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[Retribution 1.1] Armor Tanking 1.5

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Author
Fon Revedhort
Monks of War
#541 - 2013-01-23 09:47:29 UTC
Weasel Leblanc wrote:
Fon Revedhort wrote:
Why pigeonhole ships into predifined roles? By your logic each and every amarr ship should be rendered totally boring, effectively losing an option of active tanking altogether.
I'm... not sure you're reading what you, yourself, are writing.

The problem with the current bonusing is that resist-bonussed ships (Amarr, in armor's case) can be buffer armor fits, or local active fits, or fleet-type "I'm-getting-logi" fits, and be rendered more effective at whichever one they choose by that delicious resist bonuses.

You must have missed all the complaints about that Gallente active tanking bonus. And still HP thing is extremely dumb, among other things cause of increasing the ship stats itself rather than boosting mods efficiency. The same is true for velocity and capacitor bonuses.

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

Nova Satar
Pator Tech School
#542 - 2013-01-23 09:54:43 UTC
Having read through all of this and played with the stats i'm really not convinced. I appreciate the acknowledgement that the current system is broken, but it just feels like you are leaving the whole broken system in place, and just adding a slightly bodged workaround.

I'm sure others will agree when i say it feels just a bit too messy for my liking. We're getting left with part-made systems that arent really cutting it. ASBs brought shield tanking back to eve in a big way, but have since been nerfed to hell and really aren't viable anymore except on a couple of ships perhaps.

My opinion is that you are viewing the WHOLE active tanking purpose wrong. When i active tank a ship it isn't becuase i want a short burst of insane tank, it's becuase i need a way to prolong my life over more drawn out fights. The two classics current systems are to buffer up and try to "kill before being killed" or to fit a tank, and use strategy and tactics to outlast your opponents. The AAR seems to completely go against this, as it gives you a very short lifespan and making that count can be tricky, i'm not sure why i wouldn't just go for a buffer? You need to realise, for the majority of players it's not a case of, "ok this has a rep bonus, so i need to play to that", it's actually a case of "i'll just use a different BC"

The one module theory is a great idea! The current system for Hypes and Myrms in particular is that unless you are in a big gang (where you should be buffer anyway) you really need 3 reps, and by then you arent left with much flexibility in your fit. I think it's wrong that currently there really is only one way to fit an armour hyperion, the the very last mod, we all know what it has fit. 1 repping module really opens this up, which i love, but not if it means my 300mil BS has about 30 seconds to win the fight, or else it's ******!

TL;DR. Active tanking is meant to give you staying power! You go in at a disadvantage, but if you can reduce their dps you can tip the fight back in your favour. These AAR mods are completely agaisnt staying power, they are just another mod to give you a few seconds to gank something which we already have.... plates!

Gauro Charante
Vile Duck Pond
#543 - 2013-01-23 10:13:48 UTC
Being new to the game I really don't all the aspects of it, but the way repping armoring now goes just eats way to much of my cap. Bad skills and so forth. And what I've read here on forums aint really better for others what comes to armor.

So I was wondering why not add an resist, say 10%, to normal armor reppers when they are on. Hey they do use nano bots to rep and reinforce armor right? Ofcourse that 10% would be with stacking penalty, considering people who plug 3 allready now on a Myrm, at least they would get abit more resist. Plus the Gallente ship skills, 7,5% effectivness to repps, would put those reppers at 13% (or 10% incursus model would give 15%). Can't say it would be overpowered, but as I said don't know all the aspects of the game.

Other version would to give the reppers an armor % bonus wich again Gallente ship skills would enhance, thus give Gallente a massive armor pool. This would also be useful in fleets. Again don't se it as to much 'couse you still would have to use an armor rep and have it active using a low slot, BUT you could use a smaller size repper AKA downsize compared to shields version of uppsize.

Then again might be barking up the wrong tree here ... :)
Miguel Duran
Silver Lining Project
#544 - 2013-01-23 10:21:50 UTC
Spugg Galdon wrote:
How about this:

Change active tanking bonus to: 7.5% per level of armour repairer amount and 5% per level of remote armour repair amount received.

Why? Well, this would give active tank bonused ships 17% more EHP/s from incoming remote reps than resist bonused ships.

Resist bonused ships still hold the advantage of roughly 25% more EHP but it would at least make active tank bonused ships a viable choice for fleet warefare

How did you get that 17%?

When comparing to 7.5% rep bonus, the 5% resist bonus is only 3% behind the rep bonus.
At level 5 with the rep bonus, you would get 37.5% increase in rep, or each point repped is worth 1.375 times more.
At level 5 with a 5% per level resist bonus, you take 25% less damage. Each point is worth 1.333 times as much. 1/.75 = 1.333..
The resist bonus also gives you more buffer.
ITTigerClawIK
Galactic Rangers
#545 - 2013-01-23 10:30:35 UTC
i do have to say that i see no logic for cap boosters being the "fuel" needed for the AAR seeing as it doesnt provide the cap for the module or make sense with armor being nanobot based, nanite repair paste seems alot more logical than cap boosters that take up a rediculus amount of space and seem to provide what you would expect the to provide.
Roime
Mea Culpa.
Shadow Cartel
#546 - 2013-01-23 10:37:36 UTC
Iyacia Cyric'ai wrote:
Roime wrote:
Hurr hurr, I did just that. You know why? You can't fit Large Reppers on BCs and cruisers, but you can fit XLASBs.
Considering that medium AAR have the same fitting requirements as MAR it's not a valid comparison to XLASBs. It would be off-the-charts overpowered if it had medium fitting requirements but perfomed as well or better than an X-L module. Your comparison was off completely irrational and I think you know it. You can fit MAAR with a plate or with other MARs, and unlike dual XLASB fits your fit won't completely be gimped.


I'm simply comparing the biggest modules that I can fit on the ship. But sure, if it makes you feel better, LASB is also better than MAR on a MAR ship.

I don't think having twice as much tank and 34% more dps is the new definition of "gimped".

Quote:
Yes, because it's useless being able to tank tons of stuff if you you do know damage unless you're flying industrial ships. Only having a scram simply means anything with a AB or even an mwd fit with a web can escape you.


True, web(s) are nice. But they won't help you against an ASB BC- your MARs can't tank them, and you don't have the dps to break them, and they wouldn't go anywhere because BCs use MWDs. Smaller ships you can't catch in the first place, resulting in a trade-off that most Myrm pilots consider acceptable- it's the MAR tank that gimps your ship.


About this 5% resist bonus vs 7.5% rep bonus confusion:

1. Resist bonus on Gallente BCs won't make them suddenly useful in fleets. Consider the ships as a whole, blasters and drones aren't fleet weapons.

2. 5% resist bonus on Gallente BCs would make their MAR tanks even weaker. Not by much, but surely it is the wrong direction and frankly idk what people hope this will "fix".

3. Increasing their EHP would mean adjusting their other stats. Why fly Amarr ships, if Gal BCs tank like them, while being faster, more agile and have more dps. So we'd have to tone them down, and as a result we'd kill variety.

Not all ships are for large fleets, and they don't have to be. The ships that work in large fleets won't necessarily work for solo and small gang. I think this variety is precious to keep.



Is it really so that buffing MARs and LARs would make them OP in some scenario? You are always trading damage for tank with active armor. I don't think it's unreasonable to except that you gain a better tank then than shield tank, and not the other way around.











.

Jackie Fisher
Syrkos Technologies
#547 - 2013-01-23 10:44:48 UTC
Change plate penalty from mass to speed and then change shield rigs/extender penalty to agility.

Fear God and Thread Nought

deepos
Imperial Shipment
Amarr Empire
#548 - 2013-01-23 10:55:07 UTC
Apostrof Ahashion wrote:
Ancillary Shield Boosters

Currently X-Large Ancillary Shield Booster takes 200cpu and 500pg, and repairs 286ehp/s. Heavy Capacitor Booster II+X-Large Shield Booster II+Shield Boost Amplifier II takes 325cpu and 2476pg, and repairs 241ehp/s. Who would ever again use Shield Boosters after you introduced Ancillary? Yeah it needs to reload but so does Capacitor Booster, and you can fit two of them and still use less fitting space and mid slots than standard booster. It is so much better than standard boosters that no one is using them now. And you need less skills to use them efficiently / at all. That is a job poorly done.


This. about a million times this.
Why can't you see the issue here ?


Fozzie, you've made an amazing rebalance for the ships, so that's probably why everyone is whining. You can solve this!
OR maybe that's because eve players like to moan :)

Not sure what is the best way to fix this... But it definitely has to be fixed...


Regarding AAR... Not really sure what to think about this.. Even if it should be a burst repair, I don't feel like overheating repairers to make it work will be a viable solution for pvp, unless you dock between fights...

TehCloud
Guardians of the Dodixie
#549 - 2013-01-23 11:11:45 UTC
Commander Ted wrote:
Nanite paste instead of cap boosters for the AAR please? I mean on a douple rep myrm having two modules eating cap boosters is bad enough, but for a triple rep its crazy. Escecially if I end up using two different sized boosters for each module that could be terrible to manage. Also nanite paste makes more sense for this job.


This, a thousand times this.

My Condor costs less than that module!

Takeshi Yamato
Ministry of War
Amarr Empire
#550 - 2013-01-23 11:27:20 UTC  |  Edited by: Takeshi Yamato
To sum it up:

ASBs should require capacitor. Neut-immune tank that is usually found on ships with neut immune weapons is just too much and doesn't make any sense.

Allowing oversizing is a terrible idea that makes balance impossible. Restrict each ship class to a choice between a light and heavy plate/extender and the intended active tanking module and then you CAN balance everything.

NOTE 1: oversizing propulsion mods is OK in my opinion and can stay.
NOTE 2: oversized mods actually decrease choice and variety because oversizing is almost always the way to go.

Ancillary Armor Repairer doesn't make sense. It doesn't save you a slot and uses the same cap charges that armor tanking ships typically need to keep their weapons running.

Active armor tanking besides the AAR is still bad (possibly worse since the associated rigs may make certain fits impossible.
Shpenat
Ironman Inc.
Transgress
#551 - 2013-01-23 11:46:23 UTC
Takeshi Yamato wrote:
To sum it up:

ASBs should require capacitor. Neut-immune tank that is usually found on ships with neut immune weapons is just too much and doesn't make any sense.

Allowing oversizing is a terrible idea that makes balance impossible. Restrict each ship class to a choice between a light and heavy plate/extender and the intended active tanking module and then you CAN balance everything.

NOTE 1: oversizing propulsion mods is OK in my opinion and can stay.
NOTE 2: oversized mods actually decrease choice and variety because oversizing is almost always the way to go.

Ancillary Armor Repairer doesn't make sense. It doesn't save you a slot and uses the same cap charges that armor tanking ships typically need to keep their weapons running.

Active armor tanking besides the AAR is still bad (possibly worse since the associated rigs may make certain fits impossible).

I personally dont agree with the statement that neut - immune tank is bad. My issue with ASB is rather low fitting requirements (ASB = SB + Cap booster + amplifier in effect but only SB fitting requirements) and high repair amount (which is offset by long reload time so much less issue here)

But I guess ASB is off topic.

In case of armour active tanking I personally would love to have speed rig penalties gone and reduced PG use for medium and large armour reps. Also mild boost to the rep amount would do for me.
Takeshi Yamato
Ministry of War
Amarr Empire
#552 - 2013-01-23 11:53:30 UTC  |  Edited by: Takeshi Yamato
Shpenat wrote:

I personally dont agree with the statement that neut - immune tank is bad. My issue with ASB is rather low fitting requirements (ASB = SB + Cap booster + amplifier in effect but only SB fitting requirements) and high repair amount (which is offset by long reload time so much less issue here)


Neuts exist to counter active tanks that cannot easily be broken via dps. Are neuts too good for this purpose? Possibly.

Making ASB tanks immune to neuts isn't the answer though. ASB tanks should consume a low amount of cap while they have charges loaded. That makes them more resilient to neuts but not immune.
Capqu
Half Empty
xqtywiznalamywmodxfhhopawzpqyjdwrpeptuaenabjawdzku
#553 - 2013-01-23 11:56:02 UTC
Fozzie could you please address the concern that active armor tanking ships already have cargo hold problems just holding their cap booster 800/400/200s, and now adding another type of cap booster 400/150/50 they're going to have to carry is just going to compound that problem?
Dzajic
#554 - 2013-01-23 12:00:33 UTC
Takeshi Yamato wrote:
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What? What? Whaaaat!?
Moonaura
The Dead Rabbit Society
#555 - 2013-01-23 12:06:21 UTC
TehCloud wrote:
Commander Ted wrote:
Nanite paste instead of cap boosters for the AAR please? I mean on a douple rep myrm having two modules eating cap boosters is bad enough, but for a triple rep its crazy. Escecially if I end up using two different sized boosters for each module that could be terrible to manage. Also nanite paste makes more sense for this job.


This, a thousand times this.


You cannot have three AAR fitted... only one. As mentioned, Cargo Holds are increasing in size.

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Moonaura
The Dead Rabbit Society
#556 - 2013-01-23 12:15:06 UTC
CCP Fozzie, don't worry about being curt on the forums. You are allowed to be human. Smile

"The game is mostly played by men - 97%. But 40% of them play as women... so thats fine."  - CCP t0rfifrans 

Shpenat
Ironman Inc.
Transgress
#557 - 2013-01-23 12:15:22 UTC
Takeshi Yamato wrote:
Shpenat wrote:

I personally dont agree with the statement that neut - immune tank is bad. My issue with ASB is rather low fitting requirements (ASB = SB + Cap booster + amplifier in effect but only SB fitting requirements) and high repair amount (which is offset by long reload time so much less issue here)


Neuts exist to counter active tanks that cannot easily be broken via dps. Are neuts too good for this purpose? Possibly.

Making ASB tanks immune to neuts isn't the answer though. ASB tanks should consume a low amount of cap while they have charges loaded. That makes them more resilient to neuts but not immune.


Discussion about ASB is kind of off topic. Lets keep it in separate thread.

this thread please
Veshta Yoshida
PIE Inc.
Khimi Harar
#558 - 2013-01-23 12:19:16 UTC
Commander Ted wrote:
Nanite paste instead of cap boosters for the AAR please? I mean on a douple rep myrm having two modules eating cap boosters is bad enough, but for a triple rep its crazy. Escecially if I end up using two different sized boosters for each module that could be terrible to manage. Also nanite paste makes more sense for this job.

Wow ... caters to both common sense and the RP/Lore aspect, plus it solves all cargo issues PLUS it will act as a boost to entry level PI (nanite paste takes a lot of low end crap if I recall).

What's not to like? Big smile
Dzajic
#559 - 2013-01-23 12:20:54 UTC
On tech1 and on non pimped T2 ships up to certain size, cargohold full of nanite paste will cost several times more than ship + fittings. Are you really certain you'd like that?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#560 - 2013-01-23 12:27:06 UTC
Jackie Fisher wrote:
Change plate penalty from mass to speed and then change shield rigs/extender penalty to agility.



The tears on this forum would be EPIC.

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