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[Retribution 1.1] Armor Tanking 1.5

First post First post
Author
Mund Richard
#1401 - 2013-02-14 11:10:46 UTC
CCP Fozzie wrote:
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.

Completely unexpected answer. 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.

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1402 - 2013-02-14 11:13:51 UTC
Mund Richard wrote:
CCP Fozzie wrote:
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.

Completely unexpected answer. Roll


He's not wrong.

BYDI recruitment closed-ish

Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1403 - 2013-02-14 11:19:31 UTC  |  Edited by: Garviel Tarrant
CCP Fozzie wrote:
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


Alright..

Then replace "itsy tiny bitsy" with "massive" for summer exp? ^^

BYDI recruitment closed-ish

Jalxan
EVE University
Ivy League
#1404 - 2013-02-14 11:49:47 UTC  |  Edited by: Jalxan
CCP Fozzie wrote:
[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.


True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. Smile I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items.

It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. Smile
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1405 - 2013-02-14 11:56:30 UTC
Jalxan wrote:
CCP Fozzie wrote:
[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.


True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. Smile I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items.

It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. Smile



Its not that expensive

and the expense itself is quite fair if you consider how little space it takes in your cargo.

BYDI recruitment closed-ish

Mund Richard
#1406 - 2013-02-14 12:12:57 UTC
Garviel Tarrant wrote:
Mund Richard wrote:
Completely unexpected answer. Roll
He's not wrong.

And also pretty much the same reaction we had, wasn't it.
(Apart from not mentioning mediums.)
Jalxan wrote:
CCP Fozzie wrote:
[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.
True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. Smile I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items.

It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. Smile

Wait, faction module, or T1 module fueled by faction charges. Kinda like Faction/T2 ammo compared to T1...

Let me try a different approach.
For a BC, the total cost of one load will be under 1M, right?
A BC well fit with meta4-T2 will cost somewhere above 50M (and I'm underestimating).
We were also discussing how a second load is probably not needed, as the fight will be probably over one way or the other. But for the sake of argument, carry a reload's worth extra.
And it's still not *THAT* notable in total cost.

For a BS, your initial investment is over 150M with rigs the least, and 2M per recharging.
Not likely to need several recharges, and still under the cost of a rig.

"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.

Jerick Ludhowe
Internet Tuff Guys
#1407 - 2013-02-14 12:38:04 UTC
Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.

I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other.
Zarnak Wulf
Task Force 641
Empyrean Edict
#1408 - 2013-02-14 13:03:56 UTC
CCP Fozzie wrote:
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


My expectation is to see off grid boosts addressed and then a revisit to the overheating rig.
Mund Richard
#1409 - 2013-02-14 13:13:54 UTC  |  Edited by: Mund Richard
Jerick Ludhowe wrote:
Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.

I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other.

Fairly sure he let a line slip somewhere that they are messed up even according to him/them.

Only without any ETA on any change.

So sadly things are going to stay as they are for a while longer.

"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.

Tursarius
School of Life
#1410 - 2013-02-14 13:43:30 UTC
Hello All,

I realize this is a little late but I have some interesting (probably already mentioned) ideas.

I think that it is time to retire the active bonuses. This limits the use of the ships in some areas, whereas t1 ships are supposed to be a little more generalized. A raw hp bonus has been mentioned and I think that if it was applied to both shield and armor it would be well balanced.

ie: lose the rep bonus for 10% armor and 5-7.5% shield hp.

The reason the shield ships would get a lower bonus is because the have a regen rate and this bonus would increase that as well. This bonus would give gallente ships, which lack armor, a larger buffer for reps to land while also making them viable for fleets and small gangs as they could fit a smaller plate and get a similar amount of tank as amarr with a larger plate, with more maneuverability.

The minmatar ships affected would also be more useful in a fleet as they would be benefiting from both bonuses as well.

Alongside this, I would hope that armor reps get a 25% increase across the board and shield boosters get 10-15% (except ASB).

This would mean that dual reps on armor boats are slightly better than a single over sized booster, while still not competing when using only one.

I think reducing the fitting costs of a tracking computer or increasing the fitting needs of a tracking enhancer would also benefit this balancing pass.
They give a very similar bonus but one takes twice the cpu and requires cap while a TE gives 3 bonuses even if they are slightly less.

I also think that having two combat battlecruisers is weird. Why not make one a tactical battlecruiser which gets the link role bonus and a tank bonus, while the other ship is pure combat?

Also, what gives with battlecruisers with such a large signature?

I would also like to see astrometric rigs lose their armor penalty and gain a signature penalty.

Also, armor needs more done to it. A shield thorax has more range, dps, speed and tank than a similarly fit armor one. The only thing the armor one gets is two mids. Four pros for shields and only two for armor seems a little unbalanced.
Mund Richard
#1411 - 2013-02-14 14:25:42 UTC  |  Edited by: Mund Richard
Tursarius wrote:
I think that it is time to retire the active bonuses. This limits the use of the ships in some areas, whereas t1 ships are supposed to be a little more generalized. A raw hp bonus has been mentioned and I think that if it was applied to both shield and armor it would be well balanced.

As far as hull bonuses and their use go...
Active rep : Local rep
HP : Buffer
Resist: Buffer, Local rep, Remote rep

One of the three is not restricting your choices in gameplay (as long as you don't tank the other way), the other two however ARE (assuming you want to make use of the bonus).
The resist one is the one really doing something for remote reps by increasing the EHP worth of every cycle they spend on you.
A buffer 'only' increases your time to live before a rep lands (which resist does as well, if at a lesser degree), but not it's EHP worth.

So if you are worrying of limiting the use of a ship, resist is the way to go.
Quote:
while a TE gives 3 bonuses even if they are slightly less.

Last time I checked, a range scripted TC is only equal to a TE, while not giving any tracking.
It does pull ahead in tracking, but then you suffer in the range department in return.

"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.

CCP Fozzie
C C P
C C P Alliance
#1412 - 2013-02-14 14:43:47 UTC  |  Edited by: CCP Fozzie
Jerick Ludhowe wrote:
Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.

I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other.


There are a ton of things with broken balance in this game, and yes the balance between high metalevel shield and armor mods is one of them.

However since I can't really commit to any timing for anything beyond next Tuesday I've been trying to focus on discussing the changes we have ready for 1.1.

So yes we know it's a problem, but I can't say anything more without setting unreasonable expectations. It is a completely legitimate concern though and I agree with you that it's a problem.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Naomi Anthar
#1413 - 2013-02-14 14:58:48 UTC  |  Edited by: Naomi Anthar
CCP Fozzie wrote:
Jerick Ludhowe wrote:
Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.

I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other.


There are a ton of things with broken balance in this game, and yes the balance between high metalevel shield and armor mods is one of them.

However since I can't really commit to any timing for anything beyond next Tuesday I've been trying to focus on discussing the changes we have ready for 1.1.

So yes we know it's a problem, but I can't say anything more without setting unreasonable expectations. It is a completely legitimate concern though and I agree with you that it's a problem.


Thanks Fozzie, good to know that at least you know deadspace/faction repers should be better. HAHAHA glad i did stack good amount of those items :D.

But on serious note ... this why difference in price is so big. Reps are garbage and worse in every aspect. But hell yeah i hope i will profit on this too ;).
Goldensaver
Maraque Enterprises
Just let it happen
#1414 - 2013-02-14 15:07:04 UTC
Jalxan wrote:
CCP Fozzie wrote:
[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.


True, but this isn't a faction module, and it's a continuous cost. Hence why I wanted to bring it up. Smile I just think it'll be more useful if the charges for it didn't cost 200,000 a cycle, which is vastly more than anything currently on the market, even when counting faction items.

It's up to you. I just wanted to give you my point of view, as I know I'll likely never use it unless it's a super-expensive ship or there's an extremely high need. At least, unless the cost of the charges were made less in some way or another. Smile

He's not talking about a faction shield booster. He's talking about the fact that nobody's stupid enough to use standard charges in their ASB's. You used the price of a standard Cap Booster Charge. Nobody uses those except in MASB's (and SASB's, but nobody uses those either). For a full booster of navy 150's/400's the cost is much more comparable. Of course the balance is completely skewed (ASB's OP!) but the fact remains that for a full load the cost is comparable (if still somewhat more expensive for the AARs.)
Goldensaver
Maraque Enterprises
Just let it happen
#1415 - 2013-02-14 15:20:54 UTC
Naomi Anthar wrote:
CCP Fozzie wrote:
Jerick Ludhowe wrote:
Fozzie... Still no response on the imbalance in progression of dead space shield boosters vs armor reppers? What's the deal man? Should I simply assume that you and your team think the current implementation of these modules is working at intended? If so, then I've come to the conclusion that simple mathematical comparisons are not exactly your strong suite. Please prove me wrong.

I know I keep posting about this specific topic... However this is what I consider the MAJOR issue in balance between the tanking types, please take a stance on this one way or the other.


There are a ton of things with broken balance in this game, and yes the balance between high metalevel shield and armor mods is one of them.

However since I can't really commit to any timing for anything beyond next Tuesday I've been trying to focus on discussing the changes we have ready for 1.1.

So yes we know it's a problem, but I can't say anything more without setting unreasonable expectations. It is a completely legitimate concern though and I agree with you that it's a problem.


Thanks Fozzie, good to know that at least you know deadspace/faction repers should be better. HAHAHA glad i did stack good amount of those items :D.

But on serious note ... this why difference in price is so big. Reps are garbage and worse in every aspect. But hell yeah i hope i will profit on this too ;).


Oh certainly Faction/Deadspace should be better than simple Meta 0-5 equipment. My question is by how much? Personally I don't believe that they should be as significantly better as they are now. The way things are now is that Deadspace is required to active tank for many ships (if you want any chance of winning, that is.) The Incursus works, but anything larger struggles without Deadspace reps. Same thing applies on the shield side, except for the fact that the ASB broke things.

Personally I'd like to see the margin between Meta 0-5 and deadspace reduced. Deadspace should give you a definite advantage, but piloting skill should be able to make up for it.
fukier
Gallente Federation
#1416 - 2013-02-14 15:21:28 UTC
maybe after next week you can get kil2 to write a nice dev blog about the future of balancing for the spring expansion... tbh i just want to know what his dev name is...
At the end of the game both the pawn and the Queen go in the same box.
Naomi Anthar
#1417 - 2013-02-14 15:26:25 UTC  |  Edited by: Naomi Anthar
@Goldensaver

Well and this not entierly true. Armor reps give slight advantage - there is no huge gap you are talking about. Another story is with shield boosters. Gap is tremendous. Either give reps same treatment or reduce boosters power.

Also i wouldn't reduce gap between tech 2 and faction/deadspace. It's not like it's easy to obtain deadspace stuff compared to tech 2. What you are asking is repeating sad story of faction guns. Higher meta , higher price but noone wants this stuff.

Just to show my point small faction rep gives 90 hp and tech II gives 80 ? Is that too big difference. Sorry my dear friend but i must completly disagree with need to reduce difference. What you expect 81 hp for faction rep ? Tech 2 stuff should be actually bad . It's dirty cheap and should be medicore at best. If someone is willing to pay 110kk for dunno medium C - rep atm he should get huge advantage over tech 2 and its not as big as it should.
Goldensaver
Maraque Enterprises
Just let it happen
#1418 - 2013-02-14 15:35:24 UTC
Naomi Anthar wrote:
@Goldensaver

Well and this not entierly true. Armor reps give slight advantage - there is no huge gap you are talking about. Another story is with shield boosters. Gap is tremendous. Either give reps same treatment or reduce boosters power.

Also i wouldn't reduce gap between tech 2 and faction/deadspace. It's not like it's easy to obtain deadspace stuff compared to tech 2. What you are asking is repeating sad story of faction guns. Higher meta , higher price but noone wants this stuff.

True. I did kinda forget the gap between T2 and Deadspace reps. Shields need to be brought down hard (or - CCP willing - T2 shield, reps and Deadspace reps brought up.)
Naomi Anthar
#1419 - 2013-02-14 15:46:26 UTC
I must say that after my initial rage, i'm getting a bit more calm atm. Looks like they at least know that problems still exist and are willing to fix this. Price of pithi/gistii a- type booster is not only based on shield being popular. It's based on huge advantage over a - type small rep in every aspect. Seems like i can now change my forum warrior style to peaceful and patient player :D. And i do prefer to act this way. But when problem arises i must fight hard for what i deserve hehe.

I was mostly afraid that in all those changes - standard non AAR reps are getting no love in future. Seems they actually will receive love on faction/deadspace/officer level. Better than nothing i guess :D.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#1420 - 2013-02-15 01:28:33 UTC
http://localectomy.blogspot.com.au/2013/02/circles-in-metagame.html

As i read it, we will go through the same problems with AAR's as we had with ASB's. The Incursus with a heated AAR and a heated SAR II, legion boosts (not uncommon) will achieve Godlink levels of tanking - with even LESS reliance on capacitor to run the reps, and be less likeely to be capped by a neutraliser.

This is absolutely ridiculous. The Incursus is already the most tanky frigate in the game by a gigantic margin. The AAR will break this so badly Fozzie should be embarassed.

I am glad the heat rig got dropped. it is a stupid idea. Absolutely stupid, as it would stack with everything else, and escpeciallly on a uber-resist T3 such as a Legion or Proteus, it could get out of hand with AAR + MARII setups - considering the coolant injector subs reduce heat damage.

I like the concept. But there is no balance in this appparent "balancing"pass on Armour - just another cycle of stupid + exploitation + nerf + abandonment.

And yes, ASB's are crap now. i actually went and said it.