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Normal shield boosters are basically worthless modules

Author
Diesel47
Deep Core Mining Inc.
Caldari State
#1 - 2013-03-20 05:15:03 UTC  |  Edited by: Diesel47
Strictly speaking PvP.

The climate right now is go ancillary booster or go home.

I was hoping when CCP said they wanted to "make active tanking more competitive with buffer" They meant actually balancing the current modules instead of releasing another overpowered one.

No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Not only do I dedicate more slots to doing the same thing, I end up doing it worse in the end.

It makes no sense.


Can CCP respond to what they are going to do about this? Are ancillary shield boosters going to be the only pvp module for shield active tankers or can we expect a REAL balancing soon?
Kodama Ikari
Thragon
#2 - 2013-03-20 13:51:19 UTC
use deadspace ones? P
bloodknight2
Revenu.Quebec
#3 - 2013-03-20 14:16:35 UTC
X-large ancillary shield booster + shield boost amplifier T2 =1832 rep/cycle
Pith x-type x-large shield booster (530m in amarr) + shield boost amplifier T2 + command ship 5 + sleipnir = 1570 rep/cycle
Pith x-type x-large shield booster (530m in amarr) + shield boost amplifier T2 + nightmare )no bonus to shield booster) = 1142 rep/cycle

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#4 - 2013-03-20 14:27:24 UTC  |  Edited by: Fronkfurter McSheebleton
You aren't taking reload time into account... : /

A normal booster can survive much longer fights.

thhief ghabmoef

bloodknight2
Revenu.Quebec
#5 - 2013-03-20 15:16:12 UTC
Not sure the reloading make much difference. What i mean is, an ancillary shield booster needs reloading after his charges are used and the shield booster can't perma run because it needs cap and to be as good as an ASB, a shield booster needs to do almost 2 cycle and can't be shut down if neuted.

Or you can simply use 2 x-large ASB.
Random Woman
Very Professional Corporation
#6 - 2013-03-20 15:36:24 UTC
ASB are still overpowered as hell, but then the balancing dude just gives ships bigger drone bays....

Not only that they offer massive boosts compared to the other modules, they also free a lot of PG and CPU, you would have otherwise used for cap boosters and shield boost amps, making just enough room, to fit a second of those modules, almost negating the one drawback of the reload time.
Drake Doe
88Th Tax Haven
#7 - 2013-03-20 16:32:34 UTC
They really should be neut/nos sensitive

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

GreenSeed
#8 - 2013-03-20 18:36:31 UTC
Drake Doe wrote:
They really should be neut/nos sensitive

they should also remove the charge requirement, and lower fitting reqs... oh wait we already have those, they are called "regular shield boosters".Blink

the problem is still not having a limit on the module, AARs have a limit of one...
Angelique Duchemin
Team Evil
#9 - 2013-03-20 18:41:11 UTC
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Diesel47
Deep Core Mining Inc.
Caldari State
#10 - 2013-03-20 23:01:20 UTC
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.


Fronkfurter McSheebleton wrote:
You aren't taking reload time into account... : /

A normal booster can survive much longer fights.


I just fit two of em.
Angelique Duchemin
Team Evil
#11 - 2013-03-21 00:03:19 UTC
Diesel47 wrote:
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.


Yeah you keep saying that but in the end we're still just spinning around our opponent, kicking each other in the shins with the victor being the one who brought the biggest boots.


The difference between and EVE and other RPGs come in the form of null sec, the cost of losing and the economy.

Ship to ship balance is as RPG cookie cutter as it gets.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Inkarr Hashur
Skyline Federation
#12 - 2013-03-21 00:06:47 UTC
Angelique Duchemin wrote:
Diesel47 wrote:
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.




Ship to ship balance is as RPG cookie cutter as it gets.

What?
Liang Nuren
No Salvation
Divine Damnation
#13 - 2013-03-21 00:19:06 UTC
Inkarr Hashur wrote:
Angelique Duchemin wrote:

Ship to ship balance is as RPG cookie cutter as it gets.

What?


Hmmmm, it would be absolutely trivial to go through Eve and categorize ships+fits as being MDPS (Gallente), RDPS (Amarr or LR weapons), Support/Heals (CS/Logi), or Support/Control (Recons). Of course, there's the mix/match of ship setup and unconventional setups thrown in the mix, but ultimately conventional setups are conventional because of how well they work.

The biggest differences I see are the profound lack of AOE and DOT in Eve combining with the utterly boolean state of our control effects. Once you get snared (webbed) in Eve, you will remain so until you get range (ha ha ha) or the module is deactivated.

Anyway, there are differences, sure... but they're not so large. And many of the same game design balance decisions are made in Eve as are made everywhere else. Maybe, just maybe, because conventional setups are conventional because they work. Blink

-Liang

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

Inkarr Hashur
Skyline Federation
#14 - 2013-03-21 00:32:26 UTC
Liang Nuren wrote:
Inkarr Hashur wrote:
Angelique Duchemin wrote:

Ship to ship balance is as RPG cookie cutter as it gets.

What?


Hmmmm, it would be absolutely trivial to go through Eve and categorize ships+fits as being MDPS (Gallente), RDPS (Amarr or LR weapons), Support/Heals (CS/Logi), or Support/Control (Recons). Of course, there's the mix/match of ship setup and unconventional setups thrown in the mix, but ultimately conventional setups are conventional because of how well they work.

The biggest differences I see are the profound lack of AOE and DOT in Eve combining with the utterly boolean state of our control effects. Once you get snared (webbed) in Eve, you will remain so until you get range (ha ha ha) or the module is deactivated.

Anyway, there are differences, sure... but they're not so large. And many of the same game design balance decisions are made in Eve as are made everywhere else. Maybe, just maybe, because conventional setups are conventional because they work. Blink

-Liang

Except there's also tracking and agility, balance versus wallet, balance between and among ship sizes, I don't think you would approach balancing internet spaceships online the way one would go about balancing most other MMOs.
Angelique Duchemin
Team Evil
#15 - 2013-03-21 01:15:18 UTC  |  Edited by: Angelique Duchemin
Inkarr Hashur wrote:
Liang Nuren wrote:
Inkarr Hashur wrote:
Angelique Duchemin wrote:

Ship to ship balance is as RPG cookie cutter as it gets.

What?


Hmmmm, it would be absolutely trivial to go through Eve and categorize ships+fits as being MDPS (Gallente), RDPS (Amarr or LR weapons), Support/Heals (CS/Logi), or Support/Control (Recons). Of course, there's the mix/match of ship setup and unconventional setups thrown in the mix, but ultimately conventional setups are conventional because of how well they work.

The biggest differences I see are the profound lack of AOE and DOT in Eve combining with the utterly boolean state of our control effects. Once you get snared (webbed) in Eve, you will remain so until you get range (ha ha ha) or the module is deactivated.

Anyway, there are differences, sure... but they're not so large. And many of the same game design balance decisions are made in Eve as are made everywhere else. Maybe, just maybe, because conventional setups are conventional because they work. Blink

-Liang

Except there's also tracking and agility, balance versus wallet, balance between and among ship sizes, I don't think you would approach balancing internet spaceships online the way one would go about balancing most other MMOs.


It's a great game so calm down but Eve is not some gem of supreme brilliance in the gaming world. It's another MMO and no more complicated in pvp balance than for example WoW.

Yes there's agility and tracking speed and fall off range but those only seem complicated because the formulas are right in our face. It's no more complicated than a game where players fight in mixed melee and range, with stuns, fears, roots, free running and knockbacks, mana drains, silence, dots, absorption shields and god knows what more. Then take all of it and try to balance it in everyone versus everyone.

Eve at least has ship classes that don't have to be balanced against each other. They don't even have to bother trying to balance a T1 frigate against a battleship or a battlecruiser against a Carrier to make it fair.


Eve is pretty well balanced. Most fights are over before they even start just based on the ship types. Solo pvp is not even on the map.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Jack Miton
School of Applied Knowledge
Caldari State
#16 - 2013-03-21 01:35:21 UTC
Kodama Ikari wrote:
use deadspace ones? P

theyre still worse than ASBs

There is no Bob.

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Diesel47
Deep Core Mining Inc.
Caldari State
#17 - 2013-03-21 02:43:37 UTC  |  Edited by: Diesel47
Angelique Duchemin wrote:
Diesel47 wrote:
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.


Yeah you keep saying that but in the end we're still just spinning around our opponent, kicking each other in the shins with the victor being the one who brought the biggest boots.




If you think that the depth of PvP in this game can be summed down to pushing orbit and whoever has the better fit / skills = winner then you are bad at PvP have much to learn. Smile





Edit: CCP Look here Idea

The ASB can do the job of a cap booster and a shield booster in one module, they should be weaker rep than a normal shield booster. How about they get rid of the reload time (or reduce greatly) and make it so that cap boosters can be loaded instantly but in return you get a booster that doesn't rep as much as a normal booster set up.

Why would this be good? Ships that are lacking mid slots can get a good active tank setup, but it will not be as strong as a traditional set up. It is also immune to neuts. Can be useful for the smaller ships, IE frigs, crusiers, HACs maybe. Heck, you can even use it on bigger ships if are going to fight energy neuts. But you will get less repair amount as a trade off.


Traditional active tanks will get boosted so that they can rep much more than they do right now (at the moment their rep amount is pathetic) They will be stronger than an ASB but are vulnerable to neuts and require a cap booster also fitted for it to work.
This will be more ideal for a ship that has many mid slots it can use for tanking. Useful for ships like BCs and Battleships, etc.
Angelique Duchemin
Team Evil
#18 - 2013-03-21 03:47:29 UTC
Diesel47 wrote:
Angelique Duchemin wrote:
Diesel47 wrote:
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.


Yeah you keep saying that but in the end we're still just spinning around our opponent, kicking each other in the shins with the victor being the one who brought the biggest boots.




If you think that the depth of PvP in this game can be summed down to pushing orbit and whoever has the better fit / skills = winner then you are bad at PvP have much to learn. Smile


Skill is part of it but Eve is more rock-paper-scissors than most RPGs.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Diesel47
Deep Core Mining Inc.
Caldari State
#19 - 2013-03-21 04:31:14 UTC
Angelique Duchemin wrote:
Diesel47 wrote:
Angelique Duchemin wrote:
Diesel47 wrote:
Angelique Duchemin wrote:
After a near decade this game is surprisingly well balanced for an RPG.

Rule of thumb is if you think something is without use then you really need to re-evaluate it and the context around its use because something huge just passed under your radar.

This goes double so for the people who currently assume that armour tanking is worthless.


You can't really compare this game to other RPGs because there is nothing really like it. EvE is too unique in that regard.


Yeah you keep saying that but in the end we're still just spinning around our opponent, kicking each other in the shins with the victor being the one who brought the biggest boots.




If you think that the depth of PvP in this game can be summed down to pushing orbit and whoever has the better fit / skills = winner then you are bad at PvP have much to learn. Smile


Skill is part of it but Eve is more rock-paper-scissors than most RPGs.


And you are basing this on what experience? The 15 or less total engagements you've had?

If you just jumped into PvP and are not having good performance... Don't try to blame the game as being shallow for your shortcomings.

This attitude is one of the things that can hinder your development as a competent PvPer. Go watch some PvP videos with pilot commentary (kil2, eveiseasy), or listen to a few small gang PvP podcasts and attempt to try and understand what they are even talking about. You will realize that the PvP in this game has much more depth than any of those other theme park MMOs.
Lloyd Roses
Artificial Memories
#20 - 2013-03-21 08:40:09 UTC
Diesel47 wrote:
Strictly speaking PvP.

The climate right now is go ancillary booster or go home.

I was hoping when CCP said they wanted to "make active tanking more competitive with buffer" They meant actually balancing the current modules instead of releasing another overpowered one.

No matter what I do I cannot find a reason why I'd want to use a regular shield booster over an ancillary or dual-ancillary booster setup.

Not only do I dedicate more slots to doing the same thing, I end up doing it worse in the end.

It makes no sense.


Can CCP respond to what they are going to do about this? Are ancillary shield boosters going to be the only pvp module for shield active tankers or can we expect a REAL balancing soon?



I personally wouldn't talk about active shield-tanking without considering tengulinks.
Once you got Links, a Blue-pill (and in lowsec your crystalset) then you are ready for some 'solo-pvp' with a standard-SB.
But I got to agree, tengu+blue-pill OR ASB or gtfo.

Given the efficiency of booster charges, the regular ones aren't even that much better I believe. A classy Sleip/Cyclone with an X-Large turns ~800cap into ~3000hp. I believe an ASB creates some 2k using a 400 booster. Please correct me If I did major mistakes considering the cap-shield efficiency.
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