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[Retribution 1.1] Armor Tanking 1.5

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Ctzn Snips
The Scope
Gallente Federation
#661 - 2013-01-23 21:22:17 UTC
Nikuno wrote:


This still leaves the questions of

1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?

2. If it doesn't continue to rep can it be made optional to switch the boost on giving the chance to begin by running in 3/4 mode whilst holding the burst until needed?


Those are the questions I've had since I read the first post. I don't think the UI can operate with that many options. Either it's running with charges, it's running with no charges, it's reloading, or it's off.

Now I want to know how the the game will interpret that. If I run out of charges, will it start reloading, or keep repping with no charges until it's turned off and reloaded? Will it just turn off, and give the option to reload or operate?
CCP Fozzie
C C P
C C P Alliance
#662 - 2013-01-23 21:24:27 UTC
Nikuno wrote:

1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?


While reloading the module cannot cycle.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
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Iam Widdershins
Project Nemesis
#663 - 2013-01-23 21:32:28 UTC
I like that we are discussing the relative merits of resistance vs active rep bonuses in a serious fashion, but I don't feel like the root issue is being brought to light very clearly.

A 7.5% bonus to active reps is barely 4% better than a 5% resistance bonus at level 5. In addition it does not affect remote reps at all, adding insult to injury when local reps already work about as well in addition to the greatly increased efficacy of plates. This RELATIVE effectiveness is the real issue at hand, and is completely independent of any adjustments made to the local repair modules.

Creating a separation between these two requires either a change in one or more of the bonuses or some kind of new attribute of the reps themselves that can differentiate between ships that do and don't have inherent resist bonuses, an esoteric concept for which there is no existing basis in current mechanics. Fozzie has already expresed reticence to further boost the bonuses to local armor repairs in fear of rendering local reps useless on ships without the bonus, which I quite understand. This leaves changing the resistance bonus as the only viable option I can see: one good method would be to change ships with 5% armor resistance bonuses to a combined 2.5% bonus to both armor HP and resistance.

Mind that this only really applies to armor right now; the differential between active and resistance bonuses on shield ships is not so drastic, due to various things such as the relative streength of fittable shield boosters and modules like boost amplifiers. But I do believe that there is a real imbalance in the same issue for armor.

TL;DR Changing the repair modules themselves will do absolutely nothing to fix the relative strength of local armor repair bonuses and armor resistance bonuses. Something else needs to give.

Lobbying for your right to delete your signature

Freighdee Katt
Center for Advanced Studies
Gallente Federation
#664 - 2013-01-23 21:36:42 UTC  |  Edited by: Freighdee Katt
CCP Fozzie wrote:
Nikuno wrote:

1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?


While reloading the module cannot cycle.

Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the paste-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the nanite paste and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper.

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

Nikuno
Atomic Heroes
#665 - 2013-01-23 21:38:30 UTC
CCP Fozzie wrote:
Nikuno wrote:

1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?


While reloading the module cannot cycle.


Then please can you explain why the module that gives a larger amount of rep, has easier fitting requirements, uses no capacitor and is free from the risk of being neuted can have multiple mods fitted (ASB) whilst the module that gives the smaller amount of rep, has higher fitting requirements, does use capacitor and is vulnerable to being neuted can only fit a single example?
Takeshi Yamato
Ministry of War
Amarr Empire
#666 - 2013-01-23 21:39:38 UTC
Freighdee Katt wrote:
CCP Fozzie wrote:
Nikuno wrote:

1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?


While reloading the module cannot cycle.

Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the cap-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the cap boosters and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper.


I like this a lot. Supercharged overheat mode that actively consumes nanite repair paste.
Freighdee Katt
Center for Advanced Studies
Gallente Federation
#667 - 2013-01-23 21:39:54 UTC
Ctzn Snips wrote:
Those are the questions I've had since I read the first post. I don't think the UI can operate with that many options. Either it's running with charges, it's running with no charges, it's reloading, or it's off.

Now I want to know how the the game will interpret that. If I run out of charges, will it start reloading, or keep repping with no charges until it's turned off and reloaded? Will it just turn off, and give the option to reload or operate?

The way the ASB works, it keeps running until you turn it off. Once it's empty, it starts burning hella cap. So you turn it off when it gets down to the last charge, and when it ends on empty it starts to reload. (You could also let it keep running, and it will shut off when your cap is sucked dry in about 2 seconds, then it will shut off and start to reload.) Either way, it won't reload until it's off, and if you leave it running, it won't auto-reload.

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

Maximus Andendare
Stimulus
Rote Kapelle
#668 - 2013-01-23 21:43:48 UTC  |  Edited by: Maximus Andendare
Freighdee Katt wrote:
CCP Fozzie wrote:
Nikuno wrote:

1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?


While reloading the module cannot cycle.

Then it is completely useless. In order for this module to make sense at all, it needs to be able to run as a 3/4 normal rep all the time, with the burst on demand. You need to add a feature like I suggested a while back; a complement to the "heat" tab that lets us switch on the cap-burning burst mode at will. So you can load it up and use it as a weaker normal rep, and when you click the "overcharge" tab, then it starts burning the cap boosters and goes into 2.25x rep mode. When it's empty, it should reload while continuing to run as a normal repper.
It is true that the module should be able to run when reloading, but I understand why it doesn't.

Actually, I don't mind there being a more "active" component to active repping, but if that more active mechanic is going to be attached to heat, then I don't think that's reasonable to ask of armor tankers to always incur heat damage. This adds yet more skills to train (more thermodynamics levels, nanite paste time redux and use efficiency) that are often considered optional.

If the AAR is set up in a way that it will consume paste while being overheated for no heat damage, then I think that's an acceptable change to the module that makes it more interesting, encourages a different mechanic for armor, and still keeps the heat level (and costs) under control. So, when you run out of paste in the module, the rack would begin to generate heat (and damage) normally.

The OH rig, then, would be more interesting, since the bonus would be applied during heat only, which its damaging aspect (to surrounding mods on the rack) would be mitigated due to paste being loaded.

edit: typos

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Freighdee Katt
Center for Advanced Studies
Gallente Federation
#669 - 2013-01-23 21:47:52 UTC  |  Edited by: Freighdee Katt
Maximus Andendare wrote:
If the AAR is set up in a way that it will consume paste while being overheated for no heat damage, then I think that's an acceptable change to the module that makes it more interesting, encourages a different mechanic for armor, and skill keeps the heat level (and costs) under control. So, when you run out of paste in the module, the rack would begin to generate heat (and damage) normally.

I think it needs something different; a separate little tab 180 degrees from the heat tab we have now.

The supercharge or overcharge tab would not overheat; it would just activate the burst mode. Otherwise it would work functionally the same as heat. If you have the supercharge tab lit, then when the module is active it will consume charges. If the supercharge tab is not lit, then it works as a normal repper. This could apply the same to both the ASB and the AAR, although I doubt anyone would bother to run an ASB without the supercharge tab lit ever, because it eats so much cap when in "normal" mode.

You could ALSO overheat if you want, but I'm talking about a different mechanic, a new little blue tab on the module icon that will let us toggle the consume-charges burst mode on and off at will, the same way we do now with overheating. It's not dependent on heat, just a way to let us use the burst feature on these things in a way that makes sense.

If you think about it, you'll see that the "normal" mode is never, ever going to be available on the AAR without this control. It can't rep while reloading, apparently, and you will never run it empty, since it takes 60 seconds to load. Therefore the only thing you will ever do is run it in burst mode and then turn it off; it can't use its normal mode at all, because if you run it empty, then you have to wait 60 seconds in order to use the burst rep, which is never going to be what you want.

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

Apostrof Ahashion
Doomheim
#670 - 2013-01-23 21:48:58 UTC
Dread Operative wrote:

So a fully loaded MAAR will cost twice as much to run as a LASB. Lame.


Not like nano paste or batteries are exactly expensive enough to even worry about that.

@Fozzie
Thanks for reading trough all of all crap and actually using some ideas, in this thread and BC rebalance. I really hate all things with ancillary in name and hope they go away but i guess some new modules had to be introduced. But please dont add another skill to armor tanking, especially not a skill that gives such small bonus and is still a must train since it affects speed. The gap in skill requirements for shield and armor tanking are already huge.
Takeshi Yamato
Ministry of War
Amarr Empire
#671 - 2013-01-23 21:52:32 UTC
Veshta Yoshida wrote:
Takeshi Yamato wrote:
The say a picture is worth a thousand words... here is a graphical comparison of the AAR and the ASB


http://i.imgur.com/REYYlHK.jpg (updated with correct total rep amount for the AAR)


Please correct any mistakes I have made.

Please note that I gave the AAR 3x rigs to help it out a little bit. I didn't include the Overcharge rig because the exact mechanics have not been clarified.

Why the resist mods, should be enough to just use the suitcase as both ships have resist bonus?
Why two tanking mods for shield .. you'll need to (at least) add a T2 MAR to Prophecy to even out the effect of the amplifier.

Speaking of which .. where is my fittings friendly super boost to my armour tanking mods .. I want a nanite amplifier!


It was an attempt to make a semi-realistic fitting. The AAR fit already had 1 more slot used than the ASB fit after adding the two EANMs. Adding another rep would put the AAR fit at 6 slots used vs the 4 slots used of the ASB fit.

Anyway, the stats with just a DCU II are:

M-AAR: 139.5 rep/sec, 4320 total.
L-ASB: 235 rep/sec, 3510 total.
XL-ASB: 442 rep/sec, 8820 total.
Apostrof Ahashion
Doomheim
#672 - 2013-01-23 21:58:44 UTC  |  Edited by: Apostrof Ahashion
Bouh Revetoile wrote:

MAAR = 1,68 * MAR2
That's not exactly twice, but considering fitting and slots (AAR should have fitting req of a T1 AR), you can really consider using one AAR instead of 2 AR. That would effectively free you one low slot.


You are looking at this the wrong way, a really wrong way. The reason i fit 3x armor reps on a ship is because i want to have the most repair amount i can without gimping everything else, that is the main goal of my fit, the thing i am building for. Even if they buff all armor repairers to rep 5x more i still wont reduce their number. If i think that armor repairer is worth more for my goal than something else you can be sure i will think the same when they buff them.

Ppl are not fitting tripple reps because they want this much armor repaired, the fit them because they want the most armor repaired possible. And that is the main reason i dislike this module, because it does absolutely nothing new, its just plain better armor rep.
Dzajic
#673 - 2013-01-23 22:10:00 UTC
AAR still mandates at least one more "Standard" rep on board. Being 3/4 of T1 rep it is nearly completely useless when not loaded. Yes ASBs will destroy your cap if left on, but you can fit more than one of ASBs.

Grid usage reduction should be near mandatory with rig penalty changes, irregardless of how AAR is and works.

Reducing cycle times of MAR and LAR is a very nice idea. With rep coming at end of cycle you want it as soon as possible and then somewhat before that. It would be awesome if you gave MAR and LAR a tiny buff of rep while at it, so that new modules are maybe 3 to 5% better than old ones. Very minor buff. With implants and links and drugs it could scale badly, so nerf the god damn links ASAP.

To CCP Fozzie and all here. Please remember that single or multiple ASB fits are completely viable and maybe still a bit too strong without cystals, links or blue pill.

For "serious fights" on everything other than Incursus currently active armor tank is damn near useless if you are not running all the force multipliers. (drugs, implants, links).

So yes, small buff to MARs and LARs while you are changing other things. But for the love of god whatever you do reduce grid requirements or change rig penalty into something else.
Wivabel
Federal Defense Union
Gallente Federation
#674 - 2013-01-23 22:16:09 UTC
Why not just use the overheat function to tell the module when to consume the nanite paste and when to give you the 3x rep boost. Being able to switch Between 3/4 rep and 3x rep would give the module that little something extra.


WivLol

I am not sure if I am going to log in anymore.......

Dzajic
#675 - 2013-01-23 22:28:07 UTC
So overheated it would consume nanites and do megaboosted reps? But if it "loads" nanite paste it would still need a reload. But i guess you could switch it from OH mod to slow mode and use those 8 mega rep cycles over a longer period of time, when they are really god damn needed. Still tricky with rep coming at end of cycle.

Still a very contrived module, especially compared to moron friendly nature of ASBs.
Ctzn Snips
The Scope
Gallente Federation
#676 - 2013-01-23 22:46:27 UTC
Dzajic wrote:
So overheated it would consume nanites and do megaboosted reps? But if it "loads" nanite paste it would still need a reload. But i guess you could switch it from OH mod to slow mode and use those 8 mega rep cycles over a longer period of time, when they are really god damn needed. Still tricky with rep coming at end of cycle.

Still a very contrived module, especially compared to moron friendly nature of ASBs.


That moron friendly nature plays in very well with missile ships as well. Crazy right?
Iam Widdershins
Project Nemesis
#677 - 2013-01-23 22:47:04 UTC
Everyone is bitching that the AAR can't be used while reloading. This is the simplest possible problem to solve: Turn off auto-reload for the module. You can keep using it straight and pulsed for as long as you want after its charges are gone, and choose to start reloading it whenever you desire.

It's not that complicated, people.

Lobbying for your right to delete your signature

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#678 - 2013-01-23 22:52:53 UTC
CCP Fozzie wrote:
Limiting oversized mods as a way to simplify balancing
I completely agree that limiting more modules to certain ship sizes would make my life easier. :)
However giving people the freedom to be creative with fits is part of what makes Eve so great and I don't want to lose that. It's going to take more work and more time but finding a balance without unnecessarily removing player choice is the ideal we're shooting for.


In short are we getting XL-armor reps and XL-AARs ??

Because despite all you efforts, and believe me I do understand you have to make choices and doing your best with in the envelope you're given, I can barely see active armor tanking become something worth of any effort but for gate and station camping or the very situational case.

On the other side of the coin, these proposed changes are bringing even bigger benefits to golden hull resist bonus bricked space pixels while increasing significantly the downsides of active tanking.
Please notice that I'm not saying this is going to make active tanking worst than it was before because it would be a lie but I can't agree with anyone saying this is the right way to balance.

These changes are increasing the number of sills required, the number of slots required for a semi useful active tanking, changing the already extremely heavy penalties from speed/agility to even less pg/cap available making the choice almost impossible. You tell me "yeah but you have the choice", well it isn't one when you can choose in between horrible mods and other horrible mods unless, once again, you're playing station and gate games where some will be less horrible than others.

Active tanking is not in need of more downsides but the total opposite and I believe you can do it, be creative because you can tbh !!
Choosing active armor tanking should mean you choose to NOT FIT A SINGLE FOCKING PLATE ! because you want to move fast, be semi agile and get fast enough in to your targets face and melt it down !!
Light armor (hp) tanking based on resist profile tanking (active/passive) with a single rep allowing you at the cost of some extra cap (booster charges) to significantly increase your HP rep amount for a very short amount of time, but still be able to normally rep if no booster charges are used.

It's not a choice than have to add even more mods+cap booster charges to actually try to do something out of station.gate games, it's a pain, it's not fun, it's not worth the effort when you can do much better just by ASB fit your ship and fill those lows with dmg mods.
This is how you should think to figure out how you should balance active armor tanking: am I better using armor or shield tank for a fight that will not last more than a couple minutes anyway?

removed inappropriate ASCII art signature - CCP Eterne

Apostrof Ahashion
Doomheim
#679 - 2013-01-23 22:58:31 UTC
Iam Widdershins wrote:
Everyone is bitching that the AAR can't be used while reloading. This is the simplest possible problem to solve: Turn off auto-reload for the module. You can keep using it straight and pulsed for as long as you want after its charges are gone, and choose to start reloading it whenever you desire.

It's not that complicated, people.


They are not bitching because they dont know how to turn it off.
Mariner6
The Scope
Gallente Federation
#680 - 2013-01-23 23:09:04 UTC
- Repair Paste? Great idea but aren't there a ton of PI products that have little use currently? Why not choose something different just for some diversity but of the same size? Microfiber Shielding for example. Just a thought.