both shield and armour ships, both regularly.
tanking in eve is absolutely fine, i wouldnt change a thing with any tanking mechanics.
yes, there are some ships with tanking issues, but the problems are to do with the ship hulls themselves, not the tanking mechanics.


This guy gets it.