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AAR: Potentially useful for station games.

Author
Tom Gerard
Glorious Nation of Kazakhstan
#1 - 2013-02-19 00:01:53 UTC
T2 Rep Amount: 800 @ 400 cost

T1 Rep Amount 600 @ 400 cost

AAR no fuel 450 @ 400 cost

AAR fueled 1350 @ 400 cost.

Reps over 2 minutes:

T2 = 6400

T1= 4800

AAR= 9900


T2 Steel Plate = 4200

If you die faster than 45 seconds the plate does a better job, but as an added bonus the plate has no cap cost.


TL:DR The AAR is useful for fights that last more than 45 seconds.

Which would be useful if it didn't cost cap, A dominix fitted with EANMs plates, and a DC could get all 7 cycles if it used projectiles and didn't use a MWD.


The AAR fills the niche case of :

An arty/ac Dominix with no prop mod or hardeners.



Now with 100% less Troll.

Skorpynekomimi
#2 - 2013-02-19 00:14:21 UTC
Or, for example, someone who wants an active tank for a mission, but doesn't want a second rep and associated cap use?

Someone with a spare low slot in an armour buffer tank, and wants to rep armour between fights?

Or you could fit a cap booster.

Economic PVP

Eli Green
The Arrow Project
#3 - 2013-02-19 00:16:19 UTC  |  Edited by: Eli Green
the Incursus, Proteus, Legion, Sacrilege, Astarte, Pilgrim, Brutix, Myrm, Eos, Kronos, Paladin, Hyperion and many others disagree

Edit: essentially any fot that uses one rep or any bonused ship can use the same fit and get more repping power in a fit that already accounted for the cap use.

wumbo

Hixeppa
Shamrock Corp.
EDENCOM DEFENSIVE INITIATIVE
#4 - 2013-02-19 00:20:18 UTC
Tom Gerard wrote:

T2 Steel Plate = 4200


Except it's more like 18000 when you add in Slaves/ganglinks/trimarks/skills.
Tom Gerard
Glorious Nation of Kazakhstan
#5 - 2013-02-19 00:29:20 UTC
Hixeppa wrote:
Tom Gerard wrote:

T2 Steel Plate = 4200


Except it's more like 18000 when you add in Slaves/ganglinks/trimarks/skills.



That doesn't help the argument for the AAR =P

Now with 100% less Troll.

NEONOVUS
Mindstar Technology
Goonswarm Federation
#6 - 2013-02-19 00:35:28 UTC
Tom Gerard wrote:


That doesn't help the argument for the AAR =P

That's like arguing that antibiotics doesnt help the argument for leaches.
Both will make you feel better, one does so painlessly the other literally bleeds you dry!
FloppieTheBanjoClown
Arcana Imperii Ltd.
#7 - 2013-02-19 00:37:35 UTC  |  Edited by: FloppieTheBanjoClown
Tom Gerard wrote:
Hixeppa wrote:
Tom Gerard wrote:

T2 Steel Plate = 4200


Except it's more like 18000 when you add in Slaves/ganglinks/trimarks/skills.



That doesn't help the argument for the AAR =P

Well, you'd also have to factor in ganglinks, rep rigs, and skills for the AAR as well. Ganglinks alone can almost double local rep amounts.

edit: and throw in slaves as well. If we're talking about survivability, the hp bonus of slaves adds to the time it takes you to die, even if you choose active over buffer.

Founding member of the Belligerent Undesirables movement.

Ptraci
3 R Corporation
#8 - 2013-02-19 13:21:06 UTC  |  Edited by: Ptraci
NEONOVUS wrote:

That's like arguing that antibiotics doesnt help the argument for leaches.


Nor leeches. Leaching is something that happens to soil. Leeches are the blood sucking parasites. I assume you meant the latter.

EDIT: I tried to restrain my inner grammar Nazi, I really did. But I couldn't :(
Mag's
Azn Empire
#9 - 2013-02-19 13:22:35 UTC
Why is it when I look at this new module, I think meh? What?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

ElQuirko
University of Caille
Gallente Federation
#10 - 2013-02-19 14:07:03 UTC
Skorpynekomimi wrote:

Someone with a spare low slot in an armour buffer tank, and wants to rep armour between fights?


Spare lowslots in armour tanks do not exist.

Mag's wrote:
Why is it when I look at this new module, I think meh? What?


Because with a 60 second reload and without the overheating rigs, it's awful.

Dodixie > Hek

Nalha Saldana
Aliastra
Gallente Federation
#11 - 2013-02-19 14:18:52 UTC
Active armor tank is way faster and more agile then the passive armor tank.
ElQuirko
University of Caille
Gallente Federation
#12 - 2013-02-19 14:26:04 UTC
Nalha Saldana wrote:
Active armor tank is way faster and more agile then the passive armor tank.


40m/s extra is not :way: faster. Armor ships are still inherently slow. Plus buffer ships have far more survivability.

Dodixie > Hek

Nalha Saldana
Aliastra
Gallente Federation
#13 - 2013-02-19 22:21:59 UTC
ElQuirko wrote:
Nalha Saldana wrote:
Active armor tank is way faster and more agile then the passive armor tank.


40m/s extra is not :way: faster. Armor ships are still inherently slow. Plus buffer ships have far more survivability.


No but 270m/s and 2s align is and thats with the new armor skill and rig skills maxed.
With those at IV we are talking about over 300m/s difference, dont forget that mass makes MWD less effective.
Unsuccessful At Everything
The Troll Bridge
#14 - 2013-02-19 23:51:25 UTC
Mag's wrote:
Why is it when I look at this new module, I think meh? What?


Its because only 1 is allowed per ship whereas ASB you can fit all you want. If you could fit all the new armor reppers you want , you wouldnt be thinking meh, youd be think Boosh! and/or Ka-kow!

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Ranger 1
Ranger Corp
Vae. Victis.
#15 - 2013-02-20 02:02:07 UTC
Mag's wrote:
Why is it when I look at this new module, I think meh? What?

I'm keeping an open mind until I can play with them a bit, with all the new tweaks and skills in play. It may end up being fairly viable for certain fits and play styles.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Mag's
Azn Empire
#16 - 2013-02-20 02:10:17 UTC
Ranger 1 wrote:
Mag's wrote:
Why is it when I look at this new module, I think meh? What?

I'm keeping an open mind until I can play with them a bit, with all the new tweaks and skills in play. It may end up being fairly viable for certain fits and play styles.
Agreed.
It's not that it's cap use or nanite paste is an issue, it isn't. For me it's more about only allowing us to fit one. Maybe even that wouldn't be a problem, if it allowed us to switch between nanite use and standard rep without unloading it. What?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

ElQuirko
University of Caille
Gallente Federation
#17 - 2013-02-20 14:21:33 UTC
Mag's wrote:
Agreed.
It's not that it's cap use or nanite paste is an issue, it isn't. For me it's more about only allowing us to fit one. Maybe even that wouldn't be a problem, if it allowed us to switch between nanite use and standard rep without unloading it. What?


Main issue with it is that because CCP want to encourage burst tanking they've given it the 60 second reload. This becomes an issue because no hull smaller than a battleship can survive 60 seconds on a non-dedicated buffer. Everything could do with that lowslot. All the AAR is good for (sub-battleship) is improving dualrep fits.

Dodixie > Hek

Ranger 1
Ranger Corp
Vae. Victis.
#18 - 2013-02-20 16:15:54 UTC
I threw together a triple rep Prophecy last night, mostly just to see if it could be done, but it ended up being too late to actually give it a test run when I got done. It would probably work a lot more efficiently on a Brutix or a Myrmidon, but we'll see.

I will say this, that Prophecy sure moves a lot faster set up like that than they used to with a traditional heavy buffer fit.

AAR's were not available on the market at the time I was on, so I substituted a T1 rep as a placeholder for now.

Now correct me if I'm wrong, but I believe that after the AAR burns through it's first load of Nanite Paste (using cap also, but repping 3 times as much) it keeps going running on cap alone (at 2/3rds efficiency). It only stops repping to reload Nanite Paste if you manually stop it, as opposed to an ASB which shuts down to reload more Cap Charges if any are available in your hold regardless of what you may desire.

If I am correct in this, that gives the AAR user a nice bit of needed flexibility, as you have a lot better control over your tactical options at that point.

If I'm incorrect on that, well, I'm sure I'll hear about it soon enough. Smile

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Arduemont
Rotten Legion
#19 - 2013-02-20 16:39:33 UTC
NEONOVUS wrote:
Tom Gerard wrote:


That doesn't help the argument for the AAR =P

That's like arguing that antibiotics doesnt help the argument for leaches.
Both will make you feel better, one does so painlessly the other literally bleeds you dry!


Actually, sorry to be a **** here, but leaches don't work on infections... So that's not a great comparison. I haven't read the rest of the thread, I just saw that and had to pass comment.

I'll leave now. Sorry.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

ElQuirko
University of Caille
Gallente Federation
#20 - 2013-02-20 16:51:39 UTC
Arduemont wrote:
Actually, sorry to be a **** here, but leaches don't work on infections... So that's not a great comparison. I haven't read the rest of the thread, I just saw that and had to pass comment.

I'll leave now. Sorry.


Technically I woulda thought there would be some argument for them removing septic blood from a recently-infected wound. But what do I know, I'm not a doctor.

Dodixie > Hek

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