These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Retribution 1.1] Armor Tanking 1.5

First post First post
Author
Sinzor Aumer
Planetary Harvesting and Processing LLC
#1481 - 2013-02-21 06:50:47 UTC
Katran Luftschreck wrote:
So either make it use cap boosters, invent a new thing for AAR fuel made just as easily as cap boosters, or move nanite paste out of PI and into the plain old fashioned BPO zone. I know none of these ideas will make you happy, but you can't deny that there is a fairness imbalance when it comes to feeding these two modules (ASB vs AAR).

I suggest there should be BPOs to create all PI products out of minerals. Otherwise, we can witness a total fairness imbalance throughout EVE. Also, there should be BPOs to create moon materials. And nano-ribbons. Yes, please fix ASAP.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#1482 - 2013-02-21 10:39:43 UTC
AARs were originally designed to use Cap Boosters. The community asked for nanite paste because of its size.

Right now a Navy Cap booster 400 is going for about 110k in jita and takes up 12m3. 8 charges of nanite paste will set you back double that, (at the currently inflated price due to the new module,) but you could fit 1200 units of nanite paste in the same space, enough for 120 cycles of a large AAR. The price of paste will normalise back to its previous 15k per unit.

Would you rather have all your cargo space taken up with mutliple sizes of cap boosters?
Veshta Yoshida
PIE Inc.
Khimi Harar
#1483 - 2013-02-21 11:27:34 UTC
Hakan MacTrew wrote:
AARs were originally designed to use Cap Boosters. The community asked for nanite paste because of its size....

Won't speak for anyone else but size was far from my mind when I supported the idea Smile.. just makes a ton more sense for modules that sport the description "This module uses nano-assemblers to repair damage done to the armor of the ship", to use nanite paste rather than generic batteries when going super-charged .. plus it helped set it apart from the module which must not be named.

Cost is irrelevant. Most combat operations already have you lugging around a small fortune in ammo/drones so paste cost is just another drop in the ocean .. well paid if it prevents a death which is more than can be said for ammo/drones (not to same degree at least).
Either way, CCP can always manipulate paste price if need be but doubt if it will ever be necessary. Buffers will still rule BC/BS fits so the biggest 'on-paper' consumers are out of the picture and the handful of cruisers that can/will benefit from (ab)using the AAR will not be enough to push price much in any direction (SAAR paste use is as most things frigate, damn near perfect in cost/benefit so 'meh')

Also, if you dual-rep you need boosters as well but it is a benefit to not have to lug around multiple shapes and sizes. Shopping runs in general as they pertain to AAR vs "the unnamed one" will be much easier if done outside of the major hubs.
Theia Matova
Dominance Theory
#1484 - 2013-02-22 17:34:51 UTC  |  Edited by: Theia Matova
Thanks for the armor tanking love that we received in Retribution 1.1 Big smile. Armor tanking certainly needs it for the non capital ship sizes! However there are still several major issues that remain. My points are mostly for PVE and I do not consider PVP med slots!

  1. armor tanking in general is too cap heavy! Why? Armor tanking races Amarr, Gallente both also have gun systems that stress cap intensively! This issue is less when you get high enough skills and mix turrets with missile launchers but this issue needs to be fixed especially for new players that take first steps with battleships!
  2. I constantly make different ship fits and compare them and in average I found that shield fit BS get about 300-400 dps tank to factional damage type. When armor gets about 250-300. This is with about same DPS levels yet armor tanks usually get less DPS as well since you need to compromise DPS to tank since damage modules are fit in low with the tank mods.
  3. When shield and armor tanking are compared shield gets also passive tank from buffer and certain types of mods. This more than makes up the penalty that shield tank ships get from signature radius. Thanks to reactive hardening we now have similar mechanism for armor that stiffens the tank lower it gets. But we still could use mechanism that would allow armor to regenerate. I want this because I like to keep my armor buffer full and not every station have repairs. This would be also very important for wormhole / null sec roaming for solo ship. With lore it could simply be just these nanobots that would activate when the ship was not in combat state. This can be out of combat very slow even when its just there. This could be applied in special ship mode that would not be wise / could not be put on during combat. Making you stationary whatever. Just please give us in space armor rep since shields have that too even in combat!
  4. When its spoken about ship defenses shield is on top of armor. This means that to blow a ship you have to penetrate their shield, armor and hull. This means that shield ship still has HP left before they even go to hull Since they have armor as well. Armor tanking needs something to get over this lack. My suggestion would be that armor resistance mods could give slight bonus to hull resistances. So it would balance the hp that armor lacks after their tank is blown up.
  5. Armor and shield resistance flatting between damage types: more flat resistance types for both armor and shield, damage type plays too big role in the game which I do not find very appealing. For example it makes lasers to be quite unusable in many situations. Giving missiles and projectile weapons too big edge over the other weapon systems. NOT FLAT just less big holes in resistance types thank you!


Summary

  • Less cap intensive armor tanking!!!!! especially for new people skills count too much especially for amarr!!!! See above
  • Give armor some reasonable ability to regenerate without repairers. See above
  • Armor modules resistance bonus minor applying to hull. See above
  • Armor and shield resistance flatting See above
  • PVE racial damage type tanking balanced (armor vs shield) See above


I would like to see balanced EVE where one could fly any ship without feeling the ship or weapon or tank type sucked. To be able to fly Minny PVE with Amarr ship if I so liked (now its not worth the trouble at all). Please give people reasons to play also different races than Minmatar and Caldari in PVE highsec!

P.S I am sad to see that ships get rebalanced now when there is more severe balance issues between shield vs armor tanking. Armor tanking is very bad for solo flying anything. When shield is awesome for that. Also smaller ships cruisers, bc, bs suck tanking armor ( bit better now with changes ) compared to shield. When Shield tanked cap ships stink bulls arse. These issues should have been issued before doing individual ships!
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1485 - 2013-02-22 18:58:02 UTC  |  Edited by: Jonas Sukarala
armour tanking is still somewhat handicapped compared to ASB's as AAR's require nanite paste on top of needing cap boosters for cap.
Then with the slower cycle time the rep amount isn't even close and their is a limit of one per ship.
Also the gal bc's bonus isn't enough to make them worth using maybe 10% bonus and a buff to armour rep amount on AAR's/armour reps in general and then less cap usage would help with the sustainable reps but once the paste runs out i don't think the AAR's will be much use with the 3/4 rep amount i think should be removed as the ASB doesn't give you less rep amount with no cap boosters.
And the overheating rig could be a saving grace BUT how useful will it be if it just burns the AAR to smithereens after a few reps?
Some extra thought is needed to balance these to make them worth using over ASB's .
Extra HP amount on armour reppers might help ... i say help more a case of mandatory to make the overheating rig viable.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1486 - 2013-02-22 20:33:17 UTC  |  Edited by: Sergeant Acht Scultz
Jonas Sukarala wrote:
armour tanking is still somewhat handicapped compared to ASB's as AAR's require nanite paste on top of needing cap boosters for cap.
Then with the slower cycle time the rep amount isn't even close and their is a limit of one per ship.
Also the gal bc's bonus isn't enough to make them worth using maybe 10% bonus and a buff to armour rep amount on AAR's/armour reps in general and then less cap usage would help with the sustainable reps but once the paste runs out i don't think the AAR's will be much use with the 3/4 rep amount i think should be removed as the ASB doesn't give you less rep amount with no cap boosters.
And the overheating rig could be a saving grace BUT how useful will it be if it just burns the AAR to smithereens after a few reps?
Some extra thought is needed to balance these to make them worth using over ASB's .
Extra HP amount on armour reppers might help ... i say help more a case of mandatory to make the overheating rig viable.



Reduction of capacitor needs per activation/cycle (25 to 35%)+reduction of cycle would be enough (red: from 15 to 10 max 11.5s before skills)

removed inappropriate ASCII art signature - CCP Eterne

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1487 - 2013-02-23 00:32:23 UTC  |  Edited by: Jonas Sukarala
Sergeant Acht Scultz wrote:
Jonas Sukarala wrote:
armour tanking is still somewhat handicapped compared to ASB's as AAR's require nanite paste on top of needing cap boosters for cap.
Then with the slower cycle time the rep amount isn't even close and their is a limit of one per ship.
Also the gal bc's bonus isn't enough to make them worth using maybe 10% bonus and a buff to armour rep amount on AAR's/armour reps in general and then less cap usage would help with the sustainable reps but once the paste runs out i don't think the AAR's will be much use with the 3/4 rep amount i think should be removed as the ASB doesn't give you less rep amount with no cap boosters.
And the overheating rig could be a saving grace BUT how useful will it be if it just burns the AAR to smithereens after a few reps?
Some extra thought is needed to balance these to make them worth using over ASB's .
Extra HP amount on armour reppers might help ... i say help more a case of mandatory to make the overheating rig viable.



Reduction of capacitor needs per activation/cycle (25 to 35%)+reduction of cycle would be enough (red: from 15 to 10 max 11.5s before skills)


problem is the longer cycle time is the advantage over the ASB's as it will last longer on higher reps as when the paste is used the AAR is next to useless and rigs/skills already reduce cycle time so it needs to be about higher reps and less cap as to differentiate from shield reps and reduce the need for cap boosters and paste as their is a finite amount of cargo space.

Also on the OH rigs the bonus needs to change from bonus to reps and reduced cycle time to just extra reps as again the only advantage of AAR's over ASB's is longer cycle time/less paste used

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Nevyn Auscent
Broke Sauce
#1488 - 2013-02-26 11:51:44 UTC
Heres to make the AAR even worse than we already thought it was on the maths done so far.
Large Reppers
Overheated T2. 880 Repped over 12.75 Seconds. 69.01/sec.
AAR. 1250 Repped over 15 seconds. 83.33/sec.
The AAR is a bare 20% better than an overheated T2 for burst tanking

Now.... yes, you 'can' overheat the AAR also, but I did this comparison for the following reason.
If I overheat pulse my T2 rep, I then shut it off every once in a while to repair it with nanite paste, during which time I get no reps.
If I run my AAR normally, I shut it off every once in a while to reload it with nanite paste, during which time I get no reps.
If I then overheat my AAR, not only do I have to do a 60 second reload sooner, I then ALSO have to repair it. Taking even longer with no reps.

So for burst tank, an Overheated T2 vs an AAR is a more appropriate comparision than a T2 running normally, as both consume nanite paste at that point, and require shutting off periodically.

So.... what does this mean, it means that unless it takes 60 seconds to repair the T2 with nanite paste from overheat damage of 90 seconds of cycles, The T2 pulsed in overheat cycles will rep MORE than the AAR. And probably use LESS nanite paste to do so in this manner, as well as maybe being sustainable for more than 90 seconds of overheating. (Depending on skills).
Of course, since I can also use as many T2's like this as I want, I can alternate my T2 dual fit like this, while I can only single fit an AAR....
Major win, T2.
Bouh Revetoile
In Wreck we thrust
#1489 - 2013-02-26 12:07:53 UTC
IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers...
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#1490 - 2013-02-26 14:09:19 UTC
Nevyn Auscent wrote:
Heres to make the AAR even worse than we already thought it was on the maths done so far.
Large Reppers
Overheated T2. 880 Repped over 12.75 Seconds. 69.01/sec.
AAR. 1250 Repped over 15 seconds. 83.33/sec.
The AAR is a bare 20% better than an overheated T2 for burst tanking

Now.... yes, you 'can' overheat the AAR also, but I did this comparison for the following reason.
If I overheat pulse my T2 rep, I then shut it off every once in a while to repair it with nanite paste, during which time I get no reps.
If I run my AAR normally, I shut it off every once in a while to reload it with nanite paste, during which time I get no reps.
If I then overheat my AAR, not only do I have to do a 60 second reload sooner, I then ALSO have to repair it. Taking even longer with no reps.

So for burst tank, an Overheated T2 vs an AAR is a more appropriate comparision than a T2 running normally, as both consume nanite paste at that point, and require shutting off periodically.

So.... what does this mean, it means that unless it takes 60 seconds to repair the T2 with nanite paste from overheat damage of 90 seconds of cycles, The T2 pulsed in overheat cycles will rep MORE than the AAR. And probably use LESS nanite paste to do so in this manner, as well as maybe being sustainable for more than 90 seconds of overheating. (Depending on skills).
Of course, since I can also use as many T2's like this as I want, I can alternate my T2 dual fit like this, while I can only single fit an AAR....
Major win, T2.


Your logic is flawed, you can easily heat a repper for 8 cycles without burning it out and you don't have to reload it when it runs out.


A AAR outperforms a t2 rep for 19 cycles, then the t2 overtakes.

BYDI recruitment closed-ish

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#1491 - 2013-02-26 15:27:35 UTC  |  Edited by: Sergeant Acht Scultz
Jonas Sukarala wrote:
problem is the longer cycle time is the advantage over the ASB's as it will last longer on higher reps as when the paste is used the AAR is next to useless and rigs/skills already reduce cycle time so it needs to be about higher reps and less cap as to differentiate from shield reps and reduce the need for cap boosters and paste as their is a finite amount of cargo space



This could be true if your module wouldn't get burn by the end or before the use of those nanite paste, and provided your ship has enough armor hit points to survive the higher dps incoming than it can rep or with a bit of chance the AAR reloading timer.

One of the misconceptions about active armor tanking is that everyone and his mother thinks an active tank is about plates and triple reps. Maybe the lol triple reps myrmidon and double rep hype have something to do with, however I'm not even close to get impressed by those, their dps is so anemic once you know how to force them loosing some, the lol'ish cap boosters management is nothing but fap keyboard keys for a pathetic result.

Sure someone can show lots of km's where it wins sometimes but will never show how many more fail doing it once you get on skilled vs skilled player.

In short: there is no advantage on having a longer cycle reping less p/s if you have either a low buffer (sustainability) or resists (burst). Whatever case you'll pick, a ship with hull resist bonus and same active tanking fit will always have the upper hand over the one with active tank bonus, because it uses rigs resists and buffer completely differently and far more effective unless the pilot is extremely stupid.

removed inappropriate ASCII art signature - CCP Eterne

Hannott Thanos
Squadron 15
#1492 - 2013-02-27 12:23:01 UTC
I wish they made the AAR like the ASB was proposed in the first place. Draw charges directly from the cargo hold instead of loading charges in the module. Armor is supposed to be the sustainable tanking style. Give us this.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Alx Warlord
The Scope
Gallente Federation
#1493 - 2013-02-28 02:39:01 UTC
Already deployed and working as intended... Time to start new treads!
Nevyn Auscent
Broke Sauce
#1494 - 2013-02-28 04:43:10 UTC
Garviel Tarrant wrote:


Your logic is flawed, you can easily heat a repper for 8 cycles without burning it out and you don't have to reload it when it runs out.


A AAR outperforms a t2 rep for 19 cycles, then the t2 overtakes.


No, my logic isn't flawed, that was exactly the point I was making, that you can run a T2 Repper on overheat, and repair with nanite paste as needed, and it vastly out performs the AAR. And this was with just T2 reppers without stepping up to deadspace.
Veshta Yoshida
PIE Inc.
Khimi Harar
#1495 - 2013-02-28 09:07:50 UTC
Nevyn Auscent wrote:
Garviel Tarrant wrote:


Your logic is flawed, you can easily heat a repper for 8 cycles without burning it out and you don't have to reload it when it runs out.


A AAR outperforms a t2 rep for 19 cycles, then the t2 overtakes.


No, my logic isn't flawed, that was exactly the point I was making, that you can run a T2 Repper on overheat, and repair with nanite paste as needed, and it vastly out performs the AAR. And this was with just T2 reppers without stepping up to deadspace.

In my experience the time it takes to repair the heat damage from 8 cycles takes longer than the 60s reload of the AAR .. and that is with the repairer nested in the middle of the rack, maxed skills etc.
Could just be that those kind of waiting periodds always seem longer, but pretty sure it exceeds the 60s Smile.

But if you are in a fight that lasts long enough to warrant repairing that amount of heat damage in the first place, you are better off with the AAR + its reload time than having a T2 AR that is borderline and thus cannot be heated anymore unless you want to offline it. Even has the option of heating the AAR itself for ++ performance for those extra intensive fights (read: short and brutal).

That is what the AAR is/does .. it gives you heated performance without the heat.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1496 - 2013-02-28 09:19:54 UTC  |  Edited by: Jonas Sukarala
You would think that since nanite paste hardly takes up much volume that a reload would be much quicker
you would think you could run it forever without needing to reload it.

CCP Fozzie aswell as the other requests for less cap usage higher reps and the OH issues consider reducing the nanite reload time and amount stored in the module to begin with .. you can understand cap boosters needing the 60s to reload them being big bulky things to move but nanites are tiny in every way and as such a little more realism here would be nice..... yes i realise its a made up world and what not but you get my point.... its an arbitrary unnecessary reload time from the original design for it to use cap boosters and also considering the cost of having nanites and armour reps being inherently weaker than shield reps at least give it this for it to remain competitive.

Also consider changing resist bonuses to HP would make gallente ships with rep bonuses actually better at repping instead of worse and then stuck with a bonus.

And also the Armour honeycombing skill barely improves its speed and agility it needs to be stronger or change plates to make it have more of an effect.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Nevyn Auscent
Broke Sauce
#1497 - 2013-02-28 09:37:14 UTC
Performing two tests with a Medium T2 Rep.
Inferfacing 0, Operation 1, Thermo 1. So about as low skills as you can get.
Total Nanites used over both tests to repair all modules. 31.
Total Nanites an AAR would have used. 64 (16*4)
Test 1, 13% heat damage, 25s repair.
Test 2, 38% heat damage, 85s repair

So yes, at bad skills like mine the AAR is probably going to be slightly faster reload than overheat repair. At good skills, that repair time should be halved and the heat damage will be less. Meaning even the high end of damage is going to be under 45s repair.
X Gallentius
Black Eagle1
#1498 - 2013-02-28 15:57:07 UTC  |  Edited by: X Gallentius
Bouh Revetoile wrote:
IMO, the biggest problem of armor tanking is that EWAR don't translate into EFT numbers...

With active armor tanking you lose the mid slots to capacitor booster mods. Example is dual rep incursus needs a cap booster to make it go. With that cap booster it's down to a scram and therefore can't control range.

Etc....

Edit: The other thing we know is that Amarr is the better tanking race - both buffer and active tanking. That 5%/level resistance bonuse plus an extra low slot > 7.5% active repping bonus.
Roime
Mea Culpa.
Shadow Cartel
#1499 - 2013-02-28 16:39:38 UTC
There's only a few armor ships with 5 mids, and only two of them are viable active tankers. Most armor ships have 3 or 4 mids, leaving no slots for this mystical EWAR advantage or even full tackle, like X illustrated above.

It is a balancing factor for buffer tanks, you trade speed and damage for tank and utility mids.

.

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1500 - 2013-02-28 17:46:16 UTC
Hopefully we'll see a fix for mandatory cap boosters when the battleships get redone (right?).