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[Retribution 1.1] Armor Tanking 1.5

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Author
Syrias Bizniz
some random local shitlords
#581 - 2013-01-23 13:36:48 UTC
Since the AAR will have an onlinelimit of 1 and 60 seconds of recharge, any chance we will see the nanobot accelerator rig also decrease the reload time of the AAR?
Cause else, 60 seconds without repps running will probably only be possible in a double rep fit, making the module almost useless for setups that only have space to fit one.
Fon Revedhort
Monks of War
#582 - 2013-01-23 13:50:51 UTC
Zyella Stormborn wrote:
Moonaura wrote:
So, time to rattle the cage.

The common theme in this thread is that some how 'Armor tanking' sucks. Given the agility, speed and signature bonuses incoming, that is one problem often stated, but this is being reduced dramatically in these changes and armor still has a much reduced signature and the mid slots to be able to do something about being slower.



Most of the Amarr engineering groups, who seem to have a pathological fear of mid slots, would like a word with you concerning a great number of their ships. Blink

It's likely to be addressed in due time, though. Seriously, 3 mids on Abso or Geddon are just ******** and everyone knows that.

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

Apostrof Ahashion
Doomheim
#583 - 2013-01-23 13:53:58 UTC
My humble opinion in detail:

Armor Upgrades skill
Plate mass isnt the only speed killer for armor tank, the rigs are worse. This skill at level 5 will reduce the mass of 1600rrtp for 412.500, and that will increase speed of mwd propulsion fit BC for like ~20m/s. Its a horrible skill, especially considered how much skill intensive armor tanking is for new players, and you still have to train it for the same reason all your navigation skills need to be at level 5, speed is king.

Gallente are still fcked

Rep amount on just too many of their ships is useless in fleets/large ganks. That and slow ships with short range guns make them really bad in any pvp situation that includes more than 15 players. This needs to be solved, either by making rep boost apply to remote reps (to make them have small buffer but work better with logies than amarr) or to give some of their ships %boost to armor hp (to make them have bigger buffer but dont work with logies as good as amarr). Or even better, do both, give Gallente some versatility in their ship lineup.

Proposed Ancillary Armor Repairer

Is just plain terrible. Its mechanics is gimmicky, i dont see how can you implement the option to choose will it use batteries or just repair at 3/4. It accomplishes nothing new, it does not add more fitting options or versatility, if you use reps you are gonna drop one and replace it with new module. And the logic behind the way it operates is kinda dumb.

And i can already see ppl creating spreadsheets to calculate the best way to fill your cargo with different size capacitor batteries and ammo. Just drop it completely, and buff the repair skill or modules, all this does is add flat rep amount boost at the cost of terrible cargohold micromanagement.

Ancillary Shield Booster
The thing that actually made this whole mess even worse. In needs to be nerfed a lot, to make using standard modules again an option. Something like this would be ok:

Large Ancillary Shield Booster:
Fitting: 130CPU(+30), 170PG (+20) - bring it in line with shield booster + capacitor booster fitting requirements
Limit 1 per ships - to limit its use in pve and prevent new cyclone from achieving godhood
Shield boost - 375(-15) - bring it in line with shield booster + shield boost amplifier (it still repairs much more)
Its skill requirements are a joke, Shield Operation II for such a powerful module, at lest Shield Operation IV and maybe Energy Management IV.

And yes i know you only can fire it 10 times before it goes into long reload, but with careful management it will last enough. And Small Capacitor Booster with 150 navy charges wont exactly make your Large Shield Booster cap stable, Ancillary Shield Booster uses batteries much more efficiently. And it frees two slots ffs, that should be more than enough.

Even after these nerfs it will still be 5x better than standard shield booster in pvp, and if you dont limit it to one per ship there will be no one in game that uses shield boosters and boost amplifiers.

Armor rigs
The removal of the speed penalty is great thing for active tankers, but buffer tank also needs some sort of speed buff in the rigs. Currently proposed pg nerf is too much and will kill many pve fits (and absolutely destroy amarr in pve, yeah i know not important and all that but most of the playerbase are pve folk). All ideas i had are not really good but here they are, in case someone can work something out
-5% more cap use (only for active tanking rigs) - would kill triple rep fits, double rep fits probably wont be hit that much
-%mass addition - works great on battlecruisers, on smaller ships it gets worse than current rigs
-%mass addition only for fitted modules - lazy way, would work great but feels stupid (still makes more sense than AAR)
deepos
Imperial Shipment
Amarr Empire
#584 - 2013-01-23 13:57:09 UTC
Moonaura wrote:
NetheranE wrote:
Moonaura wrote:
So, time to rattle the cage.

*snip*


Allow me to simply and plainly ask you this question:

Do you, yourself, on ANY of your toons, consistently or with any frequency actually fly any active armor tanked ships?


http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15162689 - You will need to copy and paste this to make it work.



Please allow me to provide the following fit from your own collection as well :
http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15616235

For the lazy ones, its a Dual LSE Omen fit...

Moonaura, if you gimp your own fits as to put 2xLSE on a 3 mid slots ship, I would really suggest you re-read your own posts,
unless you are trying to troll, which I'm more and more thinking you are.

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#585 - 2013-01-23 14:11:25 UTC
Syrias Bizniz wrote:
Since the AAR will have an onlinelimit of 1 and 60 seconds of recharge, any chance we will see the nanobot accelerator rig also decrease the reload time of the AAR? Cause else, 60 seconds without repps running will probably only be possible in a double rep fit, making the module almost useless for setups that only have space to fit one.

If this module doesn't run in gimp mode while reloading, then it should. Otherwise the entire point of it is defeated.

EvE is supposed to suck.  Wait . . . what was the question?

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#586 - 2013-01-23 14:16:30 UTC  |  Edited by: Freighdee Katt
Apostrof Ahashion wrote:
Proposed Ancillary Armor Repairer
Is just plain terrible. Its mechanics is gimmicky, i dont see how can you implement the option to choose will it use batteries or just repair at 3/4. It accomplishes nothing new, it does not add more fitting options or versatility, if you use reps you are gonna drop one and replace it with new module. And the logic behind the way it operates is kinda dumb.

I agree generally, but there is a fairly simple way they could make burst mode selectable at will, and as long as the module also runs while it's reloading, it would at least be all that it can be. That might not be a whole lot, but it could at least do what they think they want it to do, with a couple UI and reloading mechanics tweaks.

EvE is supposed to suck.  Wait . . . what was the question?

JamesCLK
#587 - 2013-01-23 14:17:28 UTC
Armour tanking 2.0: Still a band aid on a sucking chest wound.

-- -.-- / -.-. .-.. --- -. . / .. ... / - --- --- / . -..- .--. . -. ... .. ...- . / - --- / ..- -. -.. --- -.-. -.- / ... - --- .--. / .--. .-.. . .- ... . / ... . -. -.. / .... . .-.. .--. / ... - --- .--.

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#588 - 2013-01-23 14:19:41 UTC
A thought occurs:

Is it even possible to balance Armor Tanking 2.0 without simultaneously nerfing Shield Tanking?

What I mean is, a lot of complaints about AAR stem from comparison to ASB. At the same time, a lot of folks (myself included) feel that ASB should be nerfed into the ground or removed from the game altogether. Frankly, I wouldn't lose any sleep over either one.

In other words, trying to make AAR measure up to, arguably, grossly overpowered ASB might not be the way to go. Perhaps fixing/removing ASB and then adding AAR that is more in like with fixed ASB is better?

And again, if some of these changes are not going to make it in 1.1 release, how are new Gallente BCs going to be tested? How can we determine if the hulls are weak/OK/strong if their hull bonus isn't even working properly yet? Not even on paper, never mind on test server. Is releasing yet another piece of unfinished content the smart way to go?

I'm saying this phrase a lot lately since someone mentioned it, but it sums up the situation perfectly: putting the cart before the horse.
Nikuno
Atomic Heroes
#589 - 2013-01-23 14:23:16 UTC
Freighdee Katt wrote:
Apostrof Ahashion wrote:
Proposed Ancillary Armor Repairer
Is just plain terrible. Its mechanics is gimmicky, i dont see how can you implement the option to choose will it use batteries or just repair at 3/4. It accomplishes nothing new, it does not add more fitting options or versatility, if you use reps you are gonna drop one and replace it with new module. And the logic behind the way it operates is kinda dumb.

I agree with you generally about the module, but there is a fairly simple way they could make burst mode selectable at will, and as long as the module also runs while it's reloading, it would at least be all that it can be. That might not be a whole lot, but it could at least do what they think they want it to do, with a couple UI and reloading mechanics tweaks.


But if it continued to run whilst reloading what would be the point or the current armour repairers? They'd be totally redundant. ASB introduced something new - active tanking that was immune to neuting. The huge tank is a big plus, and the ability to fit mutiples makes it seriously OP. The AAR gains none of these. It remains a drain on cap and sensitive to neuting; it's 'burst' tank is more protracted than the ASB so more of a dribble of additional rep than a flood; only one can be fitted per ship. Please, for the love of keeping this game in some sort of balance, where is the rationale behind all this? I see ideas with promise being lumbered with a whole load of bad implementation making a bad situation worse.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#590 - 2013-01-23 14:26:18 UTC
Jame Jarl Retief wrote:
I'm saying this phrase a lot lately since someone mentioned it, but it sums up the situation perfectly: putting the cart before the horse.

To be honest, releasing everything half-done appears to be the new development model for this year; the "future of EvE" dev blog said as much. They're now working on every little thing in tiny little pieces all the time, so nothing is ever going to get released when it's actually done, or when the other five things it needs to make sense are done at the same time. You can criticize this pattern if you want, but it does have the advantage that it will guarantee there is always something fatally broken somewhere in the game, at any given time; and that's got to count for something.

EvE is supposed to suck.  Wait . . . what was the question?

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#591 - 2013-01-23 14:28:30 UTC  |  Edited by: Freighdee Katt
Nikuno wrote:
But if it continued to run whilst reloading what would be the point or the current armour repairers? They'd be totally redundant. ASB introduced something new - active tanking that was immune to neuting. The huge tank is a big plus, and the ability to fit mutiples makes it seriously OP. The AAR gains none of these. It remains a drain on cap and sensitive to neuting; it's 'burst' tank is more protracted than the ASB so more of a dribble of additional rep than a flood; only one can be fitted per ship. Please, for the love of keeping this game in some sort of balance, where is the rationale behind all this? I see ideas with promise being lumbered with a whole load of bad implementation making a bad situation worse.

You can only have one AAR on a ship, so that's the point of it; it makes a single-rep fit into a burst dual-rep, and a dual-rep fit into a burst triple-rep (at the cost of having a gimped "normal" mode compared to a standard rep and eating cap boosters to get the burst, ofc). If it doesn't run while reloading and can't run in normal mode while loaded and ready, then the way it works makes no sense at all.

EvE is supposed to suck.  Wait . . . what was the question?

Nikuno
Atomic Heroes
#592 - 2013-01-23 14:29:01 UTC
Jame Jarl Retief wrote:
A thought occurs:

Is it even possible to balance Armor Tanking 2.0 without simultaneously nerfing Shield Tanking?

What I mean is, a lot of complaints about AAR stem from comparison to ASB. At the same time, a lot of folks (myself included) feel that ASB should be nerfed into the ground or removed from the game altogether. Frankly, I wouldn't lose any sleep over either one.


Exactly this. I like the ASB, but that's because I know how dominating it is for active tanking. You introduced the recent modules through dropped bpcs to give the ability to influence their presence in the game. It may seem a bitter pill, but aside from exciting tourney fights it really is more of a curse than a blessing when it comes to balancing tanking and perhaps you should consider removing it from the game until a balanced approach across all tanking methods can be thought up.

Speaking of tourney, wrong place to ask I know, but still no prizes (aside from the shiny medal, for which tyvm) :((
Moonaura
The Dead Rabbit Society
#593 - 2013-01-23 14:32:19 UTC  |  Edited by: Moonaura
deepos wrote:
Moonaura wrote:
NetheranE wrote:
Moonaura wrote:
So, time to rattle the cage.

*snip*


Allow me to simply and plainly ask you this question:

Do you, yourself, on ANY of your toons, consistently or with any frequency actually fly any active armor tanked ships?


http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15162689 - You will need to copy and paste this to make it work.



Please allow me to provide the following fit from your own collection as well :
http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15616235

For the lazy ones, its a Dual LSE Omen fit...

Moonaura, if you gimp your own fits as to put 2xLSE on a 3 mid slots ship, I would really suggest you re-read your own posts,
unless you are trying to troll, which I'm more and more thinking you are.



One of the great bits of fun in EVE is the ability to try different fits and ideas out, indeed my entire corporation is based around trying to do that.

The Omen in this configuration can do a lot of damage, and still have buffer to potentially get repped, although its resists are not great at all.

The Vexor is also being used in a very similar way, not just by me, but by many others, because it can hit 900 DPS in that configuration.

A couple of days ago I took out a buffer armor fit Omen, but its not been popped - yet :)

I'm not trolling, but I do think there is often the feeling that 'My race sucks - every other race is awesome' in the threads, and in this thread, I felt that people felt active armor tanking was some how this terrible thing, when it fact, there are some nice fits for it, that work very well. Some of the best tanks i've seen lately were active armor fit. Again you need to copy and paste this link:

http://killboard.thedeadrabbitsociety.com/?a=kill_detail&kll_id=15571848

The related kill mail isn't accurate, the ? players listed here were not on the fight at this time. He warped in on us, and frankly, if it wasn't for the griffin, we'd have easily lost a Moa, maybe both. It took us a long time to get him down, as he kited away from us with the AB - the Moa's don't have the cap to keep their MWD on, so it was a case of slow and fast, slow and fast, which meant I wasn't always in optimal range.

Its a great fit, and for small solo play, I bet he has a lot of success with it. Solo, he'd have easily killed me, no doubt at all. Even against the two Moas I reckon he would have got at least one of us down.

For myself, I don't claim to be the most experienced player out there, and certainly not in solo work. But when I have fought against armor reppers, they have generally done well, far better than the ASB fit shield fits I've come across. Frankly, the 60 seconds reload is enough to cause them real issues now. I imagine the AAR will have the same issue, although it will still give some tank even when empty, which is interesting.

One of the most exciting ships (If the numbers and fits don't change) is the new Prophecy. I think this thing will be absolutely bad ass - it has a cap stable cap drain and 82,000 EHP, with web, scram and MWD. That is impressive. It too can be tripple tanked, and it will be interested to see how folks use it.

I think what CCP Fozzie is presenting is a great set of changes that for me, bring some balance to the state of play. But lets not kid ourselves that armor is useless.

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

Takeshi Yamato
Ministry of War
Amarr Empire
#594 - 2013-01-23 14:36:32 UTC  |  Edited by: Takeshi Yamato
Jame Jarl Retief wrote:
A thought occurs:

Is it even possible to balance Armor Tanking 2.0 without simultaneously nerfing Shield Tanking?

What I mean is, a lot of complaints about AAR stem from comparison to ASB. At the same time, a lot of folks (myself included) feel that ASB should be nerfed into the ground or removed from the game altogether. Frankly, I wouldn't lose any sleep over either one.

In other words, trying to make AAR measure up to, arguably, grossly overpowered ASB might not be the way to go. Perhaps fixing/removing ASB and then adding AAR that is more in like with fixed ASB is better?


Balance is the relationship between different parts. So by definition it's impossible to balance armor tanking without affecting shield tanking. Whether that happens by reducing the effectiveness of shield tanking, improving the effectiveness of armor tanking or doing both, shield will always end up relatively worse.


Now, the big problem here is oversized shield boosters and oversized ASBs, and to a lesser extent oversized plates/extenders. If oversizing didn't exist, CCP could adjust each module to its appropriate strength within the ship class that uses it. Many of the complaints here are people comparing "regular sized" armor reps to "oversized" shield boosters/ASBs. "Regular sized" ASBs aren't ridiculously overpowered, it's XL-ASBs on cruisers hulls and the like that are.


I think it's time to admit that oversized mods have become the norm, default choice and measure by which everything else is judged. It's not possible to balance oversized modules for ONE SHIPCLASS because another ship class also uses the same module. Therefore the only solution is give each ship class its own set of modules and disallow oversizing. Then balance is possible.
Nikuno
Atomic Heroes
#595 - 2013-01-23 14:39:33 UTC
Freighdee Katt wrote:
Nikuno wrote:
But if it continued to run whilst reloading what would be the point or the current armour repairers? They'd be totally redundant. ASB introduced something new - active tanking that was immune to neuting. The huge tank is a big plus, and the ability to fit mutiples makes it seriously OP. The AAR gains none of these. It remains a drain on cap and sensitive to neuting; it's 'burst' tank is more protracted than the ASB so more of a dribble of additional rep than a flood; only one can be fitted per ship. Please, for the love of keeping this game in some sort of balance, where is the rationale behind all this? I see ideas with promise being lumbered with a whole load of bad implementation making a bad situation worse.

You can only have one AAR on a ship, so that's the point of it; it makes a single-rep fit into a burst dual-rep, and a dual-rep fit into a burst triple-rep (at the cost of having a gimped "normal" mode compared to a standard rep and eating cap boosters to get the burst, ofc). If it doesn't run while reloading and can't run in normal mode while loaded and ready, then the way it works makes absolutely no sense at all.


Precisely, this module makes no sense. It's burst tank is not. It IS far more effective than the current reps for a short period, but that period is much longer than the ASB burst period. That means less dps tanked/second for that time period compared to the ASB(bear in mind the overheat rig was also a large part of making the AAR effective and has now been removed). Now add in the continued use of cap, the sensitivity to neuts, the restriction of 1 module per ship, and you end up with a module that on one hand

- does not rep whilst it reloads so is pointless regarding the non-selectable 3/4 rep without boosters option

-does rep whilst it reloads, so why would you ever fit a normal repairer in the first place? This leads to;

1.For a single rep ship you'd ALWAYS fit the AAR to have the burst as an option
2.For a dual rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option
3.For a triple rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option

With fitting between AAR and Repper being identical there would simply be no choice. Yet the argument for introducing these modules is to provide choice. It'd become the armour repairer equivalent of oversize fitting which is generally considered a plague on the game.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#596 - 2013-01-23 14:47:52 UTC  |  Edited by: Freighdee Katt
Nikuno wrote:
1.For a single rep ship you'd ALWAYS fit the AAR to have the burst as an option
2.For a dual rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option
3.For a triple rep ship you'd ALWAYS fit the AAR as the first rep to have the burst as an option

I'd go with all normal reps if I (1) do need better sustained tank; (2) don't need burst tank ever; and (3) need the cargo bay or want to avoid futzing with cap boosters. If I want a sustained triple rep setup, then I still have to fit three normal reps (two for sustained dual rep tanking, etc.).

Normal reps will give better sustained tank, and this thing will allow for a very large burst tank, that comes with some costs (assuming they make it work the way it needs to work for it to make any sense). A new burst mod does not make sustained tank fits obsolete, except to the extent that they sucked already and still need to be fixed. This is why they should have started by balancing normal modules / rep bonus / resist bonus first, rather than just throwing a half-baked module into the mix and then having to deal with all the problems it creates, while still needing to balance all the old stuff as well because it's still needed, and still broken.

EvE is supposed to suck.  Wait . . . what was the question?

Omnathious Deninard
University of Caille
Gallente Federation
#597 - 2013-01-23 15:03:27 UTC  |  Edited by: Omnathious Deninard
A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters.

If you don't follow the rules, neither will I.

Roime
Mea Culpa.
Shadow Cartel
#598 - 2013-01-23 15:18:17 UTC
[Hyperion, Bring Moar Deeps It's LAAR]

Large Ancillary Armor Repairer I
Large Armor Repairer II
Reactive Armor Hardener
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II

Heavy Capacitor Booster II, Navy Cap Booster 800
Medium Capacitor Booster II, Navy Cap Booster 800
Large Micro Jump Drive
Warp Scrambler II
Stasis Webifier II

Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L
Ion Blaster Cannon II, Void L

Large Auxiliary Nano Pump I
Large Nanobot Accelerator I
Large Nanobot Accelerator I


Ogre II x4

Standard Exile + Legion links + heat = 3509 hp/s tanked for nine cycles?
(RAH at default 15%, this figure goes a lot higher against <4 dmg types)

958 dps with terrible tracking and at point blank range, but it surely does tank

..pimp it up to about 1.2bil, use stronger drugs and a repping implant and you get +5700 hp/s loltank. What about T2 RAH?

.

Takeshi Yamato
Ministry of War
Amarr Empire
#599 - 2013-01-23 15:18:41 UTC  |  Edited by: Takeshi Yamato
Omnathious Deninard wrote:
A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters.


That's mostly because you are comparing regular sized armor reps to oversized shield boosters/ASBs.

The difference isn't THAT large when comparing regular size modules.

I'm repeating myself here but the main problem are oversized mods...
Omnathious Deninard
University of Caille
Gallente Federation
#600 - 2013-01-23 15:20:31 UTC
Takeshi Yamato wrote:
Omnathious Deninard wrote:
A lot of the problems with active armor tanking could be solved by increasing the efficiency of the medium and large armor reps, they are horribly inefficient compared to small reps and ALL shield boosters.


That's mostly because you are comparing regular sized armor reps to oversized shield boosters/ASBs.

The difference isn't THAT large when comparing regular size modules.

No I'm not, that is small to small, medium to medium to, large to large/x-large. And no Ancillary were included in this

If you don't follow the rules, neither will I.