These forums have been archived and are now read-only.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

[Odyssey] Ship Resistance Bonuses

First post First post
Author
Askulf Joringer
Sebiestor Tribe
Minmatar Republic
#401 - 2013-04-13 23:13:20 UTC  |  Edited by: Askulf Joringer
Noisrevbus wrote:

I am giving you the benefit of doubt here and don't write you off as that stupid, so take this opportunity to plead your case. I am assuming that there is a very specific balance you must be referring to because the content-driving "balance" in EVE right now is Alpha on free platforms (Goons) vs. Supers (PL). If you'd refer to some balance in general, that would be it.


Believe it or not bub, but eve is not balanced around Goons and Pl.

As for claiming that this is the content that is driving the balance push in eve atm, you really are oversimplifying things.

Keep going tho, I see you're getting a bit Agg over this Blink
Askulf Joringer
Sebiestor Tribe
Minmatar Republic
#402 - 2013-04-13 23:14:47 UTC
Bigg Gun wrote:
Can we please have all local rep armor bonuses transferred to 4% armor resistance bonuses??? Who uses local reps anymore anyway??? I'd rather not take a lot of damage than repair a lot of damage.


Just what we need, even more normalization of ships and their roles. As for saying that no one even uses local reppers anymore... You could not be any further from the truth.
Ashlar Vellum
Esquire Armaments
#403 - 2013-04-13 23:15:17 UTC
Jessica Danikov wrote:
The amount of bad math in this thread is doing my head in. Let's work out some practical examples here:

Firstly, let's consider just a single hull. Rokh is your typical 'overpowered' shield-based resistance-bonused hull. Let's also assume all Level V skills for simplicity. We'll also consider reps from a Logi V Basilisk (5x Large meta4 shield reps). Without modules:

Retribution:
25/40/55/62.5 Shield Resists (EM/Therm/Kin/Exp)
10625/19540/41878 Shield HP/Shield EHP/EHP
732 dps under reps.

Odyssee:
20/36/52/60 Shield Resists (EM/Therm/Kin/Exp)
10625/18319/40657 Shield HP/Shield EHP/EHP
686 dps under reps.

A ~6.25% reduction in shield EHP, ~6.28% reduction to reps. Overall EHP reduction is ~2.92%. Note how the smallest resists appear to be hit the hardest, but the reduction is actually the same by percentage.


Let's now consider fits. Let's try max resists to see how remote reps factor under ideal conditions. This turns out to be DC2, 2/2/1/1 fields and 1/0/1/1 rigs:

Retribution:
87.2/87.7/86.9/89.1 Shield Resists (EM/Therm/Kin/Exp)
10625/86518/125206 Shield HP/Shield EHP/EHP
3242 dps under reps.

Odyssee:
86.4/86.8/86/88.4 Shield Resists (EM/Therm/Kin/Exp)
10625/81111/119799 Shield HP/Shield EHP/EHP
3040 dps under reps.

The reduction in shield EHP is identical- ~6.25%, but the reduction in overall EHP is now higher because of the larger shield contribution- ~4.23%. The reduction in reps is ~6.23%. Noticing a pattern here?


How about max EHP (by both resists and other mods)? DC2, EM+Therm Field, 2 Invuls, 2 LSEs and 3x CDFE rigs:

Retribution:
81.9/85.5/79.6/83 Shield Resists (EM/Therm/Kin/Exp)
26140/149520/188218 Shield HP/Shield EHP/EHP
2396 dps under reps.

Odyssee:
80.7/84.6/78.3/81.9 Shield Resists (EM/Therm/Kin/Exp)
26140/140184/178872 Shield HP/Shield EHP/EHP
2246 dps under reps.

Wanna guess? ~6.24% reduction in shield EHP. ~6.26% reduction in reps. ~5% reduction in overall EHP. In practical terms, that is 9,350 shield EHP lost and 150 dps reps lost. In a fleet, it's like losing 1 in 16 of your Basilisks and 1 in 20 of your Rokhs (by EHP). Against a 10k alpha, you only need one less volley.


Conclusion: this change is a flat nerf by 6.25% of resist bonused repped dps, local and remote, a flat nerf of 6.25% of bonused tank EHP, dropping practically to 2.5%-5% overall EHP loss, to every ship listed. As Fozzie correctly stated, these bonuses have effectively been a 33.3% increase on base levels and are dropping to a 25% bonus (the 6.25% comes from 6.25% of 133.3% (current levels) = 8.3% of 100% (base level), 133.3% - 8.3% = 125% in base EHP, just as 100% - 6.25% = 93.75% in current max EHP.

It's really important to note this is effective a 33% bonus to BOTH reps and EHP, in essence a double bonus, but the EHP bonus can be mitigated by changes to the base HP.

The question is whether all the ships listed individually needed to be nerfed as such- you can make ships that are strong under reps (33.3% bonus) only by retaining the 5% resist bonus, but removing 1/4th of their base HP (~133% -> 100%), while remaining weaker than the local rep bonus such as Maelstroms (7.5% per level = 37.5% overall, but quickly eclipsed by multiple logi). Or you could reduce the bonuses to 3% per level and get overall 17.6% bonuses to both EHP and reps to make ships that try to do both at weaker levels.

Oh snap!
Very well explained. Thumbs up.
Noisrevbus
#404 - 2013-04-13 23:25:38 UTC  |  Edited by: Noisrevbus
Askulf Joringer wrote:

Believe it or not bub, but eve is not balanced around Goons and Pl.

Keep going tho, I see you're getting a bit Agg over this Blink


Actually it is. There is nothing you can do in EVE, as it is today, where either of them wouldn't completely stomp all over you as long as they set their minds to it. One problem that comes with breaking a sandbox into themeparks as is being done, is that you are wallowed into a false sense of security when the primary sandbox does not interact with your specific themepark.

Do you seriously believe that any nullsec figurehead (by figurehead i mean any of those entities that are self-sufficient, and spearhead their respective coalitions or manage to stand alone and still impact the larger sandbox: like PL, Goons, NCdot or Solar) wouldn't completely dominate any themepark they decided to engage in? If they decided to meddle in FW for example, would they not impact the fronts and dominate that meta?

You're still not sticking your neck out to explain what you expect these changes to achieve in your specific meta.

Do that instead of playing it safe and hiding behind ~strong words. That only make you seem like a drama queen.
Tonto Auri
Vhero' Multipurpose Corp
#405 - 2013-04-13 23:28:32 UTC  |  Edited by: Tonto Auri
CCP Fozzie wrote:
The key thing to remember is that a 25% bonus that is applied by division (like resistances that divide incoming damage, or RoF which divides the duration between module activations) have a much bigger effect than a 25% bonus that applies by multiplication (like a weapon damage bonus or a bonus to raw hitpoints).

The 25% RoF bonus, in case of lasers (yes, I'm speaking of Armageddon) is GREATLY offset by the increased cap use of the weapon. So, it's not all THAT obvious, as you're trying to paint it. At the end of the day (or, "in real spaceship"), RoF bonus for laser boats create an interesting diversity between low- and high-skilled players, and ask for different ship fitting doctrines for the same end goal.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Coiled Meza
Imperial Shipment
Amarr Empire
#406 - 2013-04-14 00:46:19 UTC  |  Edited by: Coiled Meza
Ok lets remove 1% to all thins lets nerf Thanny then with the nerf of fighters. For Damage lets nerf everything to -1%


All Amarr Ships are going to the toilet thanks ccp.
Qestroy
TaxIsTheft
#407 - 2013-04-14 01:57:22 UTC
Only problem I have with this is the change to frigates

Although the Logi frigs are great, the frigate meta doesn't have a lot of remote repping anywhere near as much, and a few ships would really suffer from this change. Anything higher than a frig, this is probably needed if CCP feel it is needed, however I think frigs should keep their bonus
Pelea Ming
Royal Amarr Institute
Amarr Empire
#408 - 2013-04-14 02:08:16 UTC
Naomi Knight wrote:

"In contrast a resistance bonus actually benefits your ships by decreasing incoming damage. So a ship with 25% resistance bonus takes 25% less damage from hostiles. This ends up applying to their effective hitpoints as: (Base HP) / 0.75 = a 33% increase in total EHP."
this is completly false , as the ships have hull and shield or armor hp which doesnt get affected by their resistance bonus,so
basically they dont get 33% better ehp

as much as I've been trying to with hold further commentary until I get the chance to test these changes out on Sisi, I actually have to take this small excerpt from what otherwise I prefer to avoid having to think about from her statement (Doll, please, next time take a few hours, have a cig, have sex, do whatever it is you do to de-stress, then calmly try to word your rant (yes, I know that this is offensive, but I say it from my heart, you can phrase what you have to say more intelligently then that rant, I've seen you do it)), this small part of it actually strikes a bell deep in my head, and I can't help but think that, dear CCPs Fozzie and Rise, perhaps you should give a little more thought to your math with the calculations your basing these resist nerfs off of, perhaps they really aren't as necessary as you believe.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#409 - 2013-04-14 02:27:36 UTC
NenYim wrote:
"Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships.


So we consider resistance bonuses to be a bit too powerful in modern EVE. The next question to answer was how exactly we should adjust them.
Making them stacking penalized with modules and rigs would deal with most of the imbalance, but this would be the only ship bonuses stacking penalized with modules and the inconstancy adds its own kind of complexity to learning the game. Not ideal.
Extending armor and shield repair bonuses to apply to remote reps would bring them much closer to balance with resist bonuses, but would also further empower the current remote rep tactics that are as strong as we feel we can allow them to be. "

Fozzie, have u thought of leaving the bonus as it is and adjust the EHP of the ship slowly into line as desired to get the same effect?

This seems like a rather good idea to me, actually, as it wouldn't impair the local rep either (to be more precise, this would if anything actually empower the local rep)

Quote:
over the next few patches starting with Odyssey slowly reduce the EHP of said ships till u feel they are inline with other ships

again, seems like a damned good idea to me, allows you to minimalize your usual habit of breaking things, then hoping you can rush through a patch that will hopefully fix it without introducing new bugs, or even worse, just leaving it broken for the next year or two because you decide it's just too small to make it up your priority list to deal with in a reasonable amount of time... and especially since most of the research you do to see if a change actually works takes 6 to 9 months anyway, this actually falls more readily into that sort of time scale!
Pelea Ming
Royal Amarr Institute
Amarr Empire
#410 - 2013-04-14 02:33:08 UTC
gascanu wrote:
Alphea Abbra wrote:
gascanu wrote:
i'm sorry i've stoped reading at the part where "the alpha doctrines are no longer in use".. lol
see that's the problem with this forums: all kind of ppl that have no ideea about how things are working in eve come here and start giving others lessonsBig smile

Such as what you're doing right now?
Show me a null-sec power apart from SOLAR that uses alpha maelstroms as their primary battleship doctrine.
SOLAR FLEET uses them, and I'm daring the guess that there are more than just diplomatic and organisatorial reasons why they're losing huge areas in the east right now (Hint: Military reasons).

Apart from SOLAR, who are using alphamaels? Please, do share!

I'll be here, waiting for you to find evidence.


CFC?

*facepalm*
Snapper Pumpkinpuss
Sarano Planetary Goods Distribution
DammFam
#411 - 2013-04-14 02:42:31 UTC
Really lemonade stand and ....No snapper has owned and does own a buisness that EMPLYESS 24 PEOPLE NOW and the last one was 80 people building highway bridges and no sadley just owns a bar but provideds health insurance so JACKASS I DO KNOW WHAT IM TALKING about ..... i built highway brides and now own a bar i have a clue tard and if i had 300dps squaresd minus 450 lqs divided by 50 times 20 svb i would have a total of 456 dfg ....WTF really
Pelea Ming
Royal Amarr Institute
Amarr Empire
#412 - 2013-04-14 02:43:48 UTC  |  Edited by: Pelea Ming
Iris Bravemount wrote:
Pelea Ming wrote:
yes, but with the changes to the Amarr hulls, "3-4 weeks of training" won't begin to cut it for L4 missions. I had to get max skills to even think about soloing AE or WC with my Abaddon before, and now it will have less tank to attempt it with, I honestly doubt that it will work (and that's considering previously I had a fully faction dual-repped tank on it to solo it to begin with).


Currently, you shuld use an Apocalypse if you have cap issues. Consider fitting other weapons or using other races' ships for angel or guristas missions.

After the changes, large lasers will consume less cap overall, so it should actually become easier to run missions in an Abbadon.

Edit: And btw, I don't think it is a bad thing that you can't fly a BS after 3-4 weeks of training. My toon was 8 months old when I first sat in a BS.

Honestly, I think the real problem is that A) both the armor races use weapon systems that use cap, and B) local armor reps are less effective vs the exorbitantly higher cap use then local shield reps for the repairs they provide. This, to me, really seems more like CCP is trying to see the AAR see more use then it currently is (what, is CP not happy that their new toy isn't as well recieved as they wanted it to be?)

Also, I think I was somewhere around 8 to 10 months old myself before I seriously sat in a BS myself.
Ruze
Next Stage Initiative
#413 - 2013-04-14 02:45:02 UTC
Snapper Pumpkinpuss wrote:
Really lemonade stand and ....No snapper has owned and does own a buisness that EMPLYESS 24 PEOPLE NOW and the last one was 80 people building highway bridges and no sadley just owns a bar but provideds health insurance so JACKASS I DO KNOW WHAT IM TALKING about ..... i built highway brides and now own a bar i have a clue tard and if i had 300dps squaresd minus 450 lqs divided by 50 times 20 svb i would have a total of 456 dfg ....WTF really


You are a unique and beautiful snowflake.

Keyword flake.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Pelea Ming
Royal Amarr Institute
Amarr Empire
#414 - 2013-04-14 02:52:36 UTC
Leskit wrote:
Here are my concerns:

1) Loki. It doesn't have an armor/shield amount subsystem, so the resistance is its only tank bonus worth using. Couple that with the slot layout and their average usage, and I'm worried that this will significantly hurt the Loki's tank/ehp. Maybe leave t3's out of this one? The armor/shield hp bonus overpowers the resistance bonus in more pvp situations than I'd care to admit.

2) I think the 5% bonus is best left as is on frigates and cruisers. I'd be sad but OK to see it go on BC and battleships.

3) the archon: Here's a doozey. It's the iconic brick tank carrier. Is it so popular and good because of the resistance, or because all the others have their pg/cpu issues?

4a) Fozzie, you said you aren't happy with the Alpha doctrine. Well, this actually makes the alpha problem slightly worse. Perhaps that problem is with artillery?

4b) You've also said you want to make self-reps more effective. This hurts it on unbonused ships (well duh), but perhaps the 7.5% bonus needs to be upped to 8%? 8.5%?

Amarr has been very fortunate until this monthWhat?. We've received very few nerfs, direct or indirect. With the loss of the Geddon as the total gank machine, the loss of our 8th low slot on several ships to other races that don't typically have it, and a slight hit to our resists bonus (perhaps the second iconic bonus alongside the laser cap use reduction), this hurts. (I've commented on the geddon change; I'm still undecided on it)

And yet I still find myself OK with this change other than the above points, which are *fairly* small things imo.

Blanketing this to so many ships is perhaps not the right way to go. Some ships do need to be toned down (borrowing from Olerie Viliana), but this also hurts many ships that weren't in the best of shape as well. Maybe we can't see how they're being worked on until ya'll hit tech 2 with the balance bat.

Actually, a friend of mine who is a Loki pilot that had matching skills with me (a Legion pilot) once sat down and figured out comparable fits between the two for PvP, and what we ended up with was the loki ended up with about 1/3 more tank but almost half the DPS. Then of course, we had to test them out and set to each other... I'll wait a few days to see what some people think the outcome should be before I reveal it :D
Pelea Ming
Royal Amarr Institute
Amarr Empire
#415 - 2013-04-14 02:55:25 UTC
Syzygium wrote:
I believe there is a difference between math and reality. You cannot just compare the numbers for some active tanking setup (which is btw. not the main form of tanking in this game).

To be honest, most ships with a resistance bonus are quite okay, but not overly powerful within their leage.

Zealot is by far more used than Sacrilege. Because Speed and Damageprojection is a greater advantage than resistance.
Abaddon is strong with LOTS of support. Do 1on1 vs. a cheap Typhoon and you simply lose. Also in Fleets, more and more people use NavyGeddon and NavyApoc - both without resist bonus and still better.

Vengeance or Punisher is a brick but can hardly catch anything. Retribution the same. How many of the very successfull frig-pilots use them? Not the most. Most people fly other frigs without resist boni, because other values are WAY more important in PvP.

Archon is the best carrier, but not because of its resist bonus, but because of the capacitor amount and the ability to feed armor and cap. Also very good to fit, unlike chimera. The resist bonus plays an absolute minor role in its domination.

Prophecy: had its resist bonus for years and was the by far worst battlecruiser. So much for the numbers.

Drake: was dominant because of the massive HM-imbalance. Shortrange every drake is simply eaten alive by a Brutix, Harbinger or Hurricane. The Resistbonus was nice but far from being the base of its strength.

You can look at almost every single ship with a resistance bonus and you will come to the same conclusion:
- the resistance bonus is not the reason why they are good
or
- they even suck with resistance bonus

Fact is, most of the ships with a resistance bonus lack agility, speed or damageprojection or any combination of these. They NEED the "stronger" tanking bonus in order to survive long enough to even compete with the other ships. You mathematics on paper has nothing to do how these ships perform in reality.

Blatantly quoting to populate this more on the thread.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#416 - 2013-04-14 02:59:28 UTC
Celestial One wrote:
I am not the only one in this thread that is wondering why they are doing this as a blanket nerf rather than on a hull to hull basis. I am sure that there are some hulls that were balanced fine with the current resist bonuses. When it comes to suicide ganking I am sure that someone here can point out a situation where this will make it cheaper/easier to take out these hulls[\u]. When racing concord I am sure there are situations where there are advantages to only needing two volleys vs three for example. I am wondering out of curiosity if CCP has found the current mining hulls to be to strong?

I see a lot of balancing going on at the same time and currently none of it has made it to test server. Pointing out the mining hulls in particular was more about picking hulls that seem to most easily illustrate the potential issues with a blanket nerf to the bonus.

[u]Why do a balance on hulls that are not deemed overpowered
, seems like it may cause some headaches for CCP that could be avoided.

Underlined everything that requires specific attention.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#417 - 2013-04-14 03:02:02 UTC
Veshta Yoshida wrote:
Love dan Murcatto wrote:
I see the reasoning behind lowering the resists, atleast in regular T1 hulls, but should this be done to faction, T2 and capital ships aswell? It seems only natural to me that the likes of rattlesnake, vulture or chimera should have better resists than a drake or rokh for example. If it turned out that the 5% resist bonus is still too big on these more expensive ships it always could be lowered down later. I don't see the need to change every +5% resists to +4%, you could leave some of them to +5%, now couldn't you?...

Would muddy the waters needlessly to have bonuses of different values all over the place.

If you sort the list Fozzie provided, you'll see that the vast majority of ships being affected are pirate/navy, T2 and collectors ships .. the first two have barely been been touched by tiericide (only just gotten to cruisers) and the latter are so brokenly OP and rarely see combat that they remain unperturbed.
T2 will probably see a shake-up of similar magnitude to what T1 has seen as will the larger faction hulls, when the time comes keep an eye on them and if CCP neglects to account for the blanket nerf when presenting the revision, then you can scream bloody murder .. until then, focus on the existing ships (ie. tiericided T1) affected and let the rest lie until the shroud is lifted.

Actually, if you sort the list provided, you find that the overwhelming majority of the ships affected are Amarr or Caldari. And the largest number of people who complain about these ships being OP are... the people who prefer a different race. Just as those who prefer Amarr or Caldari complain against the other races ships. CCP, are we simply bowing down to peer pressure? (please, CCP, correct me on this)
Snapper Pumpkinpuss
Sarano Planetary Goods Distribution
DammFam
#418 - 2013-04-14 03:02:20 UTC
Snowflake reporting in and with that statement you just described yourself as anouther idiot....Because you dont get the math 560 lqr X 430 lky divided by 45 HNB and you would know that it matters to new players....Ftard ....look chuckles get a life if you dont understand that CCP only Nerfs and doesnt make it better for new players this site will die
Pelea Ming
Royal Amarr Institute
Amarr Empire
#419 - 2013-04-14 03:04:50 UTC  |  Edited by: Pelea Ming
Noisrevbus wrote:
CCP Fozzie wrote:

Finally it's important to look at the value of these resistance bonuses combined with remote repair modules. Remote repair systems are extremely powerful in the current EVE meta, and I have stated in the past that we do not intend to increase the power of the highest end repair strategies (Tech Two Logistics and capital remote repairing) because they are on the edge of overpowered. Remote repair gameplay is some of the most fun gameplay we have (and is my personal favourite activity in 0.0) but is also responsible for discouraging fights and for forcing the rise of alpha-only strategies. Spidertanking strategies like Slowcat carriers are some of the post powerful tactics in the game, and it's no accident that those strategies rely entirely on resist bonused ships


I think you are making a serious mistake, and that is based on the underlined part. What you say is definately related, but i would argue that the issue lie in the complete opposite of what was underlined:

The unchecked power of alpha and numerical scaling is what has cemented the popularity of buffer-RR and dumbed the game down to alpha-only strategies.

It's disheartening to see that CCP do not learn from their mistakes.



We do not have alpha-only strategies because that is the only way to deal with powerful resistances, buffers and RR; we have alpha-only strategies because that has gradually become the most powerful way to deal with any resistance, buffer or RR. The buffer-RR tanking strategies splashing over into Carriers is simply the result of buffer-projection scaling to the next level. This does not provide alternatives to subcapital blobs any more than the HP-nerf provided alternatives to supercapital blobs. The king is dead, long live the king.

Lowering buffers lower the barrier of entry to alpha-only strategy, but it does not encourage other tactics, smaller ships, smaller gangs or fighting undermanned. The first few months of BC3 should have taught you this. What happened to all those (smaller-) gangs roaming the map in BC3?

Most of the interesting smaller-scale action (think: RnK movies) in the game involve defensible gangs, utilization of other effects (EW, control) than sheer volley damage and sticking one's neck out in order to overcome the status quo. When that status quo exist you also see all those other inventive ways to deal with buffers and RR.

Look at any undermanned action and you will see that they favour highly defensible gangs (100mn, cloaking, drops etc.).



It's a terrible shame to see you getting it backwards, again, and heading towards implementing changes that feed the blob, discourage undermanned engagement (so we get more "nah, they had more dudes, let's not even try to fight them") and send more smaller entities from the holistic interactive sandbox and into peer-active themeparks... again.

Baddons, Rokhs, Loki, Tengu, Archons et. al. are favoured because too many ships or weapons Alpha other options more easily, and send the tactical aspect of the game into a "trade blows" (alpha-only) scenario earlier in the scaling. Tackling people has also become far too easy so it's just a matter of sitting still and projecting both tackle and damage. Who sticks their neck out, take that risk chasing after those targets to land that precious tackle anymore? Who grabs that extreme damage SR weapon and overheat his guns like a madman to break through anymore? Now, we'll have even less reason to do it.

Blatantly quoting to populate on the thread. Also removed the one part that was overboard.
Akturous
The Scope
Gallente Federation
#420 - 2013-04-14 03:50:42 UTC  |  Edited by: Akturous
Pelea Ming wrote:
Syzygium wrote:
I believe there is a difference between math and reality. You cannot just compare the numbers for some active tanking setup (which is btw. not the main form of tanking in this game).

To be honest, most ships with a resistance bonus are quite okay, but not overly powerful within their leage.

Zealot is by far more used than Sacrilege. Because Speed and Damageprojection is a greater advantage than resistance.
Abaddon is strong with LOTS of support. Do 1on1 vs. a cheap Typhoon and you simply lose. Also in Fleets, more and more people use NavyGeddon and NavyApoc - both without resist bonus and still better.

Vengeance or Punisher is a brick but can hardly catch anything. Retribution the same. How many of the very successfull frig-pilots use them? Not the most. Most people fly other frigs without resist boni, because other values are WAY more important in PvP.

Archon is the best carrier, but not because of its resist bonus, but because of the capacitor amount and the ability to feed armor and cap. Also very good to fit, unlike chimera. The resist bonus plays an absolute minor role in its domination.

Prophecy: had its resist bonus for years and was the by far worst battlecruiser. So much for the numbers.

Drake: was dominant because of the massive HM-imbalance. Shortrange every drake is simply eaten alive by a Brutix, Harbinger or Hurricane. The Resistbonus was nice but far from being the base of its strength.

You can look at almost every single ship with a resistance bonus and you will come to the same conclusion:
- the resistance bonus is not the reason why they are good
or
- they even suck with resistance bonus

Fact is, most of the ships with a resistance bonus lack agility, speed or damageprojection or any combination of these. They NEED the "stronger" tanking bonus in order to survive long enough to even compete with the other ships. You mathematics on paper has nothing to do how these ships perform in reality.

Blatantly quoting to populate this more on the thread.



2nd.

Very uncreative nerf this. How about making remote repair effects stacking penalised, possibly with different stacking numbers for capital and sub-cap? Instantly fix slow cats.

Vote Item Heck One for CSM8