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[Retribution 1.1] Armor Tanking 1.5

First post First post
Author
Rob Crowley
State War Academy
#1441 - 2013-02-16 21:09:01 UTC
Garr Earthbender wrote:
5% per level =25 % for the honeycombing. So that +20% from the mass reduction for the 800 plate = 45% reduction total. Right?

Nope, you can't add that. Percentages are applied multiplicative, so both bonuses combined are (100%-20%) * (100%-25%) = 60%, so it's a 40% reduction.

Goldensaver
Maraque Enterprises
Just let it happen
#1442 - 2013-02-17 06:27:05 UTC
Rob Crowley wrote:
Garr Earthbender wrote:
5% per level =25 % for the honeycombing. So that +20% from the mass reduction for the 800 plate = 45% reduction total. Right?

Nope, you can't add that. Percentages are applied multiplicative, so both bonuses combined are (100%-20%) * (100%-25%) = 60%, so it's a 40% reduction.



Yeah, the base amount is being reduced 20%. So lets imagine that the base mass is 100. So now the base mass is 80 instead. Only now does the skill come into play. Apply the skill to the base mass of 80, giving a 25% reduction of mass on a base 80 mass, and you remove 1/4th of 80, being 20. So now the mass is 60. 60 is 60% of 100. Overall reduction of 40%.


*no units of mass were used, nor actual values.
Garr Earthbender
Imperial Shipment
Amarr Empire
#1443 - 2013-02-17 14:53:09 UTC
Durn. Came hoping basic math worked, left feeling like a 3rd grader. Thanks fer the heads up.

-Scissors is overpowered, rock is fine. -Paper

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#1444 - 2013-02-17 16:09:14 UTC  |  Edited by: Panhead4411
Shield burst is still SOO much better than armor burst...

AAR with base skills/stats equals 90/hps (can only fit ONE)
ASB with base skills/stats equals 196/hps (and can fit more than one)

Armor's Rep rigs, only 15% bonus with PG penalty (t1)

Shield Boost amp, 30% with no penalty. (t1)

And i like how you (CCP) used T1 reppers to compare the stats of the AAR with, when, in reality, most armor pilots use T2 reppers, so your new shiney module is almost 1/2 as effective dry, and ONLY 1.6x(not 2.25) better loaded)

Also, if for whatever reason someone has dual-rep-rig'd their dual rep armor (because thats the only way to match hp/s with a active shield tank) ship, they will actually LOSE PG...umm, what?

Add to this the fact shields passive regen, and how do you claim this is now balanced?

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Bouh Revetoile
In Wreck we thrust
#1445 - 2013-02-17 16:57:25 UTC
Panhead4411 wrote:
Shield burst is still SOO much better than armor burst...

AAR with base skills/stats equals 90/hps (can only fit ONE)
ASB with base skills/stats equals 196/hps (and can fit more than one)

Armor's Rep rigs, only 15% bonus with PG penalty (t1)

Shield Boost amp, 30% with no penalty. (t1)

And i like how you (CCP) used T1 reppers to compare the stats of the AAR with, when, in reality, most armor pilots use T2 reppers, so your new shiney module is almost 1/2 as effective dry, and ONLY 1.6x(not 2.25) better loaded)

Also, if for whatever reason someone has dual-rep-rig'd their dual rep armor (because thats the only way to match hp/s with a active shield tank) ship, they will actually LOSE PG...umm, what?

Add to this the fact shields passive regen, and how do you claim this is now balanced?

I'd often prefer to lose PG than speed...

And you forgot the part where the ASB shut down to reload. In the end, AAR repair more hp before reloading than ASB, and it still repair all these hp in the length of a fight.

But please, tell us how you make a module different from the ASB and still "balanced" according to your comparisons. I wish you a lot of luck, because you just picked the primary advantage of shield tanking versus armor tanking (better burst active tank).

And all this on top af things already debated here of course.
Mund Richard
#1446 - 2013-02-17 17:33:29 UTC
Bouh Revetoile wrote:
But please, tell us how you make a module different from the ASB and still "balanced" according to your comparisons.
Translation:
If you can't make something balanced, don't complain if others can't as well.
Roll

If the ASB was limited to one per ship and not (double!) oversizable, I'd even see a chance of tweaking stats for balance.

When the module that is usually fit in multitudes has a new variation introduced that's limited to one per ship,
while the other that's doing a fair job without another of it's kind is NOT, I don't quite see the point in looking for balance.

"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.

Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#1447 - 2013-02-17 18:57:33 UTC
I think CCP should do a full tank rebalance and think about what advantages and disadvantages the different tank types (active, passive, shield, armor, etc.) should have, and work from that.

I personally think active tank should always be clearly superior in solo and small gangs (the same way buffer is now clearly superior in large fleets) and buffer should stay superior in large fleets. I also think buffer should have speed/sig penalty and active should be vulnerable to neuts and alpha. Shield tank should have more HP/s and shorter cycle but be very cap inefficient.

If you go with active shield tank, you'll be almost invicible until you run out of cap. If you got with active armor tank, you'll be able to stay more or less forever as long as your tank can handle the DPS.

A "remote repair amplifer" and "remote boost amplifer" that works like remote rep but boost local rep instead of armor/shield would also be a nice way to make local rep scale with fleets.
Mars Theran
Foreign Interloper
#1448 - 2013-02-17 19:05:26 UTC
Heimdallofasgard wrote:
You had me at "Nanobot Overcharger"...

Changing the active armor rig penalty from speed to PG is amazing... it's going to make those small active tank ships so much more nimble, myrm, thorax, brutix, proteus... can't wait to try out a deimos or vigilant with these!

Not sure about the AAR just yet... triple the active rep amount of a t1 repper sounds quite a lot... guess it'll be balanced if deemed OP... are the AAR's affected by the Active armor tank rigs as well?


Speed penalty to PG drain is awesome, agreed. I like the idea of the way the AARs are set up though, and I agree with Fozzies sentiments regarding it. Maybe needs a bit of work though; unfortunately, SiSi doesn't like my PC, so can't test.
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Korgan Nailo
5ER3NITY INC
The Gorram Shiney Alliance
#1449 - 2013-02-17 19:15:15 UTC
CCP Fozzie,

All information and ideas towards armor tanking are great, and I'm happy to see some attention is being given to it. But I still don't see it overcoming the benefits of shield tanking for PvE and missions, and I'm only talking about that perspective which is what I know well.

More specifically, modules that, in my humble opinion, pushes PvE for shields are:
- X-Large Shield Boosters
- Shield Boost Amplifier

The Reactive Armor Hardener was a fantastic addition to the PvE armor tanking arsenal, however, the lack of an X-Large armor repairer still makes it uncomfortable to armor tank missions, and the lack of an "Armor Boost Amplifier" increases that gap further.

Since you're looking into it, perhaps you could also look at it from this point too.

Thanks.

--== EvE Online Quick Reference Sheet: E-Uni Forums Link / EvE Forums Link ==--

Mund Richard
#1450 - 2013-02-17 20:03:17 UTC  |  Edited by: Mund Richard
Korgan Nailo wrote:
More specifically, modules that, in my humble opinion, pushes PvE for shields are:
Small nitpick: "Armor Boost Amps" are rigs.
With the good side of not taking up the tankslots, and the downside of taking up rig slots, being limited in choice (no faction/deadspace for a really notable increase in efficiency).


In my eyes, for missions, the problem is rather how good faction invuln and deadspace repair modules are.
Plus, how I have 7 lows on my Navy Domi for DDA+TE+MagStab, why would I ruin that with an armor tank?
(Replace Domi with Mach and DDA+MagStab with Gyro if you wish)

"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.

Mund Richard
#1451 - 2013-02-17 20:39:07 UTC  |  Edited by: Mund Richard
Plus how in many cases you don't need a point, web and cap booster like you do in PvP, and EWAR effects are worthless when it's not an individual ship that's scary, but the 10+ of them, and as such reducing the efficiency of one doesn't really help.

It's not (just) that armor tanking is bad, it's how it's drawbacks apply, while it's benefits (spare midslots) aren't THAT/really/at_all (pick one) useful.

"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.

Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1452 - 2013-02-17 21:16:55 UTC
I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:

T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap.
T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap.
AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)

T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5)
T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)

Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:

A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap.
A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second.
or
A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.

So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.

Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized.
Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.

Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.

And this is coming from a shield tanker.
Nevyn Auscent
Broke Sauce
#1453 - 2013-02-17 22:03:58 UTC
Hakan MacTrew wrote:
I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:

T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap.
T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap.
AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)

T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5)
T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)

Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:

A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap.
A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second.
or
A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.

So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.

Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized.
Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.

Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.

And this is coming from a shield tanker.


Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig.
Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time.
Mund Richard
#1454 - 2013-02-17 22:46:32 UTC
Nevyn Auscent wrote:
Hakan MacTrew wrote:
Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig.
Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time.
Should he also use Gist boosters?
They are common enough in recomendations for fits, and unlike a Core, makes or breaks the fit.

"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.

Goldensaver
Maraque Enterprises
Just let it happen
#1455 - 2013-02-18 07:07:09 UTC
Nevyn Auscent wrote:
Hakan MacTrew wrote:
I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:

T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap.
T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap.
AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)

T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5)
T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)

Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:

A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap.
A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second.
or
A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.

So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.

Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized.
Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.

Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.

And this is coming from a shield tanker.


Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig.
Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time.

Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more.
Nikuno
Atomic Heroes
#1456 - 2013-02-18 07:49:06 UTC
Goldensaver wrote:
Nevyn Auscent wrote:
Hakan MacTrew wrote:
I have often wondered, as armour is supposed to be about longevity and shield more about burst tanking, how is it that thre is a skill to make shield tanking easier on Cap usage but there is nothing to assist armour. "Shield Compensation" can reduce the cap usage of a shield booster by up to 10%. In contrast, repair systems decreaces the cycle time of armour repariers, which is good because it means you can rep more often, but it increases the cap usage of the repairer by the same percentage as it increase the cycle. But, I'm guessing its down to the fact armour reps are more cap efficient than shield boosts:

T1 Armour Repairers rep 1.5 points of armour per 1GJ of cap.
T2 Armour Repairers rep 2.0 points of armour per 1GJ of cap.
AAR modules will rep 3.375 points of armour per 1GJ of cap (for 8 cycles.)

T1 Shield Boosters rep 1.125 points of shields per 1GJ of cap. (1.25 with Shield Compensation 5)
T2 Shield Boosters rep 1.5 points of shields per 1GJ of cap. (1.667 with Shield Compensation 5)

Armour repariers are more efficient than shield boosters, but that goes out the window when you get to an ASB. They rep 2.45 times as much as a T1 Shield Booster while an AAR reps 2.25 times as much as a T1 Armour Reparier. A direct comparisson here shows the following:

A single 5 second cycle from a Medium ASB boosts 146 or 29.2 points per second for 0 cap.
A single 12 second cycle (Based on Repair Systems 0) reps 540 or 45 points per second for 160 or 13.333 cap per second.
or
A single 9 second cycle (Based on Repair Systems 5) reps 540 or 60 points per second for 160 or 17.778 cap per second.

So, all things considered, (like armour ships normally requiring cap for weapons and stuff like that,) they seem pretty balanced.

Except for that issue where you can only ever have 1 AAR on a ship at a time and its almost impossible to oversize it, while ASBs are almost always doubled up and oversized.
Maybe that is an issue for another time, something to look into for the future, but right now I think there is a way to level the playing field a little more.

Reduce the reload time for the AARs. You can only have one and its sucking cap while its running, meanwhile that ASB fitted ship just starts another module while he starts to reload and his cap is unimportant. drop the reload time by 25% or even 50% and the odds start to look a little more even.

And this is coming from a shield tanker.


Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig.
Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time.

Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more.


And yet T2 is as good as armour tankers can get, whilst shield tankers have the entire deadspace and officer range as options. Spot any imbalances yet? Also 3 rig slots /= 1 medium slot for fittings but to get the same effect that's exactly what you're looking at. Inferior rep, inferior burst rep, inferior rep boosting; armour's still not in a good place- better, but still very poor.
Goldensaver
Maraque Enterprises
Just let it happen
#1457 - 2013-02-18 08:19:11 UTC
Nikuno wrote:
Goldensaver wrote:

Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more.


And yet T2 is as good as armour tankers can get, whilst shield tankers have the entire deadspace and officer range as options. Spot any imbalances yet? Also 3 rig slots /= 1 medium slot for fittings but to get the same effect that's exactly what you're looking at. Inferior rep, inferior burst rep, inferior rep boosting; armour's still not in a good place- better, but still very poor.

Yes, but this comes back to what are generally considered overpowered mods. Deadspace shield is way out of line with anything else. This is common knowledge, and I'm pretty sure even Fozzie and the rest of CCP knows this. I don't think we need to bring things like that into this. Besides, price comparison. Only T2 Large Nano Pumps cost a comparable amount to an X-type boost amp, and nothing even comes close to Estamels... which is really only a massively overpriced X-type.

Admittably you do need more rigs to equal a single mid. And yes, Nano's are weaker than boost amps. But that wasn't the point of the original post. The original post was comparing T2 to T2, and saying that while armour isn't quite perfect/where it needs to be yet, it's getting better. Now it's more a matter of fixing Deadspace.
Alvatore DiMarco
Capricious Endeavours Ltd
#1458 - 2013-02-18 09:20:46 UTC
Perhaps it wouldn't be entirely unreasonable to make nanos a little bit stronger, to more effectively compare with boost amps.
Goldensaver
Maraque Enterprises
Just let it happen
#1459 - 2013-02-18 09:37:06 UTC
Alvatore DiMarco wrote:
Perhaps it wouldn't be entirely unreasonable to make nanos a little bit stronger, to more effectively compare with boost amps.

Perhaps that wouldn't be completely unreasonable. But I think they would probably like to see how things go with the current balancing pass first, and how things turn out. From there it'll be easier to get an idea of what they need to do next, I'd figure. Theory only goes so far. They have to put things into practice before they can be sure of what needs to be done.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1460 - 2013-02-18 12:09:04 UTC
Goldensaver wrote:
Nevyn Auscent wrote:
Also redo your maths assuming 1 T1 Repair boost rig for armour, maybe also do maths with a T2 rig.
Then do the shield maths with a Deadspace Amp, as they are common enough to be used in sustained tanking situations a lot of the time.

Ooh, that's a brilliant idea, compare a deadspace module to a T2 rig. I wish I thought of that! So should he use the 430m X-Type then? Or perhaps he should skip the Deadspace and go Officer for only 1.3b! Just because, of course, but why not? And of course only use one rig for comparison, because it's pretty obvious that a single rig slot is worth at least as much as a mid slot that could be used for prop, point, booster, E-war, web, tank, or more.

It so happens that the mathematics for this is already on my spreadsheet, (I am an Indy guy after all, spreadsheets are my bread and butter,):

All the deapspace armour repariers work on the following cap efficiency ratios:
C) 2.2/gj
B) 2.4/gj
A) 2.6/gj
X) 2.8/gj

The only real changes are cap draw and rep amount, which all maintain the same ratio.

Pith boosters:
C) 1.65/gj
B) 1.8/gj
A) 1.935/gj
X) 2.1/gj

Gist boosters: (This is the interesting one)
C) 2.389/gj
B) 2.447/gj
A) 2.5/gj
X) 2.637/gj

Across the board, Armour Repairers are still more efficient, though the gap does close when it comes to deadspace. Maybe its something to look at during the next point release.

I'm not going to bother with officer mods, Considering their value, anyone wanting to use the loot pinata for PvE or even PvP is welcome to the additional benefits and the drawbacks that entails.

There are so many variables that need to be considered when balancing tanking types, its idiotic to say, "Do 'X', sorted, job done!" It just isn't that simple.

Cap efficiency, cycle time, rep amount, fitting requirements, slot layouts, ship stats, etc...
The list goes on and on.

I think the team are doing a good job and the changes they are making are a good start. It's not the end of the journey and Fozzy has made clear that he is well aware of that.

I do think that the AAR works well for its purpose. Given how long it runs, it will stand up against ASBs if given the opportunity. As a rule, to oversize an ASB, you need to gimp your fit pretty badly. There are exceptions, but not many. You can't oversize an AAR, but it reps more for longer than an ASB, given that a large AAR will run for at least 90 seconds without overheating, boosts or rigs altering it. Meanwhile, an XL-ASB will run for 35 seconds with 400's or 45 seconds with navy 400's. I can see a few fits/doctrines maybe taking nicknames like Duracell Bunny...

I still think a reload time on AARs of about 45 seconds would put them at the 'just right' point, given that they are still dependant on cap and are limited to 1 per ship.