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Player Features and Ideas Discussion

 
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CCP, Buff Active Armour Reps Please.

Author
Serenity Zipher
#1 - 2013-07-07 17:18:02 UTC
In there current state active armor reps, particularly those of med size, are abysmal, especially when compared to shield variants. 320 hp over 12 seconds using 160 cap is an absolute joke. Yes we have ancillary armor reps, but they aren't much better, using 160 cap, costing millions of dollars in repair past each mission and having a limit of 1 per ship. With most important armor skills at 4/5, my damnation, absolution and harbinger navy get slaughtered in level 4 missions. I've mixed and matched many active armor fits, but to no avail. Ironically my passive shield nighthawk, which generates 97 hp a sec with no cap use, barely ever gets scratched. I even created a passive shield harby, which generates 149hp a sec. Point is armor reps are too slow, don't heal enough hp and use too much cap. Does anyone else here feel this way? Or am i the only one?
Arya Regnar
Darwins Right Hand
#2 - 2013-07-07 17:23:19 UTC
Man that's an awful lot of dollars.

EvE-Mail me if you need anything.

Roime
Mea Culpa.
Shadow Cartel
#3 - 2013-07-07 17:26:17 UTC
Still waiting for armor tanking 2.0

.

Frosty White
Nifty Idustries
Pandemic Horde
#4 - 2013-07-07 17:26:54 UTC
Your first mistake was using Absolution, Damnation and Harbringer.
Serenity Zipher
#5 - 2013-07-07 17:30:54 UTC
Frosty White wrote:
Your first mistake was using Absolution, Damnation and Harbringer.


i must somewhat agree with you, damnation has poor dps, and the others go through cap like camels drinking water in the desert.
Harvey James
The Sengoku Legacy
#6 - 2013-07-07 17:33:51 UTC
yes you are correct that armour reps are still poor even with AAR's as they don't address the main issues with armour repping.
- long cycle times
-high cap usage for performance
- always need a cap booster
- rep amount isn't too impressive either
- can't use over sized reps compared to shield reps which is pretty standard

AAR's
- need reload cycles too either be very short or non existent .. so 75% reps until nanites re-injected 10-15 secs to re-inject
- reduced nanite paste usage
-make nanite skills affect AAR's nanite paste
- remove limit of 1 per ship

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Mag's
Azn Empire
#7 - 2013-07-07 17:40:01 UTC
Roime wrote:
Still waiting for armor tanking 2.0
This. The first stage was..... well I'll be nice and say underwhelming.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

ratuchikaka
Center for Advanced Studies
Gallente Federation
#8 - 2013-07-07 17:49:23 UTC
Roime wrote:
Still waiting for armor tanking 2.0

This. This +inf
sabre906
The Scope
Gallente Federation
#9 - 2013-07-07 18:00:16 UTC
Not just Armor tanking 2.0. Rep needs tiercide. We need hull repping buff for awsome man tank.Cool
George Boothe
Blootered Bastards
#10 - 2013-07-07 18:03:23 UTC
Though I do agree that armor tanking is still lacking if compared to shield tanking, it seems to me that most answers in this post deal with the problem from a pvp standpoint.
The OP however stated that she has problems with lvl 4 missions in ships that are fundamentally subpar for those.
Furthermore, based on the fact that the OP apparantly tried AARs in lvl 4 missions, I think it might be possible that the problem might actually stem from a lack of experience. Especially so, as the Damnation and Absolution have absolutely no problem with lvl 4's on the tank side, they generally lack the dps.
Therefore I would like the OP to post the fits he tried (preferably in the Ships & Modules, or Missions & Complexes subforums) to see whether the OPs problem might be solved that way.
Jerick Ludhowe
Internet Tuff Guys
#11 - 2013-07-07 18:33:34 UTC
Roime wrote:
Still waiting for armor tanking 2.0


Hopefully it will be a reblalance of faction/deadspace reppers so they are onpar with shield booster meta progression as well as a modest increase to repamount/duration and small decrease in cap.
Iudicium Vastus
Doomheim
#12 - 2013-07-07 20:04:16 UTC
Armor has it bad. Limited to one AAR, which uses expensive nanite paste, restricted to that same 'size' as the ship (small on frig, Med on cruiser...) too much cap use, massive reload time, and other issues.

When it comes to shields, they very regularly use multiple ASB, oversized compared to hull (i've seen some fits with two mediums on a frigate), and the only aspect they are even with the AAR is only the reload time. Why can't armor ships fit more than one AAR, and why can't we ever put in an oversized armor rep like the shield people do?

[u]Nerf stabs/cloaks in FW?[/u] No, just.. -Fit more points -Fit faction points -Bring a friend or two with points (an alt is fine too)

Ix Method
Doomheim
#13 - 2013-07-07 21:07:15 UTC  |  Edited by: Ix Method
Iudicium Vastus wrote:
Why can't we ever put in an oversized armor rep like the shield people do?

Why can't we have XL Shield Extenders? Or Triple Rep Cyclones? Please lord, why can't everything be the same?!

EDIT: Not that the OP doesn't have a point P

Travelling at the speed of love.

raawe
Imperial Shipment
Amarr Empire
#14 - 2013-07-08 09:31:11 UTC
I never understood why armor is limited to only 1 AAR while you can put 2 oversized ASB's that dont even need cap to operate (if they are loaded with cap boosters) while armor does. I suggest dropping reload time of AAR's by 10-20sec or even more to make them somewhat even to dual ASB's or just make them load cap boosters like ASB's
Evangelina Nolen
Sama Guild
#15 - 2013-07-08 10:18:47 UTC
Simply put, armor needs to rep for more. At least 3x more, remove rep speed effects.
Zappity
New Eden Tank Testing Services
#16 - 2013-07-08 11:11:26 UTC
Signed. The magnitude of difference between shield and armour reps is still too great.

Zappity's Adventures for a taste of lowsec and nullsec.