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[Retribution 1.1] Armor Tanking 1.5

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Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1081 - 2013-01-31 11:16:59 UTC
Goldensaver wrote:
Of course he might be one of those people who has all his skills in shield tanking and wants shields to be better than armour so he doesn't even need to think about training other tanking skills for any reason whatsoever. *shrugs* You never know who you're dealing with on these forums.


I can't say I've got perfect skills in armor and shield but those are pretty close and strong enough for both, I tend to shield tank my armor ships like many others for a reason.

removed inappropriate ASCII art signature - CCP Eterne

Nikuno
Atomic Heroes
#1082 - 2013-01-31 11:22:02 UTC
Seranova Farreach wrote:
armor is still superior for pvp fleets as it has much higher EHP yealds then shield and saved mids for prop and tackle and/or cap boosters, whilst shield needed ancil booster to minimize the amound of tank slots they lost while also beign able to fit prop and tackle.


Except that in a fleet you have dedicated tackle leaving the shield tanking ships with mids for tank and propulsion/eccm/sebo according to fleet type and lots of lows for damage mods.

It's always a trade-off, and at the most basic level before you consider mods the shield and armour are reasonably balanced considering slots and resists. The problem armour tankers have over the ASB is that it does too much for a single slot. It's like giving every ship that uses one an extra 2 mids. It's a shield booster+shield boost amp+cap booster all in one.

The AAR is only an armour repairer that can work a bit harder for a short time. It doesn't grant any 'free' slots in it's design. It doesn't make active tanking free from ship capacitor use. Armour tankers are still forced to use a mid slot for a cap booster, 2 if the dual or triple rep.

What the AAR does is to give you the performance of an X-type/A-type rep for an 8 cycle window at the cost of some nanite paste. I think the cargo space saved by using nanite paste instead of cap boosters is easily worth the additional isk cost and no complaints about that change being made. I do still feel the AAR is underwhelming. I feel the thing that would continue with the notion of making it different to the ASB but more effective for armour tanking would be the choice of running the rep at the low or boosted level at will. Some way to have it loaded with nanite, but opting to run it at the 0.75x level. Give us this and you have something that brings more flexibility to help offset the inherent problems associated with a module that continues to use ship's cap while it works.

Other than that, the only real help armour tankers are going to get is the easier fitting of using T1 over T2 for that first rep. Not to belittle that, it's a big help, but the module just needs that little something extra to make it really worthwhile over strapping an ASB to every ship even if they have an armour repair bonus. You just know the whole thing is still out of whack when that's the best option.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1083 - 2013-01-31 11:25:06 UTC
Seranova Farreach wrote:
armor is still superior for pvp fleets as it has much higher EHP yealds then shield and saved mids for prop and tackle and/or cap boosters, whilst shield needed ancil booster to minimize the amound of tank slots they lost while also beign able to fit prop and tackle.



Situations where armor are superior: capital size -please tells us why

removed inappropriate ASCII art signature - CCP Eterne

Sinzor Aumer
Planetary Harvesting and Processing LLC
#1084 - 2013-01-31 12:17:26 UTC
Maeltstome wrote:
1. It’s MUCH more expensive to run an AAR and
2. The lack of ‘Navy Paste’ means that either large AAR’s have a disadvantage over XL-ASB’s or, if you are balancing these rep amounts against *assumed* navy cap boosters, small AAR’s have an advantage over small ASB’s (there is no navy 25 booster). Does this make any sense?

Typical example of space-poor. Go ask donations in Jita.
Also, people that load vanilla boosters instead of navy into ASB - deserve to die in a fire.

Maeltstome wrote:
Honestly… remove the cap usage.

I repeat - die in a fire.
raawe
Imperial Shipment
Amarr Empire
#1085 - 2013-01-31 12:57:19 UTC  |  Edited by: raawe
Sinzor Aumer wrote:

I repeat - die in a fire.


Constructive What?

Let's face it. Armor is inferior atm in PVP. Slow heavy cap using ships and something needs to be done so i welcome every armor change. When ASB came around i was like OMG really add something for armor as well and all they added was stupid phased plating. Suggested changes are not perfect but it's a start. They should add more options to armor, make ships at least a little more maneuverable and comparable to shield tanked ones in PVP and PVE. I suggest lowering cap need of AAR's (like 50% of T1 reppers when loaded). Rig changes are great Attention altho there might be some fitting problems now but if that means i'll be able to do more pvp in armor tanked ships i'll take it.
Pinky Denmark
The Cursed Navy
#1086 - 2013-01-31 14:19:20 UTC
I would love for ASB and AAR to copy the fitting requirements of their "vanilla" counterparts...
Perihelion Olenard
#1087 - 2013-01-31 14:43:11 UTC
I have an idea to improve the reactive armor hardener on sub-cap ships. Instead of a large amount of capacitor for not much resists when taking several damage types, improve the base amount of resists from 15% to 20%. However, limit the minimum amount each resist can go down to. What this would do is make the module more effective when taking several damage types, but it would also prevent it from being absurdly overpowered when taking one damage type.

This would also have the benefit of leaving some resistance behind to the damage types the ship is currently not taking, but could be taking in the future. Honestly, even with the cap reduction built into the skill, the module still takes a bit too much capacitor to run on battlecruisers with the "blah" benefit it provides.

I can't really speak for cap ships as I have never flown one, even on my old character before I sold it.
Crazy KSK
Tsunami Cartel
#1088 - 2013-01-31 15:39:18 UTC
has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi?

Quote CCP Fozzie: ... The days of balance and forget are over.

CCP Fozzie
C C P
C C P Alliance
#1089 - 2013-01-31 15:42:59 UTC
Crazy KSK wrote:
has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi?


The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Takeshi Yamato
Ministry of War
Amarr Empire
#1090 - 2013-01-31 15:55:52 UTC  |  Edited by: Takeshi Yamato
CCP Fozzie wrote:
Crazy KSK wrote:
has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi?


The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however.


What are its planned bonuses?

I would like to know because the way I initially understood, it improves both rep amount and cycle time bonuses provided by overheating.
fukier
Gallente Federation
#1091 - 2013-01-31 15:59:54 UTC
Takeshi Yamato wrote:
CCP Fozzie wrote:
Crazy KSK wrote:
has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi?


The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however.


What are its planned bonuses?

I would like to know because the way I initially understood it to improve both rep amount and cycle time bonuses provided by overheating.



i would call it a heatsink rig and make it reduce heat damage to all mods...

something like 30% reduction in heat damage for tech I and 40% for tech II (give it the fittings of a sentry drone rig so you can only fit one per ship)

if you want to make overheating better for active reps just increase thier base boost for overheating... that way it wont mess with the other rigs...
At the end of the game both the pawn and the Queen go in the same box.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1092 - 2013-01-31 16:08:44 UTC
fukier wrote:
Takeshi Yamato wrote:
CCP Fozzie wrote:
Crazy KSK wrote:
has the Overheating Rig been turned into nanite paste or are we gonna see it soon on sisi?


The overheating rig won't make it into 1.1 as we want to make sure we have enough time to polish the rest of the features. Expect it to pop up again however.


What are its planned bonuses?

I would like to know because the way I initially understood it to improve both rep amount and cycle time bonuses provided by overheating.



i would call it a heatsink rig and make it reduce heat damage to all mods...

something like 30% reduction in heat damage for tech I and 40% for tech II (give it the fittings of a sentry drone rig so you can only fit one per ship)

if you want to make overheating better for active reps just increase thier base boost for overheating... that way it wont mess with the other rigs...


Another problem is the reduced cycle time when overheating an armour repper as if cap consumption wasn't high enough to begin with.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Wivabel
Federal Defense Union
Gallente Federation
#1093 - 2013-01-31 16:25:46 UTC  |  Edited by: Wivabel
raawe wrote:
Sinzor Aumer wrote:

I repeat - die in a fire.


Constructive What?

Let's face it. Armor is inferior atm in PVP. Slow heavy cap using ships and something needs to be done so i welcome every armor change. When ASB came around i was like OMG really add something for armor as well and all they added was stupid phased plating. Suggested changes are not perfect but it's a start. They should add more options to armor, make ships at least a little more maneuverable and comparable to shield tanked ones in PVP and PVE. I suggest lowering cap need of AAR's (like 50% of T1 reppers when loaded). Rig changes are great Attention altho there might be some fitting problems now but if that means i'll be able to do more pvp in armor tanked ships i'll take it.



I have been flying dual repper astartes and brutixes on the test server (im lucky enough to have a stack of AARs) and I have been pretty happy. With the AAR added your cap is actually more stable because you are not perma running the AAR unless you are under overwhelming DPS. I make sure to fit medium cap boosters with navy 400s. this seems to be enough to tank and fend off 1 medium neut. The brutix with its utility high can now rather easily fit either a nos or a neut which allows for defensive or offensive cap warfare. The gal ships are comparably fast when active armor tanked ~1200m/s.

As far as tank strength I took a dual rep tanked Astarte up against a dual xl asb sleipner on the test server and did really well. Random other dudes crashed the party but the ships were pretty even.

http://sisi.griefwatch.net/index.php?p=details&kill=14936 astarte loss missing slot is AAR of course.
http://sisi.griefwatch.net/index.php?p=details&kill=14937 Sleipner loss

The links only work if you copy and paste blame CCP or my fail forum skills.

Sure fits can be argued but it went pretty well.

Go check out the new changes and then come back and comment you may be surprised at what you find. I have not done enough testing myself but it deffinetly feels much much better now armor tanking that is.

Edit. I also agree with the idea that the AAR should be able to be run at either the reduced rep rate or the nanite repair rate. It should be selectable. It would really solidify this module.

WivP

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

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1094 - 2013-01-31 16:40:45 UTC
Wivabel wrote:
raawe wrote:
Sinzor Aumer wrote:

I repeat - die in a fire.


Constructive What?

Let's face it. Armor is inferior atm in PVP. Slow heavy cap using ships and something needs to be done so i welcome every armor change. When ASB came around i was like OMG really add something for armor as well and all they added was stupid phased plating. Suggested changes are not perfect but it's a start. They should add more options to armor, make ships at least a little more maneuverable and comparable to shield tanked ones in PVP and PVE. I suggest lowering cap need of AAR's (like 50% of T1 reppers when loaded). Rig changes are great Attention altho there might be some fitting problems now but if that means i'll be able to do more pvp in armor tanked ships i'll take it.



I have been flying dual repper astartes and brutixes on the test server (im lucky enough to have a stack of AARs) and I have been pretty happy. With the AAR added your cap is actually more stable because you are not perma running the AAR unless you are under overwhelming DPS. I make sure to fit medium cap boosters with navy 400s. this seems to be enough to tank and fend off 1 medium neut. The brutix with its utility high can now rather easily fit either a nos or a neut which allows for defensive or offensive cap warfare. The gal ships are comparably fast when active armor tanked ~1200m/s.

As far as tank strength I took a dual rep tanked Astarte up against a dual xl asb sleipner on the test server and did really well. Random other dudes crashed the party but the ships were pretty even.

http://sisi.griefwatch.net/index.php?p=details&kill=14936 astarte loss missing slot is AAR of course.
http://sisi.griefwatch.net/index.php?p=details&kill=14937 Sleipner loss

Sure fits can be argued but it went pretty well.

Go check out the new changes and then come back and comment you may be surprised at what you find. I have not done enough testing myself but it deffinetly feels much much better now armor tanking that is.

Edit. I also agree with the idea that the AAR should be able to be run at either the reduced rep rate or the nanite repair rate. It should be selectable. It would really solidify this module.

WivP


Links don't work mate.

BYDI recruitment closed-ish

Wivabel
Federal Defense Union
Gallente Federation
#1095 - 2013-01-31 16:54:58 UTC  |  Edited by: Wivabel
they work if you copy paste lol

WivSad

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

Aralieus
Shadowbane Syndicate
#1096 - 2013-01-31 18:38:54 UTC
@CCP Fozzie

Not sure if this has been asked yet but will the skills Nanite Operation and Nanite Interfacing have any effect on the AAR and the way we use it?

Oderint Dum Metuant

CCP Fozzie
C C P
C C P Alliance
#1097 - 2013-01-31 19:32:09 UTC
Aralieus wrote:
@CCP Fozzie

Not sure if this has been asked yet but will the skills Nanite Operation and Nanite Interfacing have any effect on the AAR and the way we use it?


Nope those skills will continue to just affect repairing of heat damaged modules.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Sinzor Aumer
Planetary Harvesting and Processing LLC
#1098 - 2013-01-31 19:49:12 UTC
raawe wrote:
Sinzor Aumer wrote:
Maeltstome wrote:
Honestly… remove the cap usage.

I repeat - die in a fire.

Constructive What?

Capacitor management is one of the most interesting features of internet spaceships. Unfortunately, it is already deteriorated in most sub-capitals, as you'd rather simply use a no-brainer like cap-booster rather than mess with recharge. I realize that it's not possible to rely on natural recharge in PVP fits, and even with cap-boosting we still have things to play with - so status quo is pretty much appropriate. But when I see people urge for further marginalizing of capacitor-related issues, I cant stand but say stfu&gtfo.

If anything, I'd rather see capacitor implemented in new POS system - it'd be really awesome. Fixed numbers are boring, capacitor instead would bring so much diversity... but so much pain in balancing it as well.
Zarnak Wulf
Task Force 641
Empyrean Edict
#1099 - 2013-01-31 20:04:43 UTC
Have the AAR's been seeded in the market yet? I have not been able to get any in the last two days I've visited the test server.
Takeshi Yamato
Ministry of War
Amarr Empire
#1100 - 2013-01-31 20:24:00 UTC
Zarnak Wulf wrote:
Have the AAR's been seeded in the market yet? I have not been able to get any in the last two days I've visited the test server.


I contracted some to you.