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AAR = Devs Completely Shield Biased

Author
Deacon Abox
Black Eagle5
#101 - 2013-02-21 22:48:05 UTC  |  Edited by: Deacon Abox
Bouh Revetoile wrote:
Count the number of ships with 6 mid slots ; then, count the number of ships with 6 low slots ; then, do the same with the number 7 instead of 6.

When its done, conclude.

After that, only to be sure, remove 2 mid slot, and 1 low slot (prop + tackle + DCU), and compare. Remember that it is easier to discard damage modules than prop or tackle. With no damage module, you can still do damage ; with no prop, you are dead ; and with no tackle, your target is alive.

Basic math, really, and you should find that no T1 ship have more than 4 mid slot to shield tank, 5 if discarding the tackle, versus a *lot* of ships having 5 or more low slot for armor tank.

Finaly, conclude that 2 mid slot are not equal to 2 low slots.

:-)

The shield tank has the luxury to fit some mobility mods or rigs. It doesn't need to fill its mids with tackle mods beyond a warp disruptor. Kitey kitey. Again we can go round and round on this. I'm not as straw man Liang wants to say arguing for an exact parity or to have homogenize the game. The tank modalities do and should have differences.

I am however someone who believes that shield has been getting too much preference for too long at least at the sub cap level. ASBs will still kick ass over AARs. The RAH was/is relatively worthless unless on capitals. Maybe the rig penalty changes on active armor repping will make them viable is some limited situations.

But I fly minmatar and gallente ships. I have no plans to fly an active repping Brutix or Myrm, and I fully expect to be turned away/disuaded by FCs from bringing sub par plated or shield versions of those ships. I will probably find more acceptance with shield buffer or plated Canes. Thankfully though in FW mostly we fly sub BC so less to worry about.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Liang Nuren
No Salvation
Divine Damnation
#102 - 2013-02-21 22:52:18 UTC
What? No, the "Standard" shield tank does not have a SBA. That's absolutely ludicrous. 2 "oversized" ASBs, 1-4 fitting mods, and undersized guns I could see though. Again, the standard tank comparison has always (correctly) been 2 reps vs 1 "oversized" shield booster.

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#103 - 2013-02-21 23:02:52 UTC  |  Edited by: Liang Nuren
Deacon Abox wrote:

The shield tank has the luxury to fit some mobility mods or rigs. It doesn't need to fill its mids with tackle mods beyond a warp disruptor. Kitey kitey. Again we can go round and round on this. I'm not as straw man Liang wants to say arguing for an exact parity or to have homogenize the game. The tank modalities do and should have differences.

I am however someone who believes that shield has been getting too much preference for too long at least at the sub cap level. ASBs will still kick ass over AARs. The RAH was/is relatively worthless unless on capitals. Maybe the rig penalty changes on active armor repping will make them viable is some limited situations.

But I fly minmatar and gallente ships. I have no plans to fly an active repping Brutix or Myrm, and I fully expect to be turned away/disuaded by FCs from bringing sub par plated or shield versions of those ships. I will probably find more acceptance with shield buffer or plated Canes. Thankfully though in FW mostly we fly sub BC so less to worry about.


The simple fact of the matter is that low slots are more prevalent than mid slots and active armor tanking generally requires 2 reps against shield tanking's one booster. Shield tanking gets to spend slots on mobility and damage while having inferior tackle. Armor tanking gets to spend slots on tackle and ewar.

I will more than happily grant that armor tanking has historically been substandard. Hell, I was one of the absolute earliest voices telling everyone that shield tanking was almost universally better than armor tanking. But right now we just haven't had enough time to even evaluate the meta changes and you're whining that you need absolute module parity or armor tanking is useless.

You're wrong.

-Liang

Ed: BTW, if you aren't armor tanking that Brutix you are probably doing it wrong these days. Especially in FW where small gang PVP rules. Amusingly, as a good rule of thumb: if it's feasible to use blasters in the fight, it's also feasible to active tank.

I'm an idiot, don't mind me.

Deacon Abox
Black Eagle5
#104 - 2013-02-21 23:06:32 UTC  |  Edited by: Deacon Abox
We just aren't going to agree or concede.

But tell me that the AAR hasn't come prenerfed, just like the RAH did. While the ASB came op. And even after the nerf to ASBs, and the attempt to buff RAH, the armor side is still sitting behind.

I don't foresee a dissapearance of the Drake doctrine(s). The only thing that may change is that Prophecys may now compete as the non-drake BC for fleet usage where as it may have been the Cane before.

The rest of the BCs will not become a fleet ship. Well except maybe the Ferox (resist bonuses uber alles). And the solo/very small gang ASB Cyclone will be seen more than any solo/very small gang MAAR Brutix or Myrm. The Harby I don't know, it's such a brick now. All this is excepting the tier 3s slated for their own rightful nerf.

Also screw BCs anyway. I think we can agree maybe that HACs need something. AHACs are fine up to a certain size fleet but collectively HACs need help. And tech II in general is too costly atm with technetium monopoly etc.

Armor in general is disadvantaged. Eventually they may find a sweet spot through continuing small buffs to it and small nerfs to shields. But we aren't there yet. Hopefully as well they won't make any further mistakes like ASBs.

edit - and no I am not whining for absolute parity. that is your straw man

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Liang Nuren
No Salvation
Divine Damnation
#105 - 2013-02-21 23:10:18 UTC  |  Edited by: Liang Nuren
Yes, the ASB came in overpowered (you may remember me leading the charge on that one?). Yes, the RAH came in underpowered and pre-nerfed (though it's a lot better than it used to be now). However, I don't think we know whether the AAR came in prenerfed or not. I've already pulled the deadspace reps off of most of my ships and put AARs in place. The results are staggering: 50-80% improvements in tank with less fitting requirements. On top of that, they're almost all significantly faster than they were. And these ships were already good.

Honestly, I think you're just trying to metagame a period of ASB level overpoweredness. We just don't ******* KNOW whether the module is fine yet.

-Liang

Ed: Honestly what I think is going to happen is people like you are going to QQ it up like little bitches and then we'll wake up one day and you'll be a ****** for not fitting a large AAR to your carrier. Whoops, what happened? Oh, we weren't satisfied until it was blatantly ******* undeniable that armor was so overpowered as to make all other everythings completely and utterly irrelevant.

Stop the whining, evaluate the changes. In game.

I'm an idiot, don't mind me.

Deacon Abox
Black Eagle5
#106 - 2013-02-21 23:24:01 UTC  |  Edited by: Deacon Abox
Liang Nuren wrote:
Yes, the ASB came in overpowered (you may remember me leading the charge on that one?). Yes, the RAH came in underpowered and pre-nerfed (though it's a lot better than it used to be now). However, I don't think we know whether the AAR came in prenerfed or not. I've already pulled the deadspace reps off of most of my ships and put AARs in place. The results are staggering: 50-80% improvements in tank with less fitting requirements. On top of that, they're almost all significantly faster than they were. And these ships were already good.

Honestly, I think you're just trying to metagame a period of ASB level overpoweredness. We just don't ******* KNOW whether the module is fine yet.

-Liang

Ed: Honestly what I think is going to happen is people like you are going to QQ it up like little bitches and then we'll wake up one day and you'll be a ****** for not fitting a large AAR to your carrier. Whoops, what happened? Oh, we weren't satisfied until it was blatantly ******* undeniable that armor was so overpowered as to make all other everythings completely and utterly irrelevant.

Stop the whining, evaluate the changes. In game.


You know, I don't think I've called you a *****. Please don't call me one. Thanks. Blink

And I'm not qq-ing. I've been in eve a little longer than you have. Gotta love multiple accounts :S I'll be here unless I go bankrupt or my girlfriend says it's my sweet thing or EVE.Lol Anyway, I will keep on posting, never stop posting.

The only thing I will conced to you is that yes, the pendulum could swing too far. Afterall in the past plated BS was it or nothing. Eve is a complex game and it can take time for the effect of changes to settle out. But I really do not see the current changes as bringing equivalency. So much in the game favors mobility, range, or burst tanking all of which shield allows and armor struggles with.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Liang Nuren
No Salvation
Divine Damnation
#107 - 2013-02-22 00:02:22 UTC
Deacon Abox wrote:

And I'm not qq-ing. I've been in eve a little longer than you have. Gotta love multiple accounts :S I'll be here unless I go bankrupt or my girlfriend says it's my sweet thing or EVE.Lol Anyway, I will keep on posting, never stop posting.

The only thing I will conced to you is that yes, the pendulum could swing too far. Afterall in the past plated BS was it or nothing. Eve is a complex game and it can take time for the effect of changes to settle out. But I really do not see the current changes as bringing equivalency. So much in the game favors mobility, range, or burst tanking all of which shield allows and armor struggles with.


I love how you say you have multiple accounts and then say you've been in the game longer than me.... completely neglecting the fact that I too am likely to have multiple accounts. /facepalm At any rate, since you've been in the game so long: do you remember how everyone knew the Drake was bad? And everyone knew shield tanking was bad? And everyone knew X or Y or Z? And none of that was actually true?

Consider the release of the ASB. Everyone knew that active tanking was completely useless. Knew it with dead certainty. And everyone knew the ASB was underpowered and useless because of the 60 second reload timer. Oh, how everyone thought it game into the game prenerfed. But, it was actually SO POWERFUL that it ushered in a new age of active tanking. And now, even nerfed, it forms the cornerstone of your argument for why shields are better than armor.

So, what do we get from this? The fact that the Eve player base must be SMACKED IN THE FACE with a brick in order to wake up and notice that the old status quo isn't there anymore. This armor change *feels* underwhelming to people who long for capless dual XL AARs on a cruiser. And maybe - maybe - it really is underwhelming. But we'll never know until we freaking try it out.

-Liang

I'm an idiot, don't mind me.

Cambarus
The Baros Syndicate
#108 - 2013-02-22 00:28:33 UTC  |  Edited by: Cambarus
Liang Nuren wrote:
Cambarus wrote:

The balance in buffer tanking lies in the fact that shields allow for greater mobility and damage projection and give up ewar abilities and raw tank. In active tanking armor loses the raw tanking advantage, and gains nothing in return.


You gain the use of your mid slots for ewar and tackle instead of for your tank. That is only "nothing" if you imagine eve PVP as sieged dreads shooting each other.

-Liang

You're either being deliberately dense, or implying that I was.
For buffer tanking, armor gets more tank, and more ewar/tackle. Shields get more damage and mobility.

When you look at active tanking, armor loses this raw tank advantage. We now have more damage, tank, and mobility on the shield side, versus better ewar/tackle on the armor side. Armor loses an advantage that it had on the buffer side but gains no new advantages, and therein lies the main problem, and why so few ships can be flown with active armor tanks while so many work with shields (here's looking at you, myrmidon)

EDIT:
And one more little nit to pick:
Did people really think the ASB was bad when it was released? I remember seeing that and drooling at the stats, even with the reload time...
Deacon Abox
Black Eagle5
#109 - 2013-02-22 00:58:10 UTC  |  Edited by: Deacon Abox
Liang Nuren wrote:
do you remember how everyone knew the Drake was bad? And everyone knew shield tanking was bad? And everyone knew X or Y or Z? And none of that was actually true?

The drake was only considered bad for pvp because for a while retards were showing up for fleets with sprs and purger rigs expecting to tank a pvp fleet as they did a pve room. Shield tanking was only considered bad because sniper Ravens and large rail Rokhs were either delayed damage or weak, and Maelstroms had not yet received their arty alpha buff. At one point all of that was true but direct or indirect changes such as the TC nerfs, probing changes, etc made midrange HMs rather attractive on extender rigged Drakes for instance.

But yes, as a general proposition, one must be careful with preceived weaknesses and assuming they will not be affected by things not immediately apparent or present.

Liang Nuren wrote:
Consider the release of the ASB. Everyone knew that active tanking was completely useless. Knew it with dead certainty. And everyone knew the ASB was underpowered and useless because of the 60 second reload timer. Oh, how everyone thought it game into the game prenerfed. But, it was actually SO POWERFUL that it ushered in a new age of active tanking. And now, even nerfed, it forms the cornerstone of your argument for why shields are better than armor.

I don't agree. I remember opinion being very mixed about ASBs.

Also, you mischaracterize my position. ASBs do not form the cornerstone. They are one aspect of the imbalance (even with the new AAR). It would actually be more accurate to characterize my argument as mobility and range which shield allows being the cornerstone. Fitting costs on plates and armor reppers tend to rule out ranged guns. Plates work against mobility. Shield tanks allow nanofibers and mobility rigs (which nerf armor hp).

Liang Nuren wrote:
So, what do we get from this? The fact that the Eve player base must be SMACKED IN THE FACE with a brick in order to wake up and notice that the old status quo isn't there anymore. This armor change *feels* underwhelming to people who long for capless dual XL AARs on a cruiser. And maybe - maybe - it really is underwhelming. But we'll never know until we freaking try it out.

-Liang

Lol, go ahead and fabricate the straw man some more. Where have I asked for dual XL AARs or anyone itt for tha matter. You are too good a poster to engage in this stupid argumentation stategy. Please stop.Straight

Anyway, I'm done with this for now. Done with dinner in rl, and looking for a calamari dessert in-game. Smile

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Liang Nuren
No Salvation
Divine Damnation
#110 - 2013-02-22 05:16:54 UTC
Cambarus wrote:
You're either being deliberately dense, or implying that I was.


No, I tend to think you're just dumb most of the time.

Quote:
EDIT:
And one more little nit to pick:
Did people really think the ASB was bad when it was released? I remember seeing that and drooling at the stats, even with the reload time...


Well, there were 20+ page threads all over S&M QQing about how bad it was. So, yes.

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#111 - 2013-02-22 05:18:26 UTC
Deacon Abox wrote:

Also, you mischaracterize my position. ASBs do not form the cornerstone. They are one aspect of the imbalance (even with the new AAR). It would actually be more accurate to characterize my argument as mobility and range which shield allows being the cornerstone. Fitting costs on plates and armor reppers tend to rule out ranged guns. Plates work against mobility. Shield tanks allow nanofibers and mobility rigs (which nerf armor hp).


Mobility and damage vs utility and tackle. That's.... that's a pretty balanced strategy TBH. :S

-Liang

I'm an idiot, don't mind me.

Cambarus
The Baros Syndicate
#112 - 2013-02-22 17:31:40 UTC
Liang Nuren wrote:
Deacon Abox wrote:

Also, you mischaracterize my position. ASBs do not form the cornerstone. They are one aspect of the imbalance (even with the new AAR). It would actually be more accurate to characterize my argument as mobility and range which shield allows being the cornerstone. Fitting costs on plates and armor reppers tend to rule out ranged guns. Plates work against mobility. Shield tanks allow nanofibers and mobility rigs (which nerf armor hp).


Mobility and damage vs utility and tackle. That's.... that's a pretty balanced strategy TBH. :S

-Liang

By that logic buffer armor tanks must be overpowered.

They get utility, tackle, AND more raw tank.
Bouh Revetoile
In Wreck we thrust
#113 - 2013-02-22 20:09:13 UTC
Cambarus wrote:
By that logic buffer armor tanks must be overpowered.

They get utility, tackle, AND more raw tank.

Ask a capital pilot about that, he will agree.

Because shield have raw damage and speed option don't mean it's OP ; neither is armor having raw hp and utility/tackle. That is actually balance, when two things have their own role.

Active armor tanking ship are freakin fast now BTW, and combined with AAR, that will be murderous.
Liang Nuren
No Salvation
Divine Damnation
#114 - 2013-02-22 20:16:12 UTC
Cambarus wrote:
Liang Nuren wrote:
Deacon Abox wrote:

Also, you mischaracterize my position. ASBs do not form the cornerstone. They are one aspect of the imbalance (even with the new AAR). It would actually be more accurate to characterize my argument as mobility and range which shield allows being the cornerstone. Fitting costs on plates and armor reppers tend to rule out ranged guns. Plates work against mobility. Shield tanks allow nanofibers and mobility rigs (which nerf armor hp).


Mobility and damage vs utility and tackle. That's.... that's a pretty balanced strategy TBH. :S

-Liang

By that logic buffer armor tanks must be overpowered.

They get utility, tackle, AND more raw tank.


You it's really weird but I do seem to remember buffer armor being a very strong mechanic.

-Liang

I'm an idiot, don't mind me.

Muad 'dib
State War Academy
Caldari State
#115 - 2013-02-22 20:21:01 UTC
oh noes, i might have to not use a module i never needed before, but its okay i can still cry about shields while not training for them.

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Nikuno
Atomic Heroes
#116 - 2013-02-22 20:26:58 UTC
Paikis wrote:
Ctzn Snips wrote:
Can you explain to me how active armor tanking is more cap efficient than active shield tanking?

I'll wait.


Um, it uses less capacitor per unit of repaired armour than shield boosters do? Cos, y'know that's kinda what efficiency is all about?



That defines efficiency. But it does nothing to show which is the more efficient. Which happens to be shields by the way. Considerably more so once you begin to look at the faction versions. https://forums.eveonline.com/default.aspx?g=posts&t=196273&p=74 . Check here, you'll find all the maths beautifully worked out for you.
Cambarus
The Baros Syndicate
#117 - 2013-02-23 01:44:59 UTC  |  Edited by: Cambarus
Liang Nuren wrote:


You it's really weird but I do seem to remember buffer armor being a very strong mechanic.

-Liang

Are you saying that armor buffer tanks are overpowered?

Mind you I don't factor in caps/SCs here, tbh it was yet another reason I was shocked at the appallingly bad decision CCP made when they gave shields the ASB and armor the hardener to armor, when it very obviously should have been the other way around.

The main problem I have with armor tanking as it is now, as well as with the changes to it, is that you can active shield tank just about any ship in the game and make it at least reasonably viable (I could count on one hand the number that can't, caps not included) whereas the same is not true with armor. If you want to active armor tank you are limited to a very small number of ships, most of which have bonuses specifically to make active armor tanking viable.
Nikuno wrote:
Paikis wrote:
Ctzn Snips wrote:
Can you explain to me how active armor tanking is more cap efficient than active shield tanking?

I'll wait.


Um, it uses less capacitor per unit of repaired armour than shield boosters do? Cos, y'know that's kinda what efficiency is all about?



That defines efficiency. But it does nothing to show which is the more efficient. Which happens to be shields by the way. Considerably more so once you begin to look at the faction versions. https://forums.eveonline.com/default.aspx?g=posts&t=196273&p=74 . Check here, you'll find all the maths beautifully worked out for you.

Don't even bother, I already showed that shields, even at t2 levels, get are more efficient then their armor counterparts. Unless of course you compare a 3 slot armor tank base to a 2 slot shield tank base, but then you need more slots to make armor work, making it less efficient anyway.
Liang Nuren
No Salvation
Divine Damnation
#118 - 2013-02-23 02:51:50 UTC
Cambarus wrote:

Are you saying that armor buffer tanks are overpowered?

Mind you I don't factor in caps/SCs here, tbh it was yet another reason I was shocked at the appallingly bad decision CCP made when they gave shields the ASB and armor the hardener to armor, when it very obviously should have been the other way around.

The main problem I have with armor tanking as it is now, as well as with the changes to it, is that you can active shield tank just about any ship in the game and make it at least reasonably viable (I could count on one hand the number that can't, caps not included) whereas the same is not true with armor. If you want to active armor tank you are limited to a very small number of ships, most of which have bonuses specifically to make active armor tanking viable.


No, I'm not saying that armor buffer tanks are overpowered. Considering the fact that we have XL plates and XL booster I'm not surprised that their respective tanking styles are a bit more amenable to unbonused tanking. That doesn't mean that there's an actual tank imbalance, though.

-Liang

I'm an idiot, don't mind me.

Paikis
Vapour Holdings
#119 - 2013-02-23 03:14:48 UTC
Cambarus wrote:
Don't even bother, I already showed that shields, even at t2 levels, get are more efficient then their armor counterparts. Unless of course you compare a 3 slot armor tank base to a 2 slot shield tank base, but then you need more slots to make armor work, making it less efficient anyway.


If you think you can show T2 shield boosters to be more cap efficient than T2 armour reps, then you are absolutely crap at maths. Shown below are the reps per cap numbers for T2 modules. Shields are shown both with and without skills. Armour reps are not affected by skills.

T2 Armour Reps (cap / boost : ratio) (all Vs)
SAR (40 / 80 : 2)
MAR (160 / 320 : 2)
LAR (400 / 800 : 2)

T2 Shield Boosts (cap / boost : ratio) (all Vs)
SSB (18 / 30 : 1.667)
MSB ( 54 / 90 : 1.667)
LSB (144 / 240 : 1.667)
XLSB (360 / 600 : 1.667)

T2 Shield Boosts (cap / boost : ratio) (no skills)
SSB (20 / 30 : 1.5)
MSB (60 / 90 : 1.5)
LSB (160 / 240 : 1.5)
XLSB (400 / 600 : 1.5)

Last time I checked, 2 was bigger than both 1.667 and 1.5
Cambarus
The Baros Syndicate
#120 - 2013-02-23 03:33:31 UTC
Paikis wrote:
Cambarus wrote:
Don't even bother, I already showed that shields, even at t2 levels, get are more efficient then their armor counterparts. Unless of course you compare a 3 slot armor tank base to a 2 slot shield tank base, but then you need more slots to make armor work, making it less efficient anyway.


If you think you can show T2 shield boosters to be more cap efficient than T2 armour reps, then you are absolutely crap at maths. Shown below are the reps per cap numbers for T2 modules. Shields are shown both with and without skills. Armour reps are not affected by skills.

T2 Armour Reps (cap / boost : ratio) (all Vs)
SAR (40 / 80 : 2)
MAR (160 / 320 : 2)
LAR (400 / 800 : 2)

T2 Shield Boosts (cap / boost : ratio) (all Vs)
SSB (18 / 30 : 1.667)
MSB ( 54 / 90 : 1.667)
LSB (144 / 240 : 1.667)
XLSB (360 / 600 : 1.667)

T2 Shield Boosts (cap / boost : ratio) (no skills)
SSB (20 / 30 : 1.5)
MSB (60 / 90 : 1.5)
LSB (160 / 240 : 1.5)
XLSB (400 / 600 : 1.5)

Last time I checked, 2 was bigger than both 1.667 and 1.5

Cambarus wrote:

2 LARS repair 1600 armor for 800 cap, or 2 units repped per cap spent
XLSB+ SBA boosts 816 for 360 cap, or ~2.26 units repped per cap spent

The argument for better cap efficiency for armor goes out the window once SBAs are factored in, and that's not even counting the cap-free ASBs.


Bolded the important bit.