These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Retribution 1.1] Armor Tanking 1.5

First post First post
Author
Roime
Mea Culpa.
Shadow Cartel
#1381 - 2013-02-13 04:17:43 UTC
Why not simply push these changes to the Summer expansion?

You would have time to properly adjust all the tanking modules and wouldn't have leave tails.

Much like BC rebalance, appears that your schedules are too tight for thorough work and results suffer.

.

Jalxan
EVE University
Ivy League
#1382 - 2013-02-13 04:32:24 UTC  |  Edited by: Jalxan
GREAT ideas, CCP! This will make armor tanking really competitive! However, it'll make some nano-fit ships semi-obsolete, since with the new changes, armor will no longer make ships move like a walrus on roller skates.

However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. Considering the costs, and not forgetting that implimenting this module will trigger some inflation on NRP, a shield-fitted ship will be a lot more cost effective than an armor-fitted ship would be during combat scenarios.

What I suggest is this; either change the type of fuel that AAR's use (cap boosters, maybe? Or maybe minerals like 50x/200x/400x Tritanium per cycle @ ~ 275 / 1,100 / 2,200 ISK per cycle @ 4m3 per cycle), replace the use of Nanite Repair Paste with straight up Nanites (3,000 / 12,000 / 24,000 ISK per cycle for 1 / 4 / 8 Nanites) or make it easier to make nanite repair paste, which will reduce the cost of NRP, which will also in turn increase the use of module overheating usage game-wide.

I'm personally fond of the 50 / 200 / 400 tritanium idea though, since it's both cheap, easy to impliment, and would make use of an easy to mine mineral. Heck, a PVPer may start mining as a career, just to keep the cargohold full of tritanium! It'll also make sense, storyline wise since it takes metal (tritanium) to make armor, right? :P

I'd be interested to hear your thoughts on this.

Note: 50/200/400 Tritanium is the same ratio provided of 1/4/8 nanite repair paste, inflated to a level similar to what Cap Booster 400's would be, cost wise.
Luc Chastot
#1383 - 2013-02-13 06:52:21 UTC
CCP Fozzie wrote:
Edward Pierce wrote:
CCP Fozzie wrote:
Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th.

I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1.

As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.

Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.


You guys all how this stuff works by now Big smile, I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet.

So the official answer is maybe someday, maybe not, we'll do our best. Big smile


"Soon(tm)" is the term you're looking for.

Make it idiot-proof and someone will make a better idiot.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1384 - 2013-02-13 08:36:23 UTC
CCP Fozzie wrote:
Edward Pierce wrote:
CCP Fozzie wrote:
Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th.

I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1.

As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.

Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.


You guys all how this stuff works by now Big smile, I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet.

So the official answer is maybe someday, maybe not, we'll do our best. Big smile


Fix Noooses!


Or i'll have to bother you on all player events you show up on about ships (I will anyway but still!)


Totally not relevant to this thread but have you considered giving the maller the Harbinger method of dropping a gun for a utility high while increasing the bonus? Because that would be awesome.

BYDI recruitment closed-ish

Mund Richard
#1385 - 2013-02-13 08:47:55 UTC  |  Edited by: Mund Richard
Jalxan wrote:
However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's.

People use ASBs without navy boosters?

Taking your figure of 200k for the LAAR, an ASB takes something like 100k for the navy 400, close.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1386 - 2013-02-13 08:49:21 UTC
Mund Richard wrote:
Jalxan wrote:
However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's.

People use ASBs without navy boosters?


Mediums and smalls yes.


You're a scrub if you don't use navies on L/XL though

BYDI recruitment closed-ish

Mund Richard
#1387 - 2013-02-13 08:52:10 UTC  |  Edited by: Mund Richard
Garviel Tarrant wrote:
Mund Richard wrote:
Jalxan wrote:
However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's.
People use ASBs without navy boosters?
Mediums and smalls yes.

People use small ASBs? Roll

Ok, I do suppose it makes sense for a frig with medium boosters...
One part because of the overall cost of the ship...
And also because there is no Navy 50 Roll

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Sinzor Aumer
Planetary Harvesting and Processing LLC
#1388 - 2013-02-13 10:03:13 UTC
Mund Richard wrote:
Jalxan wrote:
However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's.

People use ASBs without navy boosters?
Taking your figure of 200k for the LAAR, an ASB takes something like 100k for the navy 400, close.

I guess he also doesnt install rigs, cause they so damn expensive and - which is much more important! - he cannot loot them from his own wreck after a fight.
These space-poor dudes are so funny!

And in case you wonder, your reinforced tanking mode is made expensive _on_purpose_ to avoid messing with PVE.
Mund Richard
#1389 - 2013-02-13 10:47:39 UTC  |  Edited by: Mund Richard
Sinzor Aumer wrote:
And in case you wonder, your reinforced tanking mode is made expensive _on_purpose_ to avoid messing with PVE.
Dunno. Does make sense, but...
Sure, peak tanking isn't required for long in PvE, but a minute or so may be a too short window in some cases, after which it performs a lot worse than the alternatives.

I'd rather take a Core/Corpus repair module that is still cheaper than my T1 battleship (will be after tiericide), and not worry about what happens once my charges expire.
(Specially if I forget to turn off the auto-reload, and after a pulse I'm stuck in a reload cycle that I cannot abort.)

Would make sense on a double-LAR Domi, but since the DDA was introduced, I wouldn't use that setup.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Shan'Talasha Mea'Questa
The Perfect Harvesting Experience
#1390 - 2013-02-13 11:07:41 UTC
Whitehound wrote:
CCP Fozzie wrote:
Starts making notes about sandwich armor......

mmmmmmmmmm

Here, make notes about this, too. You want to milk it!


Awwww..... a Megathron-plushie.... MUST HUG!
Debora Tsung
Perkone
Caldari State
#1391 - 2013-02-13 11:41:26 UTC
Tolkenmoon wrote:
Tried the skill on sisi, I was quite suprised at the differnece it made.

What i want to know is why is the ship weight in tons and the module weight is in kg?


Because 1000 kilogram are exactly one ton? You could also call it a megagram but that would just confuse people.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1392 - 2013-02-13 11:48:51 UTC
Jalxan wrote:
However, I do have one concern about the new AAR, which I do like, and it's this; on a large AAR, at current market prices you're looking at 200,000 ISK per cycle to use the module. Comparatively, the ASB uses Cap Booster charges which are much, MUCH cheaper than the Nanite Repair Paste, is 3,200 ISK per cycle using Cap Booster 400's. Considering the costs, and not forgetting that implimenting this module will trigger some inflation on NRP, a shield-fitted ship will be a lot more cost effective than an armor-fitted ship would be during combat scenarios.

What I suggest is this; either change the type of fuel that AAR's use (cap boosters, maybe? Or maybe minerals like 50x/200x/400x Tritanium per cycle @ ~ 275 / 1,100 / 2,200 ISK per cycle @ 4m3 per cycle), replace the use of Nanite Repair Paste with straight up Nanites (3,000 / 12,000 / 24,000 ISK per cycle for 1 / 4 / 8 Nanites) or make it easier to make nanite repair paste, which will reduce the cost of NRP, which will also in turn increase the use of module overheating usage game-wide.

Hang on. I remember someone asking about navy paste, as navy cap boosters are a great benefit to the ASB.

What if, and I know this is a bit crazy, the AARs could run either?

Use Nanites for normal use, nanite paste for additional reps, or reduced cap requirement? Even a new "Armour Paste" using nanites and tritanium could be made so that the actual amount of space used is the same.

Am I barking up the wrong tree?
Kaikka Carel
Ziea
#1393 - 2013-02-13 16:15:50 UTC
Another idea on how to make armor and cruisers more viable: increase 800mm armor hp. It's a module that frigs/dessies can't fit and BCs/BSs won't fit. Buff it outright and there will only be a single class of ships that will benefit out of it.
Lili Lu
#1394 - 2013-02-13 18:01:31 UTC
Kaikka Carel wrote:
Another idea on how to make armor and cruisers more viable: increase 800mm armor hp. It's a module that frigs/dessies can't fit and BCs/BSs won't fit. Buff it outright and there will only be a single class of ships that will benefit out of it.

From the OP -

Plates
• Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
• Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%


I think some may weigh the option of 800 and 200 plates now on their BCs and Frigs. And especially at the BC/Cruiser level a tech II 800mm plate will look more attractive, whether attractive enough to displace the 1600 as mandatory idk. But it will help the situation some. It will mean you don't always have to downgrade to the smallest guns or even undersized guns for some Cruisers as well.
PavlikX
Scan Stakan
HOLD MY PROBS
#1395 - 2013-02-13 20:20:21 UTC
Still, what about to think one more time and do not push into the game wrong modules? I mean instead of AAR CCP can allow to use paste with ordinary repairers. Only one repper can be armed with paste. All meta levels are in the game. Hardly it will be introuced next thuesday, i can wait until summer :)
CCP Fozzie, seriously, think about this please.
Goldensaver
Maraque Enterprises
Just let it happen
#1396 - 2013-02-14 01:00:01 UTC
PavlikX wrote:
Still, what about to think one more time and do not push into the game wrong modules? I mean instead of AAR CCP can allow to use paste with ordinary repairers. Only one repper can be armed with paste. All meta levels are in the game. Hardly it will be introuced next thuesday, i can wait until summer :)
CCP Fozzie, seriously, think about this please.

They probably can't code that without breaking something. We asked earlier if it would be possible to fire paste only when overheated, or have a toggle to make the AAR use paste or not, and he mentioned that at the moment that wasn't within the limits of the code. That just makes me think this is even less likely to work within the code.

The reason for the separate module is because it's a way to get around it without breaking things, or having to do a massive overhaul. And I think it's really nicer to get a patch now and a promise of a fix later than just the promise.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1397 - 2013-02-14 09:01:17 UTC
CCP Fozzie wrote:
Edward Pierce wrote:
CCP Fozzie wrote:
Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th.

I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1.

As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.

Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.


You guys all how this stuff works by now Big smile, I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet.

So the official answer is maybe someday, maybe not, we'll do our best. Big smile




Absolutely nooo chance you could squeaze in a itsy tiny bitsy nos buff?

^^

BYDI recruitment closed-ish

CCP Fozzie
C C P
C C P Alliance
#1398 - 2013-02-14 09:14:44 UTC
Garviel Tarrant wrote:
CCP Fozzie wrote:
Edward Pierce wrote:
CCP Fozzie wrote:
Good evening. A reminder that, as we announced in the news update from last week, Retribution 1.1. with these changes will be releasing Feb 19th, as opposed to the earlier scheduled Feb 12th.

I also want to let you all know that at this point we will only be making changes for critical defects, and the design for the Armor changes as currently listed in the OP will be releasing with 1.1.

As I said before, this is not the end of our work on tanking in EVE, but I believe it will be a useful step forward and I hope you all enjoy it once it hits on the 19th.

Any idea when we can expect that overheating armor rig? The changes to active armor tanking feel somewhat lacking without it.


You guys all how this stuff works by now Big smile, I'm not going to mention specific patches until I'm sure I can hit them. Anything else just sets up expectations we may not be able to meet.

So the official answer is maybe someday, maybe not, we'll do our best. Big smile




Absolutely nooo chance you could squeaze in a itsy tiny bitsy nos buff?

^^


Not in the patch on the 19th Smile

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Jalxan
EVE University
Ivy League
#1399 - 2013-02-14 09:28:25 UTC
Hey Fozzie. :) Can you respond to my post earlier on this page in the thread? I have concerns about the huge cost of using the planned AAR module. Sorry to be persistent, but this can be a significant deal breaker for this module.
CCP Fozzie
C C P
C C P Alliance
#1400 - 2013-02-14 10:59:25 UTC
Jalxan wrote:
Hey Fozzie. :) Can you respond to my post earlier on this page in the thread? I have concerns about the huge cost of using the planned AAR module. Sorry to be persistent, but this can be a significant deal breaker for this module.


Compared to using faction boosters with an ASB the cost of the AAR use is not unreasonable. Remember that armor repairers cycle more slowly than shield boosters, and therefore use their charges more slowly and an ASB.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie