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Brutix/Myrm rep bonus

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Author
Nikuno
Atomic Heroes
#1 - 2013-06-13 08:09:44 UTC
Has anyone noticed any increase or change in the way these ships are used? Personally I still see very few of them in use and when I do see them they're doing the same job - much as was predicted when they were both given the rather lame armour rep bonus. Has it been long enough to now ask for a review of the bonus to at least one of these ships?
Little Dragon Khamez
Guardians of the Underworld
#2 - 2013-06-13 23:16:58 UTC
I fully support your sentiment, but I think the rep bonuses are here to stay, at least until the dev team is changed (I am not advocating this by the way ) burst tanking figures heavily in the balancing process, but to be effective I think it needs to be bigger say 10% per level as opposed to 7.5% after all you are trading cap for hp with every rep.

Dumbing down of Eve Online will result in it's destruction...

Nikuno
Atomic Heroes
#3 - 2013-06-15 08:10:18 UTC
I'm as skeptical as you that there's likely to be any change to the bonuses, but Fozzie did say they'd watch and review so I thought now was a reasonable time to begin raising the matter again. Fingers crossed.
MeBiatch
GRR GOONS
#4 - 2013-06-15 13:39:25 UTC
i would say keep the bonus at 7.5% just make it also reduce cap useage and increase effectiveness of heat.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#5 - 2013-06-15 14:03:13 UTC  |  Edited by: Jonas Sukarala
The issue is the armour repping modules rather than the bonus as Cyclone and shield ship have the same bonus difference being its easier to use ASB's and they are more powerful whilst using less slots and the no cap usage helps.

AAR's need to be buffed somewhat and then the bonus won't be a bad thing anymore.
- reduce reload time to 15 seconds
-remove limit of 1 per ship
- change how armour reps work so they rep more frequently than shield reps .. would have to reduce usage of nanite paste per cycle
-reduce cap usage on all armour reps
- add an active armour hardener thats the same as an invul field

'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

Vladimir Norkoff
Income Redistribution Service
#6 - 2013-06-15 14:53:35 UTC
Jonas Sukarala wrote:
The issue is the armour repping modules rather than the bonus as Cyclone and shield ship have the same bonus difference being its easier to use ASB's and they are more powerful whilst using less slots and the no cap usage helps.
That's because somebody with no sense of game balance designed the ASB. Then they realized how badly they f'd-up and went out and hired some people who actually could create reasonably balanced mods & ships. But instead of going back and fixing their shiite mistake, the powers that be decided (as always) to not admit their mistake and try covering it up by nerfing other stuff (active hardeners). Or at least that's my tinfoil hat theory. Sad part is, it's probably dead-on.

The AAR is not a bad mod as it is now. In fact, it's actually fairly good for what it does. The problem is that ASBs are just vastly superior and we use those as the baseline for comparison.

As for the OP. The bonus works pretty well on the Myrm. It's fantastic for taking on small groups. Never had much luck with it on the Brutix (or the CSs) though. Could probably go with a different bonus for those.
Paikis
Vapour Holdings
#7 - 2013-06-15 15:02:04 UTC
Jonas Sukarala wrote:
The issue is the armour repping modules rather than the bonus as Cyclone and shield ship have the same bonus difference being its easier to use ASB's and they are more powerful whilst using less slots and the no cap usage helps.

AAR's need to be buffed somewhat and then the bonus won't be a bad thing anymore.
- reduce reload time to 15 seconds
-remove limit of 1 per ship
- change how armour reps work so they rep more frequently than shield reps .. would have to reduce usage of nanite paste per cycle
-reduce cap usage on all armour reps
- add an active armour hardener thats the same as an invul field


Can I just say... no.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#8 - 2013-06-15 18:44:27 UTC  |  Edited by: Ines Tegator
Active armor is pretty epic in PVE (you should see the things a Myrm can do, esp with 4 sentries now), so it's only PVP that it suffers. In that regard, it's very much the modules that are the problem. Armor reps are too slow- it's 12 secs a cycle for a medium rep. In a small gang, you're dead before even one cycle passes. Reps either need to move to the front of the cycle like shields, or cycle far, far more often (while maintaining reps/sec). A constant regen kind of deal would be cool, although probably server destroying.

The only time you see active armor reps in pvp is in frigates- and it's not a coincidence that small reppers have a 4 second (with skills) cycle. None of this is new or has changed in the 4 years I've been playing.

Regarding AAR, they need their reload time massively reduced. I'd aim for a 50% uptime. 60 sec reload after 18 seconds of reps is too much.
Rroff
Antagonistic Tendencies
#9 - 2013-06-16 00:42:55 UTC
The problem is armor tanking is pretty rubbish as a vast generalisation.

Increasing the amount repaired per level tho would lead to it becoming potentially overpowered - especially for shields, a capacitor bonus definitely wouldn't go amiss as this helps to transfer capacitor into an increased amount of EHP which goes some way to offset the dual bonus of resist bonused hulls.
CCP Fozzie
C C P
C C P Alliance
#10 - 2013-06-16 00:46:49 UTC
There have been noticeable increases in the number of Myrms and Brutix being flown since 1.1, but I definitely won't say that we're fully happy with the state of those active armor bonuses. We're continuing to tweak and observe results as always.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Ellendras Silver
CrashCat Corporation
#11 - 2013-06-16 00:57:25 UTC
CCP Fozzie wrote:
There have been noticeable increases in the number of Myrms and Brutix being flown since 1.1, but I definitely won't say that we're fully happy with the state of those active armor bonuses. We're continuing to tweak and observe results as always.


can i assume that the rebalance of T2 (command ships) should be first as any change will have big impact on the other?

[u]Carpe noctem[/u]

Michael Harari
Genos Occidere
HYDRA RELOADED
#12 - 2013-06-16 01:09:49 UTC
Add a AAR reload time bonus to the brutix and myrm imo.
ShahFluffers
Ice Fire Warriors
#13 - 2013-06-16 01:24:08 UTC
I personally liked the idea of reducing the cycle time of armor reps in addition to amount repped and cap used.

They'd should be made such that they just as "cap efficient" as before in comparison to shield reps but unable to rep as much per overall cycle as a shield booster. This would give active armor reps better survivability but also make them be easier to shut down with energy neuts (due to the faster cycle time) and still leave them vulnerable to alpha strikes.
Dato Koppla
Spaghetti Militia
#14 - 2013-06-16 01:32:02 UTC
Right now a decently fit Dual Rep Brutix can get around 500 dps tanked, which is reasonable, but nowhere close to active shield setups and many other BCs can break that tank. We need MOAR tank to make it viable.
Nikuno
Atomic Heroes
#15 - 2013-06-16 07:56:23 UTC
CCP Fozzie wrote:
There have been noticeable increases in the number of Myrms and Brutix being flown since 1.1, but I definitely won't say that we're fully happy with the state of those active armor bonuses. We're continuing to tweak and observe results as always.


Lol Everything you say lately is a tease.

I look forward to some flesh on the bones of this, we'll see what you come up with next tweak-time.
seth Hendar
I love you miners
#16 - 2013-06-16 11:56:02 UTC
CCP Fozzie wrote:
There have been noticeable increases in the number of Myrms and Brutix being flown since 1.1, but I definitely won't say that we're fully happy with the state of those active armor bonuses. We're continuing to tweak and observe results as always.

yes, maybe but i bet you 100$ they are passive fits.

they are more flawn because they got a bit less meh from the updates made others than the armor, but are still underperforming on the tank side, because of the ridiculous bonus.

thye NEED a bonus that both affect active and passive tanking, like other races...
ExAstra
Echoes of Silence
#17 - 2013-06-16 14:14:41 UTC
CCP Fozzie wrote:
There have been noticeable increases in the number of Myrms and Brutix being flown since 1.1, but I definitely won't say that we're fully happy with the state of those active armor bonuses. We're continuing to tweak and observe results as always.

Please throw us active armor tankers a bone.

Please.

Save the drones!

RavenTesio
Liandri Corporation
#18 - 2013-06-16 19:02:24 UTC
CCP Fozzie wrote:
There have been noticeable increases in the number of Myrms and Brutix being flown since 1.1, but I definitely won't say that we're fully happy with the state of those active armor bonuses. We're continuing to tweak and observe results as always.


The bonus' are just fine, particularly when you fit with a Triple Rep (2x T2 + 1 Aux) compared to the ASBs again is just fine as they last far longer, while still allowing those mids to be utilised for E-War (Web+Scram) without sacrificing the Resistiances or Buffer.

People make too big a deal over the ASB or Active Shield Ships in general, but honestly compared to an Armour Repping ship without maxed out skills and implants they are at a serious disadvantage where-as the Armour ships are useable even by fairly new players and will survive quite well.

This in-part is less down to how the Rep Bonus and Reps works in general and more down to the balance of Ammo Damage Types vs Resistances.

As it stands though the Myrm and Brutix honestly are perfectly fine, if they become easier to make Cap Stable or better Repping capabilities they will NEED to get their damage nerfed to compensate. I'm still not happy right now about the fact these ships are still split between Hybrids and Drones in terms of Damage, still believe they should be skewed towards one or the others.

Brutix should have no drones but a good Hybrid bonus
Myrm should have reduced Turret Slots (for more High-Slot Utility) to but maybe a bit of a buff such-as +1 Drone Per Level (like a Carrier) to compensate.

This would then shift most of the ewar and utility to the drones along with damage.
Naomi Knight
Ministry of War
Amarr Empire
#19 - 2013-06-16 19:05:18 UTC
Nikuno wrote:
Has anyone noticed any increase or change in the way these ships are used? Personally I still see very few of them in use and when I do see them they're doing the same job - much as was predicted when they were both given the rather lame armour rep bonus. Has it been long enough to now ask for a review of the bonus to at least one of these ships?

so the lame and stupid not needed resist nerf was all for nothing? who guessed ....
gj ccp especially Fozzie
Drake Doe
88Th Tax Haven
#20 - 2013-06-16 19:11:11 UTC
Paikis wrote:
Jonas Sukarala wrote:
The issue is the armour repping modules rather than the bonus as Cyclone and shield ship have the same bonus difference being its easier to use ASB's and they are more powerful whilst using less slots and the no cap usage helps.

AAR's need to be buffed somewhat and then the bonus won't be a bad thing anymore.
- reduce reload time to 15 seconds
-remove limit of 1 per ship
- change how armour reps work so they rep more frequently than shield reps .. would have to reduce usage of nanite paste per cycle
-reduce cap usage on all armour reps
- add an active armour hardener thats the same as an invul field


Can I just say... no.

Even with this it's still not as unbalanced as asbs.

"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--

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