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AAR = Devs Completely Shield Biased

Author
Paikis
Vapour Holdings
#121 - 2013-02-23 03:41:20 UTC
This just in, 2 modules both using cap uses more cap than two modules where one doesn't use cap.

Who knew?
Cambarus
The Baros Syndicate
#122 - 2013-02-23 03:44:33 UTC
Paikis wrote:
This just in, 2 modules both using cap uses more cap than two modules where one doesn't use cap.

Who knew?

Exactly, and that makes shields more cap efficient than armor, even if the base reps themselves are not.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#123 - 2013-02-23 05:12:57 UTC
everyone forgetting nanopaste takes up 0.1m3 of cargo space?
Liang Nuren
No Salvation
Divine Damnation
#124 - 2013-02-23 05:15:12 UTC
Cambarus wrote:
Paikis wrote:
This just in, 2 modules both using cap uses more cap than two modules where one doesn't use cap.

Who knew?

Exactly, and that makes shields more cap efficient than armor, even if the base reps themselves are not.


Again, XL SB + SBA vs 2 LAR is not a reasonable way to examine efficiency.

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#125 - 2013-02-23 05:15:46 UTC
Tsukino Stareine wrote:
everyone forgetting nanopaste takes up 0.1m3 of cargo space?


No, I've made the point repeatedly but everyone appears to like the idea of jump freightering in their cap booster supply every couple of weeks.

-Liang

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

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#126 - 2013-02-23 05:20:12 UTC
Liang Nuren wrote:
Tsukino Stareine wrote:
everyone forgetting nanopaste takes up 0.1m3 of cargo space?


No, I've made the point repeatedly but everyone appears to like the idea of jump freightering in their cap booster supply every couple of weeks.

-Liang


it's not even that, you can basically carry unlimited supplies of it in a roam unlike cap boosters where you get like 8 reloads max
Paikis
Vapour Holdings
#127 - 2013-02-23 05:59:24 UTC  |  Edited by: Paikis
Cambarus wrote:
Paikis wrote:
This just in, 2 modules both using cap uses more cap than two modules where one doesn't use cap.

Who knew?

Exactly, and that makes shields more cap efficient than armor, even if the base reps themselves are not.


Hands up everyone who has EVER used an SBA in PvP? And fair warning I'm going to call you a liar and demand a loss mail.

No one ever fits SBAs in PvP.

EDIT:
Let me also add, that if you are comparing 2 LAR IIs vs LSB II+SBA II then you're going to get MORE reps out of the dual armour setup. Even when you compare 2 LARs vs XLSB+SBA you get very nearly the same amount of reps.
Cambarus
The Baros Syndicate
#128 - 2013-02-23 06:26:07 UTC
Paikis wrote:
Cambarus wrote:
Paikis wrote:
This just in, 2 modules both using cap uses more cap than two modules where one doesn't use cap.

Who knew?

Exactly, and that makes shields more cap efficient than armor, even if the base reps themselves are not.


Hands up everyone who has EVER used an SBA in PvP? And fair warning I'm going to call you a liar and demand a loss mail.

No one ever fits SBAs in PvP.

EDIT:
Let me also add, that if you are comparing 2 LAR IIs vs LSB II+SBA II then you're going to get MORE reps out of the dual armour setup. Even when you compare 2 LARs vs XLSB+SBA you get very nearly the same amount of reps.

The point is that if you compare a 2 slot tank base from shields and one from armor that the shields are more efficient. Liang seems intent on comparing 2 LARs + an aux nano pump to an XLSB + SBA, but if you're going to do that then you're adding another variable into it, so you'd need to look at hp/cap/slot used, and shields still come out ahead.

As for actually using SBAs, aside from very specific scenarios an invuln is going to be better pretty much all the time. The reason I chose an SBA is because I didn't want to go into EHP repped per cap spent, because then there are too many different factors to weigh for me to actually bother to run all the numbers. I would wager however that you would get more EHP/CAP from shields than you would from armor if you go with an XLSB + invuln instead of an SBA.
Paikis
Vapour Holdings
#129 - 2013-02-23 06:33:05 UTC  |  Edited by: Paikis
The SBA is 36%, where the invul is only 30%. The SBA uses more CPU though, so this is to be expected. Although, the invul does use cap...

As for the never ending armour vs shield comparisons...

1 slot comparison gives the armour tank an efficiency advantage.
2 slot comparison gives the armour tank a rep advantage.

The 2 slot armour tank also has the ability to only run half the tank, the shield tank is either on or off, there is no middle ground.
Cambarus
The Baros Syndicate
#130 - 2013-02-23 07:20:02 UTC
Paikis wrote:
The SBA is 36%, where the invul is only 30%. The SBA uses more CPU though, so this is to be expected. Although, the invul does use cap...

As for the never ending armour vs shield comparisons...

1 slot comparison gives the armour tank an efficiency advantage.
2 slot comparison gives the armour tank a rep advantage.

XLSB+SBA gives more reps for less cap than 2 armor reppers. And no, a different naming convention does not make it an improper comparison to LARs, unless you run LSBs on BSs (Lol) or XLSBs on caps (LolLol)

Paikis wrote:

The 2 slot armour tank also has the ability to only run half the tank, the shield tank is either on or off, there is no middle ground.
This I actually agree with, but on it's own it's not enough.
Roime
Mea Culpa.
Shadow Cartel
#131 - 2013-02-23 08:14:49 UTC
Tsukino Stareine wrote:
Liang Nuren wrote:
Tsukino Stareine wrote:
everyone forgetting nanopaste takes up 0.1m3 of cargo space?


No, I've made the point repeatedly but everyone appears to like the idea of jump freightering in their cap booster supply every couple of weeks.

-Liang


it's not even that, you can basically carry unlimited supplies of it in a roam unlike cap boosters where you get like 8 reloads max


That's cool, because your cargo is full of cap booster charges to keep the armor reppers running.

Quote:
1 slot comparison gives the armour tank an efficiency advantage.
2 slot comparison gives the armour tank a rep advantage.

The 2 slot armour tank also has the ability to only run half the tank, the shield tank is either on or off, there is no middle ground.


There is no such thing as one-slot armor tank. Minimum configuration is one armor repper and cap booster.

XLASB = one midslot, 500pg, 200cpu, 284 reps
LAAR+LARII+Heavy Capacitor Booster II = one midslot, 2 lows, 5792pg, 145cpu, 283 reps




.

Paikis
Vapour Holdings
#132 - 2013-02-23 09:54:07 UTC
Cambarus wrote:
XLSB+SBA gives more reps for less cap than 2 armor reppers. And no, a different naming convention does not make it an improper comparison to LARs, unless you run LSBs on BSs (Lol) or XLSBs on caps (LolLol)


I do run LSBs on my mission battleships, they give the same rep per cap as the XLSB, but they don't use as much fitting, and I've never needed the bigger burst of the XLSB.

Also, as long as we're ignoring naming conventions and such in favour of making an argument, I want a 100% boost to large shield extenders so that they match the 1600mm plate. Thank you for pre-support on this matter.

Roime wrote:
There is no such thing as one-slot armor tank. Minimum configuration is one armor repper and cap booster.

XLASB = one midslot, 500pg, 200cpu, 284 reps
LAAR+LARII+Heavy Capacitor Booster II = one midslot, 2 lows, 5792pg, 145cpu, 283 reps


I really wish people would stop comparing apples to oranges. You've got both the wrong sizes AND you're comparing normal reps to ASBs AND not taking into consideration reload time. Once you factor in reload time (and use the correct size, but I'll include both) you get:

LASB = 36.5 boost per second
XLASB = 84 bps
LASB+SBA = 49.725 bps
XLASB+SBA = 114.24 bps

And just for good measure, here's your 2 slot armour tank adjusted for reload times as well

LAAR+LARII = 72+71.112 = 143.112 boost per second

Now again, last time I checked, 143.112 was bigger than 114.24, which is bigger AGAIN than the 49.725 you should be comparing against.
Vizvig
Savage Blizzard
#133 - 2013-02-23 10:12:50 UTC
Yes, the AAR is worse than ASB.

It is good, because we do not need to train armour skill tree.
Cambarus
The Baros Syndicate
#134 - 2013-02-23 16:22:25 UTC
Paikis wrote:


Also, as long as we're ignoring naming conventions and such in favour of making an argument, I want a 100% boost to large shield extenders so that they match the 1600mm plate. Thank you for pre-support on this matter.


I already addressed this in a previous post, please learn to read.
Bouh Revetoile
In Wreck we thrust
#135 - 2013-02-23 17:00:57 UTC  |  Edited by: Bouh Revetoile
Cambarus wrote:
Paikis wrote:


Also, as long as we're ignoring naming conventions and such in favour of making an argument, I want a 100% boost to large shield extenders so that they match the 1600mm plate. Thank you for pre-support on this matter.


I already addressed this in a previous post, please learn to read.

You adressed nothing.
Fact are that you can actually have the same active tank on armor than on shield but you can have a way bigger buffer tank on armor than on shield ship.

Fact are that active armor tank can be made a lot more cap efficient than active shield tank, but active shield tank can be a lot more bursty than active armor.

And finaly, despite the capless nature of ASB being, IMO, a bad mecanic, AAR provide to armor ship a *very* good option for being both tanky AND speedy, to the point you would be a fool to ASB tank an armor ship now.
Roime
Mea Culpa.
Shadow Cartel
#136 - 2013-02-23 21:11:41 UTC  |  Edited by: Roime
Paikis wrote:

Also, as long as we're ignoring naming conventions and such in favour of making an argument, I want a 100% boost to large shield extenders so that they match the 1600mm plate. Thank you for pre-support on this matter.


Just to clear this matter to you: buffer tanks are already balanced.

shield buffer: more damage, more mobility
armor buffer: more tank, more options for controlling mobility

As you can see, their special traits balance each others out. This thread is about active tanking in PVP, where situation is imbalanced:

shield active: more damage, more tank
armor active: more cap dependence?

In 1.1 they addressed mobility, situation was much worse before the rig change.

Quote:

I really wish people would stop comparing apples to oranges. You've got both the wrong sizes AND you're comparing normal reps to ASBs AND not taking into consideration reload time. Once you factor in reload time (and use the correct size, but I'll include both) you get:

LASB = 36.5 boost per second
XLASB = 84 bps
LASB+SBA = 49.725 bps
XLASB+SBA = 114.24 bps

And just for good measure, here's your 2 slot armour tank adjusted for reload times as well

LAAR+LARII = 72+71.112 = 143.112 boost per second

Now again, last time I checked, 143.112 was bigger than 114.24, which is bigger AGAIN than the 49.725 you should be comparing against.


Ok, you are confused about the modules and what they do, and that makes it difficult for you to understand the discussion.

XLASB and LAAR (Large Ancillary Armor Repairer) are both apples. Same size = biggest in their series, basically same operation principle, they are burst tanking modules. There is no XLAAR just to make it clear to you "Large" is the biggest subcap armor repper class. I included the LAR II on the comparison to get the same amount of tank as the equal shield module, both ASBs and AARs have 60 second reload time so that does not make the AAR magically rep more over time. You can leave the LARII out and redo your math, note that you cannot leave the cap booster out so it's still two slots vs one.

Just FYI since the mod names seem to confuse you:

small armor reppers, medium ASBs: frigates
medium armor reppers, large ASBs: cruisers
medium armor reppers, XLASBs: battlecruisers
large armor reppers, XLASBs: battleships

Fittig requirements on armor reppers are designed to prevent oversizing, and even if you could put an oversized repper on a ship, they use too much cap. So oversizing armor reps is impossible. Only one small repper can be used without a cap booster in PVP with a small NOS, all others require a cap booster, triple rep setups need two. Only one AAR can be fit per ship by module restriction.

Large armor repairers can only be fitted on battleships, they use a massive amount of powergrid. Two of them powered by an equally massive module, the Heavy Capacitor Booster are as good as one XLASB.

You can two XLASBs on a battlecruiser. You can even fit one XLASB on a cruiser. Compare that to the medium reppers.

In the end, the issue is both related to ASB fittings, the fact that it combines powerful boosts with cap booster, leaving those precious midslots free to fit full tackle, thus negating the theoretical advantage of active armor tank. One-slot active shield tank = three-slot active armor tank. and one of them is a mid.

Then take a look at shield ships, count their mids, count armor mids and maybe you start to realize that the factor balancing buffer tanks does not exist in active tanks. And this is the issue.

.

Paikis
Vapour Holdings
#137 - 2013-02-23 22:25:31 UTC
So we're ignoring naming conventions when they are inconvenient to our argument? Got it.
We're also ignoring the advantages of Armour tanking (buffer) to claim imbalance. Right.
Also we're ignoring reload times on Ancillary modules? OK.

Yeah, turns out, when you selectively ignore advantages of armour, and ignore penalties of shields, then compare the wrong sizes, ignore reload times, arbitrarily declare that you must fit a cap booster, ignore that shield ships might fit one as well, use a PvE module (SBA) to boost the shields... turns out shields look pretty good when you do that.
Jerick Ludhowe
Internet Tuff Guys
#138 - 2013-02-23 23:50:40 UTC
Paikis wrote:
So we're ignoring naming conventions when they are inconvenient to our argument? Got it.
We're also ignoring the advantages of Armour tanking (buffer) to claim imbalance.


A comparison of function/use is far more valid than just comparing modules based on name...

Stop making bad points please.
Cambarus
The Baros Syndicate
#139 - 2013-02-24 00:55:06 UTC
Bouh Revetoile wrote:

Fact are that you can actually have the same active tank on armor than on shield but you can have a way bigger buffer tank on armor than on shield ship.

This is true, and this is balanced, because in exchange for having less tank, shield buffer tanked ships get more damage. Look at the hurricane, as it is a perfect example of this. The shield version is less tanky and has less tackle, but its added mobility and damage make it every bit as good as its armor counterpart. Now imagine if the armor tanked version got nerfed so that it had the same ehp as the shield version. Would it still be worth flying? Aside from a few select instances, not really.


Bouh Revetoile wrote:

Fact are that active armor tank can be made a lot more cap efficient than active shield tank, but active shield tank can be a lot more bursty than active armor.
This is 100% wrong, and I already showed why. Shields get a module that ups their repping power for no extra cap, which in turn makes them more cap efficient. The ratio for 2 LARs versus XLSB+SBA is 2 : 2.26 for units repped per cap spent. since last time I checked, 2.26 is a bigger number then 2, that means that shields get more HP per cap spent than armor do when using the same number of slots. If you're using a different definition of cap efficiency please share it, and post some numbers to back it up.
Bouh Revetoile wrote:

And finaly, despite the capless nature of ASB being, IMO, a bad mecanic, AAR provide to armor ship a *very* good option for being both tanky AND speedy, to the point you would be a fool to ASB tank an armor ship now.
I'm not fond of the mechanics for either, as I think they should be reversed, but tbh I think it's a fairly minor problem given the underlying imbalances between the tanking types.

Paikis wrote:
So we're ignoring naming conventions when they are inconvenient to our argument? Got it.

No, we ignore them ALWAYS. I cannot stress this enough. Think of it this way:
For years lasers had a different naming scheme than other guns. Small lasers were called medium pulse lasers and mediums called larges. Do you think, under such a naming convention, that the guns being fit onto frigates should have been balanced against other frigate sized guns, or should they have been balanced against other guns containing 'medium' in their name? There is literally never an instance where the name of a mod/ship should decide its balancing stats, you have to look at what roles they fill in game, not what columns they fill on a spreadsheet.
Paikis wrote:

We're also ignoring the advantages of Armour tanking (buffer) to claim imbalance. Right.

No, we're not. Armor buffer tanks have more tank than their shield counterparts, and this, in turn, is balanced by shield tanks having more DPS. In active tanking armor tanks lose this advantage, and gain nothing in return when compared to shield tanks. Honestly if you wanted to try to show that armor buffer tanks are overpowered that'd be fine with me, provided you have something to back it up. But I see armor tanks and shield tanks both being used all the time for buffer, but when it's active tanking it's nearly always shields, and looking at how much harder it is to make a viable active armor tank lends credence to the idea that armor tanking needs some love. Not that I don't love the changes they've implemented, but I'd like to see a bit more done to improve the balance between the 2.



Roime
Mea Culpa.
Shadow Cartel
#140 - 2013-02-24 06:00:00 UTC
Paikis wrote:
So we're ignoring naming conventions when they are inconvenient to our argument? Got it.
We're also ignoring the advantages of Armour tanking (buffer) to claim imbalance. Right.
Also we're ignoring reload times on Ancillary modules? OK.

Yeah, turns out, when you selectively ignore advantages of armour, and ignore penalties of shields, then compare the wrong sizes, ignore reload times, arbitrarily declare that you must fit a cap booster, ignore that shield ships might fit one as well, use a PvE module (SBA) to boost the shields... turns out shields look pretty good when you do that.


Damn man you are really struggling now :D

Your arguments seem to be based on arbitrary module names instead of their stats. You ignore the advantages of shield buffer and go on to claim that somehow A and B are balanced because unrelated C is OP. You fail to understnd that both Ancillary mods have 60 seconds reload time.

Anyway since you think that it's possible to fly active armor in pvp without a capbooster, it's obvious that you have never flown active armor in PVP.

Paikis here is a forum posting checklist for you:
- do you have a basic command of written English?
- do you have first- hand experience of the topic?
- are you familiar with theory involved?
- are you ready to change your opinion when proven wrong?

If you fail all these checks, you just make yourself look stupid and waste everybody's time

.