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Player Features and Ideas Discussion

 
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About the Active tanking bonus, my idea:

Author
Ager Agemo
Rainbow Ponies Incorporated
#1 - 2013-01-15 17:34:43 UTC
The problem with active tanking is, that it is only usefull as long as you can heal faster than you get damaged.
which in turns means most of time you either die because your capacitor died, or you plain out got alpha killed (this one cannot be avoided period).


Also in a sense active tanking its a buffer tank, by the fact that each cycle adds more HP with resistances that needs to be taken down before you die, but the problem is , currently this HP boost is not enough to add sufficient HP to compare your EHP in the end.

UNLESS you have a cap stable tank, in this case by definition your EHP its infinite as long you don't get hit by more damage than you can heal. but almost always in this situation Active tanking heals very slowly so you die anyway.


My suggestion is to make active tanking heal comparable amounts to what Buffer tanks final EHP is.
But to make it impossible to run cap stable builds. (we don't want ships healing 2000 dps infinitely).


One interesting option would be to add a secondary bonus to Armor resistance modules:
for example:

Energized plating should add a 10% more armor rep without penalties.
the T2 version adds 15%.

and for shields:

To makes cycles much faster and increase their HP output by a bit, this means they heal more, but also that capacitors wont last long, and at the same time keeps both armor and shields different.
Uncle Gagarin
Caldari Provisions
Caldari State
#2 - 2013-01-15 19:56:14 UTC
1. faster shield booster or armor rep cycles - bad idea, it helps more your opponent than you - no cap=no heal. finito.
In what area it will help ? Burst tank ? Just use bigger booster or repair module. It will not help against alpha. Here comes
or combining bigger buffer or more resists or both.

2. what does it mean "tank 2000 dps" ? nothing. What is informative is "restore 100hp/s" it tells how fast you regen,
knowing your resists you know what you can and cannot tank. BTW, I think that players should have ability to decide
if they build ship with insane tank ability (there are situations when it's needed) or poor defense high offense or
balance between.

I don't think you analyzed your idea or at least you expressed it some unclear way.