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[Retribution 1.1] Armor Tanking 1.5

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Author
CCP Fozzie
C C P
C C P Alliance
#61 - 2013-01-21 19:23:03 UTC
tgl3 wrote:
With regards to the AAR -
"Always uses the same cap as a normal (T1/T2/Named) Armor Repper"
Does this also include when being "fuelled" by a cap booster? If so, that means that cap boosters only fuel the increased rep amount, right?


This is correct.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Brie DeMarllene
Doomheim
#62 - 2013-01-21 19:23:10 UTC
Vilnius Zar wrote:
I'd like to know the reasoning to limit the AAR to one per ship while not limiting ASB in the same way, "it's different" is not a reason in and of itself and there needs to be a balancing logic behind it. Not saying I'd want to have more AAR per ship but rather that I'd like ASB to be limited to 1.

Also fitting those AAR in combination with those new rigs is going to be hilariously difficult for some ships to a point where they simply can't do it.


I'll be using BOTH the ASB and the AAR on all my faction/deadspace fitted battleships, so take THAT CCP!
Scatim Helicon
State War Academy
Caldari State
#63 - 2013-01-21 19:23:19 UTC
Not convinced about the plates - I'm pretty sure the reason everyone only fits 400s to frigates and destroyers and only 1600s to anything above that has little to do with the mass penalties, its purely because they are the largest plates that can be made to fit. Tweaking the mass penalties doesn't really affect that. Adjusting the fitting requirements and HP increases they grant might.

Every time you post a WiS thread, Hilmar strangles a kitten.

xo3e
Ministry of War
Amarr Empire
#64 - 2013-01-21 19:23:31 UTC
lold

so :ccp:
are you even playing your own game?

armor is so bad not because reps rep nothing or because buffer is insufficient.

the problem with armor is generally because majority of armor boats cant do shet against kiting
and it follows that you cant escape shet when you need to. and all your super-slaved-buffers-with-bonus-legion will not help you.

im talking about solo-to-small-scale warfare.

Signature removed. Navigator

WNT TK
Federal Navy Academy
Gallente Federation
#65 - 2013-01-21 19:24:32 UTC
Does this change by extention mean that passive tanking shield rigs are getting velosity penalty? becouse one way to balance is to boost one thing, and other is nerf its counterpart. I think that this small boost wont get armor tanking anywhere near shield-tanking unless they get some good old nefbat treatment.

On the megarep subject - well thats what you should have done to asb. Now its too late and making armor-tanking module that needs both capbooster AND another rep to be able to compete with 1 asb, when you can fit 2 or even 3 of them( asb that is) is bullshit. Once again i understand desire only to boost stuff, but that would only get you so far.
CCP Fozzie
C C P
C C P Alliance
#66 - 2013-01-21 19:25:12 UTC
xo3e wrote:
lold

so :ccp:
are you even playing your own game?

armor is so bad not because reps rep nothing or because buffer is insufficient.

the problem with armor is generally because majority of armor boats cant do shet against kiting
and it follows that you cant escape shet when you need to. and all your super-slaved-buffers-with-bonus-legion will not help you.

im talking about solo-to-small-scale warfare.


If only we were letting you reduce the mass penalty of all your plates by 25%, and for active tankers remove the speed penalty on the rigs? That would be great maybe we should do that. Lol

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Mizhir
Devara Biotech
#67 - 2013-01-21 19:25:58 UTC
Freighdee Katt wrote:
CCP Fozzie wrote:
The fact that nobody uses anything other than 1600mm and 400mm plates is why they are excluded from the bonus Smile

Maybe that's the reason you should just take the other sizes out of the game and buff the ones people actually use instead . . .

People prefer these sizes because when you're fitting for buffer you want the most buffer you can fit, and these are the "biggest" you can get on in the relevant ship classes. People put MSEs on frigates and LSEs on everything else, leaving SSEs to have not that much use really, once your fitting skills are up. You might as well buff SSEs for no apparent reason just because nobody uses them either.

The problem here is that the "biggest" buffer modules we have are fittable on less than the biggest classes of ships, so you have pretty wide range where nothing else makes sense to use. Of course that's going to make them look "overused."


I disagree. More diversity is always welcome rather than changing everything into the same old ****.

I have always liked the 200mm plate + small repper layout on the rifter, but it have never worked on larger ships and with the buffs to other ships that layout is currently underwhelming. Maybe its time for small plate + repper layout to return again and this time be useful to larger ships too. Would love to see how well a cruiser with 800mm plate + medium AAR will perform. Seems like it will have enough burst tank to survive fights and the AAR allows it to gain advantage over longer fights and rep between battles.

❤️️💛💚💙💜

fukier
Gallente Federation
#68 - 2013-01-21 19:26:47 UTC
Hans Jagerblitzen wrote:
Ahhhhh, so THIS is what you had in mind for active armor tanking Fozzie. Twisted


i still say 10% to armor rep per level would be better then 7.5% and also making the skill afffect incomming RR would make it usefull for fleets...

because all the plate skill did was make the abbadon that much better... (please see 25% to armor resist vrs just an active tank bonus)
At the end of the game both the pawn and the Queen go in the same box.
IamBeastx
Ministry of War
Amarr Empire
#69 - 2013-01-21 19:27:15 UTC
So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?

I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?

This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed?

All my life i wanted to be someone, now i know i should have been more specific.

iskflakes
#70 - 2013-01-21 19:28:48 UTC
These changes seem very balanced and thought out. I don't solo armor PVP much, but I like the sound of this anyway.

-

Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#71 - 2013-01-21 19:30:03 UTC
CCP Fozzie wrote:
Heimdallofasgard wrote:
Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits:

Fit

And that's with ions :( ... looks like I'll have to refit to electrons post patch :(


These changes would only increase the PG need of that fit by between 0.5 and 0.25 (depending on your armor rigging skill). Still fits.


FREAKING YES! I took 10% off the total PG amount by accident >.<
CCP Fozzie
C C P
C C P Alliance
#72 - 2013-01-21 19:30:23 UTC
IamBeastx wrote:
So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?

I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?

This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed?


It's far easier to get around a slight PG reduction than the speed reduction.

There's a whole section entitled Plates you should probably read it.

You completely free to not use the AAR on ships with small cargoholds, I give you permission.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#73 - 2013-01-21 19:30:27 UTC
CCP Fozzie wrote:
xo3e wrote:
lold

so :ccp:
are you even playing your own game?

armor is so bad not because reps rep nothing or because buffer is insufficient.

the problem with armor is generally because majority of armor boats cant do shet against kiting
and it follows that you cant escape shet when you need to. and all your super-slaved-buffers-with-bonus-legion will not help you.

im talking about solo-to-small-scale warfare.


If only we were letting you reduce the mass penalty of all your plates by 25%, and for active tankers remove the speed penalty on the rigs? That would be great maybe we should do that. Lol



What about the difference in fitting between extenders and plates?
1Of9
A Blessed Bean
Pandemic Horde
#74 - 2013-01-21 19:31:46 UTC
CCP Fozzie wrote:
Heimdallofasgard wrote:
Just reading over these changes again... my beloved ishkur fit will not be possible after these changes due to a PG issue... here's how it currently sits:

Fit

And that's with ions :( ... looks like I'll have to refit to electrons post patch :(


These changes would only increase the PG need of that fit by between 0.5 and 0.25 (depending on your armor rigging skill). Still fits.



I am very disappointed by your answer. Clearly you do not play the same eve online rest of us do :(
fukier
Gallente Federation
#75 - 2013-01-21 19:33:18 UTC
CCP Fozzie wrote:
IamBeastx wrote:
So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?

I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?

This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed?


It's far easier to get around a slight PG reduction than the speed reduction.

There's a whole section entitled Plates you should probably read it.

You completely free to not use the AAR on ships with small cargoholds, I give you permission.



how come you avoid talking about scaleability of active armor rep bonus and how its useless in fleet warfare?

its an easy fix just make the skill affect external incomming armor RR!

presto now the bonus is usefull for anything larger then 5 ships!
At the end of the game both the pawn and the Queen go in the same box.
Alice Saki
Nocturnal Romance
Cynosural Field Theory.
#76 - 2013-01-21 19:33:40 UTC
Two step wrote:
So much for catching up to you in likes....


I am great big Cheater Lol

FREEZE! Drop the LIKES AND WALK AWAY! - Currenly rebuilding gaming machine, I will Return.

Aglais
Ice-Storm
#77 - 2013-01-21 19:33:59 UTC  |  Edited by: Aglais
WNT TK wrote:
Does this change by extention mean that passive tanking shield rigs are getting velosity penalty? becouse one way to balance is to boost one thing, and other is nerf its counterpart. I think that this small boost wont get armor tanking anywhere near shield-tanking unless they get some good old nefbat treatment.



And then the balance of what is functional and what isn't either waffles from shields to armor, or everything becomes equally useless, which is a pretty screwed up definition of 'balance'.

So yes your proposition will probably run Minmatar into the ground in one way, and then do the same to Caldari in another way because then they'll all have the speed of plated battleships, when plated battleships are now moving faster than them given that Caldari base speeds are already lower than everything else by quite a bit.

Actually on topic:

This is an interesting update to plates. The problem however is that I'm still not convinced that people will use plates that aren't 400 or 1600s on anything. (There's also the fact that there's no 'shield equivalent' to the 1600 plate, the 'Large shield extender' is closest to the 800, IIRC.)
CCP Fozzie
C C P
C C P Alliance
#78 - 2013-01-21 19:34:03 UTC
I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.

At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

CCP Fozzie
C C P
C C P Alliance
#79 - 2013-01-21 19:34:56 UTC
fukier wrote:
CCP Fozzie wrote:
IamBeastx wrote:
So your screwing over active tanking armor ships by limiting there PG for weaponry: Or are you changing the PG requirements of reppers?

I see no changes to buffer fits, are we gonna still be fat and slow when we fit trimarks/resists, why aren't you changing buffer?

This over complicated AAR does not entice me to active armor tank anything with a small cargohold., what calculations have you done in reference to increased cap booster cargo space needed?


It's far easier to get around a slight PG reduction than the speed reduction.

There's a whole section entitled Plates you should probably read it.

You completely free to not use the AAR on ships with small cargoholds, I give you permission.



how come you avoid talking about scaleability of active armor rep bonus and how its useless in fleet warfare?

its an easy fix just make the skill affect external incomming armor RR!

presto now the bonus is usefull for anything larger then 5 ships!


And also super overpowered.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Barrogh Habalu
Imperial Shipment
Amarr Empire
#80 - 2013-01-21 19:36:15 UTC  |  Edited by: Barrogh Habalu
All aboard ancillary train!!1
CCP Fozzie wrote:
  • Why not just buff all armor reps?
  • One of the aspects I really like about the ASB is that it allowed CCP to decouple burst tanking from sustained tanking in a new and interesting way.

    Any comments on state of sustained tanking?
    Honestly, I'm afraid that we are approaching the state where cap-using active tanking will be pretty limited in ability even if we are exclude neuts from equation. Aren't we there yet though?

    Other than that, I think I like active tanking rigs changes and ofc plate changes are nice.

    CCP Fozzie wrote:
    And also super overpowered.

    What if it will be halved in case of external reps? Though I admit that this way it'll be almost the same as resistance bonuses, one almost invariably better than another. Though maybe It won't be that bad if resistances will be better for wild buffer fits and rep bonus for local tanking and logi supported ships (with logi having less room for error though than with ships with resistance bonuses, not to mention alpha susceptability). What do you think?