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[Proposal] Armor tank. New armor plates and improvements of Armor repairers

Author
PavlikX
Scan Stakan
HOLD MY PROBS
#1 - 2013-06-12 17:19:21 UTC  |  Edited by: PavlikX
CCP nerfed resist bonuses to the shield and armor both in last update. It was reasonable.
Meantime entire situation is not good. Generally shield tank is better then armor. A lot of reasons - X-Large modules for shield tank, automatic capfree recharge of the shields, armor repairers less effective then shield boosters per cap usage, you can fit two ASB, meantime only one AAR with more expencive nanite paste. Even in the thread about new small navy cap charges CCP Fozzie mentioned about new posibilities of the ASB modules. We have no armored cruisers, wich can be fitted with BS size MWD and large repper.

I have few ideas to bring more love to the armor tank. Each idea will have it's own thread.
I don't want any nerf of shield tank.

First one.
a) Create new module - 3200 mm armor plate. With same meta levels (0-5, faction version), like CCP did with new layering membranes. Effectivness and penalties increased from 1600 version in two times respectfully. This new module will give more fitting oportunities to the armored BSs and BCs.
b) Decrease all PG demands of all armor plates slightly (let say 10%), new 3200 included.
Or bring new skill (not less the x4 time multyplier with few level 5 skills demanded) increasing armor HP bonus from plates.
Xander Det89
T.R.I.A.D
Ushra'Khan
#2 - 2013-06-12 17:41:19 UTC  |  Edited by: Xander Det89
How does a 3200mm plate help active armour tanking, which seems to be what you're actually claiming to be underpowered? (i'll agree AAR needs some love). Passive armour is better than passive shield in the vast majority of situations partly due to the fact that plates of equivalent size add quite alot more raw HP than their related shield booster and that armour gets a wide variety of fitting options for resists. Also a 3200mm plate would then provide what, 9600 raw HP (at t2)? That's at least double alot of BS base armour for a single mod lol, hell, I could have a good go at armour tanking caldari ships with that much raw boost.
Hopelesshobo
Hoboland
#3 - 2013-06-12 17:53:00 UTC  |  Edited by: Hopelesshobo
Large Shield Extender II: +2625 HP
1600mm Reinforced Steel Belt: +4800 HP

How about we get an extra large shield extender first before we add a 3200mm belt.

Generally speaking shield is better then armor in PVE content because it allows you to fit more damage mods and because you do not need things like a point to kill your target. PVP is a totally different beast.

Extenders and Plates do not really do anything to an active tank. If you want to increase your active tank, add more resists or add more cap to your ship. To the flames that will come from the previous statement about how extenders increase the passive regen of your shield, you will see a much better benefit from other modules to have a better tank. Extenders and plates are there so you don't get alphad off the field.

Lowering the average to make you look better since 2012.

PavlikX
Scan Stakan
HOLD MY PROBS
#4 - 2013-06-12 18:09:23 UTC  |  Edited by: PavlikX
Shield and armor tank can not be the same. I know that extenders less effective then plates. And? Repairers much less effective then boosters. And if we will mention ASBs, fitted on ship with navy cap charges in the cargo....
What wrong with over 9000 armor HPs? People using two 1600 plates. Why not allow them to free one low slot? I remind you that it's expencive with PG and gives penalties.
Add: Agree that armor worse then shield in PvE mainly, but in PvP it is not better then shields. As result - yes,in general shields are better.
PS. I see no reason to flame
The Djego
Hellequin Inc.
#5 - 2013-06-12 18:32:44 UTC
3200mm plates would be game breaking, because the EHP stacking effects of skills,slaves, gang bonuses and trimarks. If people use two 1600mm now they will use two 3200mm plates then, giving nearly any armor BS 7-14k more armor(what is a lot more EHP after resists).

Armor tanks are more cap efficient(EANM vs Invu, better cap\hp ratio with reppers), this is the reason shield tanks got shield amplifiers, to even out the tank and cap use of XL booster + amp vs 2 large armor repairers. However this ratio is a bit off on the deadspace level where gist boosters are extremely cap efficient and pith boosters extreme good at hp/s and shield stuff should be rather nerfed a bit instead of big improvements to armor mods. ASB should be nerfed a bit and reduced to one per ship as AARs.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#6 - 2013-06-12 18:38:29 UTC  |  Edited by: Jonas Sukarala
armour tankers usually have more EHP than shield tankers .... but at a cost of mobility its fine. passive tank is for PVP
active tanking (PVE mostly). is something that needs developing on the armour side ..
AAR's have 60 second reload time why??? nanites are tiny compared to cap boosters so it should be more like
-10-15 seconds to reload or injection of fresh nanites whilst its still repping at 75%.
- remove limit of 1 AAR
- surely it should repair more frequently and a lot less cap as nanites don't use cap and would repair armour at a consistent rate
- every 2 seconds armour should be repaired

And yes their should be an X-large Shield Extender

'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

PavlikX
Scan Stakan
HOLD MY PROBS
#7 - 2013-06-12 19:12:40 UTC  |  Edited by: PavlikX
I've posted thread about AAR and AR
https://forums.eveonline.com/default.aspx?g=posts&t=247525&find=unread

So, skills, implants, gang links affects shields too. And normal slave set costs billions. Also armored ships can not choose damage types in general. 3200 mm plates would costs a lot of PG. Sure, you can fit two of them, what price?
Thank you for another point witth effectiveness of deadspace shield modules.

O'key. If you guys against 3200 mm idea, what you will say about slight buff of existing plates? Probably with new quite long skill?.
Alvatore DiMarco
Capricious Endeavours Ltd
#8 - 2013-06-12 19:34:05 UTC  |  Edited by: Alvatore DiMarco
Perhaps if one were to decrease the cycle time of armor reppers slightly.. say, by 20%. Decrease cap usage accordingly as well, of course. Maybe possibly a very slight nerf to repaired amount, to offset the new shorter cycle and not make anything overpowered.

As a pilot who frequently flies both active shield and active armor, I must say that most of my frustration with active armor is in how bloody long it takes for the repper to actually do its job. A Medium Shield Booster II cycles in three seconds, whereas a Medium Armor Repairer II takes 12 seconds to cycle. It's also amazing how intensely cap-hungry armor reppers are. Just.. wow.

Also unusual is that shield boosting happens at the front of the cycle whereas armor repairing happens at the end. I'm sure there's some sort of reason for this, although if there is I can't think of it. Mind of course that I'm not suggesting it be changed - it's simply worth pointing out.

For a shield tank, perhaps I'm doing it wrong and bad at building tanks (this is entirely possible) but it seems as though armor tanking consistently takes up more slots than a comparable shield tank does. It's worst at the battleship level: A shield booster, a boost amplifier and two invulns against an armor rep, an ancillary rep and four resists. The reactive armor hardener, while a splendid idea and a magnificent piece of innovative thought, doesn't cut it in its current incarnation and compares poorly against a fully-skilled EANM II. Sure the EANM II only gets up to 25% vs the RAH's 30%, but that's 25% in all four damage types all the time for zero cap cost, compared to the RAH spreading a maximum combined total of 60% across all four (usually meaning you only get above 25% in two if two are near zero) and costing buckets of cap per cycle.

I have Armor Resistance Phasing trained to III (which I felt was really the maximum suitable level) and it costs me 5.1 capacitor/cycle vs a normal hardener's 1.5/cycle.
Mole Guy
Bob's Bait and Tackle
#9 - 2013-06-12 20:00:58 UTC  |  Edited by: Mole Guy
as i posted in the last thread about this..

we dont need more and more plates, we need to fix the cycle timer of the armor reppers.
if we dropped them to 3 seconds, and drop the amount and cap use accordingly, we would get the "pumping effect" of injecting nanobots into the armor and repairing it. we pump them in, they solidify. chug, chug, chug.

we could even drop the debate about shield getting their charge at the begining of the cycle and armor at the end. it
wouldnt matter. every 3 seconds...pump!

what WOULD change is the ammount. you would gain 5% ammount per level. over heating would give you xx% more per cycle, but remain every 3 seconds. so, its more of a continuous pumping effect than a big jump every 12 or so seconds.

the AAR would do the same except when nanopaste is applied, rep x3.

then, we add an x-large repper. make the power requirements the same as x-large shield reppers (approximately).
balance them out as far as power req and ammounts repped and i dont care if they get their shield first, as long as i get mine continuously. that would put the 2 on even grounds. theirs would be burst rep, ours more of a dps rep.



honestly, 1600mm plates give alot of armor. i dont see the need for anything larger unless it applied to capitals (then we would need a cap shield xtender too).
Alvatore DiMarco
Capricious Endeavours Ltd
#10 - 2013-06-12 20:05:08 UTC  |  Edited by: Alvatore DiMarco
That sounds like a very good fix for armor reps and I agree without reservation.

Now let's talk about making the Reactive Armor Hardener stop being worse than a passive module - without nerfing the passive module in order to do it.
PavlikX
Scan Stakan
HOLD MY PROBS
#11 - 2013-06-12 20:09:09 UTC  |  Edited by: PavlikX
Repost from armor repairer's thread
Quote:
Not so long time ago CCP gave us new module - Ancillary armor repairer. Idea was great, but ...
Negative sides of AAR are:
1. Limitation of 1module per ship.
2. 60 seconds of recharge
3. No meta levels
4. Uncharged module less effective then T1 AR. I have not seen any fit with T1 AR.
5. Nanite paste is quite expensive and have no any meta levels

Have no idea why CCP refuses to bring more meta levels of new modules.
So, my idea is:
a) Remove AAR module from the game. It is possible. I've lost few probes recently
b) Replace all removed AARs with T1 ARs
c) Allow all (without exception) ARs to be charged with nanite paste. Absolutly the same characteristics, but x3 armor HP repaired when charged.

If you think that those modules will be overpowered, fine. Increase paste cargo volume, or it's production time to increase it's cost, or...

I've heard somewhere that it is imposible because of coding problems with existing modules. Well... :) I think that CCP are game developers and they can do everything with this game if they want to. They bringing new ship skills, gave a lot of trained skill points, comand ships can be operated without four perfect trained skills... I really hopes that developers will pay their attention (CCP Fozzie and CCP Rise )

What about this option too (i agree with you about cycle time reducing)?
Mole Guy
Bob's Bait and Tackle
#12 - 2013-06-12 20:12:29 UTC  |  Edited by: Mole Guy
and why is it one can have 2 asr's but only 1 aar?
run 1 asr while the 2nd is reloading? great idea, why cant we do this with armor?

there are HUGE biases in game towards shields. its sickening when you factor them all in.

they need to be balanced. i think that before you do t2's, pirate ships, drones or even dig in your butts, this should be fixed.
for 10 years this game has been biased towards shield tanks.

i love my armor ships. and for them to be more competitive, and FAIR, this needs fixed.

forget the rest of tiericide
forget any pretty graffix
forget any kewl sounds

fix the armor side of this game.

not better than...but balanced. not advantageous, just equal too.
shield ships loose accessories due to needing tank, we loose damage from needing tank. one shouldnt "out rep" the other.
PavlikX
Scan Stakan
HOLD MY PROBS
#13 - 2013-06-12 20:16:19 UTC
Well, i guess that alowing to fit two AARs instead of one is not enough.
Mole Guy
Bob's Bait and Tackle
#14 - 2013-06-12 21:19:09 UTC
limit 1 on both.
you can run a normal repper and an ancilliary.
or build a better tank.
drop amount of armor for amount of resists and make due.

the active rep bonus is awesome combined with high resistances.

but we cannot take advantage of it if we are dead due to cycle time.
Katran Luftschreck
Royal Ammatar Engineering Corps
#15 - 2013-06-12 22:01:06 UTC
A while ago I proposed changes to the mechanics of how armor & hull are damaged. Basically, armor resist wouldn't be a reduction to damage so much as a chance to completely deflect incoming damage entirely.

For example:

Shield resist of 25% = Shield takes 50% less damage.

Armor resist of 25% = 75% chance armor takes full damage, 25% chance armor takes zero damage at all.

"WTF" you say? Think about it like this: Let's say you've got a tank over there and a baseball bat in your hands. You can wail on that tank all you want all day long but you're not going to put so much as a dent in it. Because that's how armor works.

IRL if you fire a gun, or more properly a cannon, at a tank one of two things will happen: Either it will punch right through it or it will bounce right off. Either way, the damage to the armor is going to be minimal - it's the insides that get messed up if the shot penetrates.

So here is my New Armor Rules:

Armor resistance is the % chance of incoming damage bouncing off harmlessly. If it fails, then that same % is used to compute how much damage goes to the armor and how much goes into the hull.

Example: You have 70% kinetic resist. An incoming shot does 100 kinetic damage. RNG rolls a 40. Shot bounces off. Another incoming shot does 100 kinetic damage. RNG rolls an 80 - it penetrates. 70 damage comes off the armor, 30 damage penetrates into your hull.

Yes, this means that Active Armor Tank would now require a little bit of hull tanking as well, but the upside tradeoff is that armor as a whole just became a lot more effective - especially when you're using ships meant for it & you pack on the resistance modules.

http://youtu.be/t0q2F8NsYQ0

Alkyria Decile
Delstar Corp
#16 - 2013-06-13 03:30:18 UTC  |  Edited by: Alkyria Decile
Katran Luftschreck wrote:
A while ago I proposed changes to the mechanics of how armor & hull are damaged. Basically, armor resist wouldn't be a reduction to damage so much as a chance to completely deflect incoming damage entirely.

For example:

Shield resist of 25% = Shield takes 50% less damage.

Armor resist of 25% = 75% chance armor takes full damage, 25% chance armor takes zero damage at all.

"WTF" you say? Think about it like this: Let's say you've got a tank over there and a baseball bat in your hands. You can wail on that tank all you want all day long but you're not going to put so much as a dent in it. Because that's how armor works.

IRL if you fire a gun, or more properly a cannon, at a tank one of two things will happen: Either it will punch right through it or it will bounce right off. Either way, the damage to the armor is going to be minimal - it's the insides that get messed up if the shot penetrates.

So here is my New Armor Rules:

Armor resistance is the % chance of incoming damage bouncing off harmlessly. If it fails, then that same % is used to compute how much damage goes to the armor and how much goes into the hull.

Example: You have 70% kinetic resist. An incoming shot does 100 kinetic damage. RNG rolls a 40. Shot bounces off. Another incoming shot does 100 kinetic damage. RNG rolls an 80 - it penetrates. 70 damage comes off the armor, 30 damage penetrates into your hull.

Yes, this means that Active Armor Tank would now require a little bit of hull tanking as well, but the upside tradeoff is that armor as a whole just became a lot more effective - especially when you're using ships meant for it & you pack on the resistance modules.



I really really hope they never consider this, at least in this format (no offense). A % chance to avoid damage will almost never be as good as a % damage reduction for pvp especially if they are the same %. Lets say you stack up to 80% resist all and you have 20k armor/ shield. On a shield tank they need to do 100k damage to you: ~10 max artillery shots to kill you provided you receive no repairs, and if it doesn't all come at once it leaves time to get repairs.

With an 80% chance to miss with armor it looks like this misss...misss....hit...hit dead. 2 ships can effectively one shot you with a 4% chance. While this may not seem like much add in another ship or 2 and you will instantly day often enough you wish you'd have trained shields.

Provided you don't die due to luck and you getting remote reps, after 5 hits you run out of hull and die regardless of reps 8/
Goldensaver
Maraque Enterprises
Just let it happen
#17 - 2013-06-13 04:23:14 UTC
Mole Guy wrote:
as i posted in the last thread about this..

we dont need more and more plates, we need to fix the cycle timer of the armor reppers.
if we dropped them to 3 seconds, and drop the amount and cap use accordingly, we would get the "pumping effect" of injecting nanobots into the armor and repairing it. we pump them in, they solidify. chug, chug, chug.

we could even drop the debate about shield getting their charge at the begining of the cycle and armor at the end. it
wouldnt matter. every 3 seconds...pump!

what WOULD change is the ammount. you would gain 5% ammount per level. over heating would give you xx% more per cycle, but remain every 3 seconds. so, its more of a continuous pumping effect than a big jump every 12 or so seconds.

the AAR would do the same except when nanopaste is applied, rep x3.

then, we add an x-large repper. make the power requirements the same as x-large shield reppers (approximately).

First up, if this happened there'd be hardly any difference between shield and armour, but armour would probably end up winning out due to cap efficiency (armour is actually more cap efficient for the HP it delivers at the T2 level, it's just that deadspace crap is excessively skewed).

Second up, if there's an X-L armour repper, then why isn't there an X-L shield extender?

Third up, if an X-L repper used as much PG as an X-L shield booster, it would actually have less PG cost than a Large armour repairer. Unless you mean to balance it by making it take up 200-230 CPU, or eat cap so fast that you thought a Bhaalgorn must have decided to neut you, I'd say that's a bit ridiculous.


Quote:

balance them out as far as power req and ammounts repped and i dont care if they get their shield first, as long as i get mine continuously. that would put the 2 on even grounds. theirs would be burst rep, ours more of a dps rep.

Armour is intended to be long term, cap efficient repair, whereas shield is short term burst rep. And it (sort of) works that way right now... except for deadspace.

Quote:

honestly, 1600mm plates give alot of armor. i dont see the need for anything larger unless it applied to capitals (then we would need a cap shield xtender too).

Agreed.


Now don't get me wrong, active tanking needs to be rebalanced. But this isn't the way to go about it.
PavlikX
Scan Stakan
HOLD MY PROBS
#18 - 2013-06-13 06:02:12 UTC
Name please any frig, that can be fitted with two medium ARs (i am not asking about AARs obviously) and still be able to fire and fly.
Anyone forgot one more point - after shield goes down there is armor to penetrate, meantime after armor only hull remains. And if you have damage control fitted on the shield tanked ship you also get not the best, but not worse armor resists. Literally you have one more chance with shield tank. As i said before, shield and armor can not be the same, everyone admits that shields are better in PvE. So, people have reasonable position that 3200 will be overpowered in PvP, okey. Meantime active armor tank is far from good situation.
I will be happy with active armor if CCP will bring this changes:
1, Reduce AR cyccle time.
2. Replace existing AR and AAR with combined AR (with all existing meta levels) or remove limitation of 1 AAR per ship atleast.
3. Fix RAH.

With RAH i mean that this module strongly needs meta levels. Let say
- meta1-4 less cap usage, less cycle time
- meta 5 (t2) more cap usage, few more points to the resists (1 or 2 to each)
- faction, deadspace, officer less cap usage, or\and more points, less fitting demands. i think that most powerfull ofiser modules can not have more than 20%
Bubanni
Center for Advanced Studies
Gallente Federation
#19 - 2013-06-13 07:48:44 UTC
PavlikX wrote:
CCP nerfed resist bonuses to the shield and armor both in last update. It was reasonable.
Meantime entire situation is not good. Generally shield tank is better then armor. A lot of reasons - X-Large modules for shield tank, automatic capfree recharge of the shields, armor repairers less effective then shield boosters per cap usage, you can fit two ASB, meantime only one AAR with more expencive nanite paste. Even in the thread about new small navy cap charges CCP Fozzie mentioned about new posibilities of the ASB modules. We have no armored cruisers, wich can be fitted with BS size MWD and large repper.

I have few ideas to bring more love to the armor tank. Each idea will have it's own thread.
I don't want any nerf of shield tank.

First one.
a) Create new module - 3200 mm armor plate. With same meta levels (0-5, faction version), like CCP did with new layering membranes. Effectivness and penalties increased from 1600 version in two times respectfully. This new module will give more fitting oportunities to the armored BSs and BCs.
b) Decrease all PG demands of all armor plates slightly (let say 10%), new 3200 included.
Or bring new skill (not less the x4 time multyplier with few level 5 skills demanded) increasing armor HP bonus from plates.


no 3200mm plate needed... armor buffers are the best already... it's the active tanking that has problems if anything...
they should reduce the fitting for large armor reps, and slight reduce in how much armor repair it does (and cap use)
and then make a XL-Armor Repair, that would have about same repping power as an xl shield booster (lets say 10% less)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Iyacia Cyric'ai
Lai Dai Counterintelligence
#20 - 2013-06-13 09:08:06 UTC
I really don't think we need another plate. Buffer tanks are fine IMO.

In regards to armor tanking. Small armor reppers are also fine. I would even go as far as to say they're better than active shield tanking. However medium armor repairers are terrible and only just work on very limited amount of ships (e.g. Myrm, and even then it needs 3...). Medium armor repairers simply don't scale well in comparison to the damage increase from the previous level of ships. Large armor repairers could do with a slight buff in their cycle and cap time (overall tanking amount I think is fine so they should be adjusted accordingly) but otherwise aren't super duper bad.

So yeah... mediums... get them fixed!
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