These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE General Discussion

 
  • Topic is locked indefinitely.
 

Active Tanking (CCP, please read)

First post
Author
E man Industries
SeaChell Productions
#61 - 2011-11-10 21:05:37 UTC
I would really like to see ships with a rep bonus get a really good bonus out of it.

The Cyclone for example could be really usefull if it was worth active tanking.
gfldex
#62 - 2011-11-10 21:08:42 UTC
CCP Greyscale wrote:
The tricky bit in resolving this is finding a way to let active tanking scale effectively at higher DPS ranges without making it totally overpowered for smaller engagements. The most obvious fix I can see is some method of boosting active tanking's burst repair potential without making it sustainable at those levels.


Isn't that was capa was ment to be for?

If you take all the sand out of the box, only the cat poo will remain.

Caulk H0lster
Kazakh Ministry of Wealth Redistribution
#63 - 2011-11-10 21:23:17 UTC
CCP Greyscale, while scalability is a good potential resolution to the problem, I disagree that scalability is the problem itself.

The OP makes many valid points, and when it really comes down to it, fitting an active tank really has little benefit over buffer tanking, because it uses up so much fitting slots and grid/cpu, it makes tanking the primary function of the ship. If tanking is going to be the primary function of the ship, then it should be able to, you know, TANK.

So yea, if you want to rebalance active tanking and make it scalable somehow, so the ships could actually tank, that's a good way to resolve the imbalance. It is not entirely the problem though.

Another solution would be to make the active tanking fittings more "affordable" for the budget of ship slots, power grid and cpu we are given to work with. Maybe adding a resist bonus to armor reppers isn't the best way to go about this, but I think the OP really has a point about making fitting the ships easier.

I also agree wholeheartedly about cap boosters taking up way too much space (or maybe active tanks being so cap intensive that it forces you to burn cap boosters too fast?). I will disagree about NEEDING two heavy cap boosters to properly active tank... It does make things easier, but you CAN survive with a heavy/medium setup too. It still uses the same amount of fitting slots, but gives you more grid/cpu to play with.

Perhaps some possible solution ideas:

- Make armor reppers rep more HP, have faster cycle times, and use less cap. Maybe effectively doubling the current capabilities of T2 reppers as far as tank goes (if a given ship could tank 1000 dps now, tweak those attributes so now it can tank 2000). While the mods should be cap intensive, they should not require massive amounts of cap charges to maintain (should still require a cap injector, IMO, just not a full cargo load of 800s in 2 minutes). Reasoning behind this: reducing the cycle time of the reppers is critical to prevent active tanked ships from being too easily killed by alpha damage. Increasing the amount of HP repped also helps reduce the deficit between the effectiveness of buffer tanked ships and active tanked ships. Reducing the cap requirements (significantly) is important too. Why should an active tanked ship be combat ineffective because it ran out of cap boosters after only one fight? It shouldn't. Neuts should still kill reppers, nor should reppers perma-run without cap boosters, but the current cap requirements are very exorbitant.

- Reduce fitting requirements so that the ships can fit better weaponry, and more of other mods to bring them more in line with buffer tanked ships. Essentially keep active tanking as an option, but don't make it completely take over the role of the ship fitting it.
Cryten Jones
Advantage Inc
#64 - 2011-11-10 21:24:36 UTC
CCP Greyscale wrote:
The way you'd probably want to deal with a charge-driven repairer is to give it a really long reload time.

Another option is to use the heat system, but it's not hugely user-friendly and ends up with your reps being burnt out which is less cool.



So as a primarily Gal pilot this topic is close to my heart!

The thing that came to mind reading this thread is that we add the same logorimic (sp?) scal to the repairers that the cap and the shields use. eg. the repairers are more efficient when there is less damage done to the armour.

No idea what effect that would have TBH but just thought I would though it out there.

Some other ideas that came to mind.

1. Something like nanite past for the armour, fits in with the limited rep boost people are talking about.

2. (This is going to raise an eyebrow or two...) Make hardeners for both shield and armour have negatives. So +15% EM also comes with a -15% Exp for example. Would make omni tanks impossible at high resists. Unilateral resists = lower resists.


-CJ


Nyssa Litari
Doomheim
#65 - 2011-11-10 21:39:55 UTC
Nyssa Litari wrote:
Hmm... What about Burst DCUs that consume cap recharger modules? Need to make it to that gate? Get a temporary resistance boost of say 20 to 50% (shields and armor). Uses an additional slot (and moderate PG) so less valuable on small ships. Use of charges limits the time spent at higher resistances.

Or a burst mode EANM / burst mode heavy Invulerability Field that consumes charges.
Bienator II
madmen of the skies
#66 - 2011-11-10 21:45:15 UTC
CCP Greyscale wrote:
...
The tricky bit in resolving this is finding a way to let active tanking scale effectively at higher DPS ranges without making it totally overpowered for smaller engagements. The most obvious fix I can see is some method of boosting active tanking's burst repair potential without making it sustainable at those levels. Adding permanent resistance bonuses to reps makes the modules somewhat more useful but also serves to homogenize fittings towards primarily relying on EHP.

this should be easy to achieve with existing mechanics. Just balance the heat damage and/or the overheat boost for active modules. (papercuts team: and make the damn overheat button bigger!)

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Fille Balle
Ballbreakers R us
#67 - 2011-11-10 21:48:09 UTC
Gregor Marethel wrote:
There's a few good options for fixes that could be done. First, you could make overheat act rather more like triage, where you get +100% to the amount and the cycle time is 50%, then you just adjust the heat damage so you can only overload for 30-60 seconds. This makes it much more viable in PvP and it wouldn't change PvE much.

Another option is scripts or booster items that others suggested above.

Perhaps a bit more difficult, you could change rep modules to a dynamic cycle time or rep amount that asymptotically approaches a fairly low tank from a much higher tank. For instance, instead of a small armor rep II always healing 80 armor every 4.5 sec it could start healing 300 the first cycle, 200 the second, 150 the third, etc. until it eventually hits maybe 20-40 armor per cycle, then turning it off slowly recharges it back to full potential.


I really like the last suggestion you made. That would make active tanking very intersting and give it some flavor. Of course, the numbers would probably need some tweaking, but I can see it becoming the revival of active tanks.

Another advantage is that permatanks would no longer be as effective in the long run, which I can imagine some people would be very happy about.

Stop the spamming, not the scamming!

GeeShizzle MacCloud
#68 - 2011-11-10 21:52:49 UTC  |  Edited by: GeeShizzle MacCloud
My thoughts on the subject go along the lines of:

Burst Active tanks shouldnt be sustainable, they should be highly cap intensive so that cap boosters are a must have. i dont mind it having additional resistances but they should be designed with SHORT cycle times.

there should also be Burst Cap boosters that can push through a lot of cap boosters, and that those cap boosters are not for sustained tanks... they activate and cycle all their loaded charges, then take a LONG TIME to reload more.

Long cycle times on reppers, whether remote or not are the things that end up failing to keep a ship alive.
You can say that if ur in fleet and the enemys hitting u with X DPS and your not getting Y amount of reps per sec then ur gonna die. well amazingly enough almost every weapon system in Eve DOES NOT have weapon cycle times of 1 second. so the DPS angle doesnt cut it!

Buffer tanks were developed PURELY because alpha can kill between reps. having lots of dedicated logi means a high NUMBER of modules all cycling at slightly different times giving tank constantly, but in order to survive that initial heavy attack before u get reps u need lots of EHP.

if ur developing a burst LOCAL rep system then the emphasis MUST be on cycle time. If a large LOCAL repper gives comparatively the same HP as a dedi logi large repper BUUUT at a greatly reduced cycle time for a moderately short period of time, you'd have a system whereby itd be scalable for large fleet combat but un-sustainable for small scale combat.

in large fleet combat when ur primarying a target and its not dropping in the first 30 secs then generally the FC tends to broadcast another target and people switch their fire. so a LOCAL tank designed for fleet combat should only have to sustain itself for a small period of time and then it'll have the cooldown time where its both vulnerable and exploitable on a 1v1 level.


can any dev plz confirm that cycle times on reppers go below 1 second? and if so, if a cycling module cycles twice within 1 server tick, will the advantages of that cycle be added together and implemented at the completion of that server tick?
Gealla
The Scope
Gallente Federation
#69 - 2011-11-10 22:02:21 UTC
A reduction in cap usage per cycle for repairers based on a % of incoming damage would scale the effectiveness of the repair modules depending on how heavy the fight is...? Obviously would only be effective when taking actual incoming damage.

Possibly even add a skill to increase this % for those that know their play style will take them into the higher damage range a lot..
Ager Agemo
Rainbow Ponies Incorporated
#70 - 2011-11-10 22:05:34 UTC
Personally i find this sort of too much complexity for something rather easy.

make active tanking modules health double and use double capacitor, this will make impossible to perma tank anything due to capacitor dead, even small ships, but will allow ships to tank a lot of incoming DPS on larger battles.

while logistics will help by transfering capacitor to said ships, on the same way they fix armor or shields on buffer tank ships.

as an additional advantage this makes modules like the shield boost amplifiers much more effective.

on the fitting side, PG use for Armor reppers is broken and their repair ammount is dumb too, while a single Xlarge booster tanked ship normally gets about 500 dps active tank for around 3 or 4 minutes with large cap boosters, an armor rep ship gets 150 dps with a large armor repper which is so low any frigate will break your tank even if you are on a battleship.

forgive my typos... English isn't my native language.
SMT008
Deep Core Mining Inc.
Caldari State
#71 - 2011-11-10 22:33:43 UTC
The whole "Buff HP restored" (I mean, get more than 800HP/cycle with LAR II) thing might look great, but hey.

I checked the numbers, it's scary. My Maelstrom can reach up to 4000 tanked DPS (Which is as much as at least 6 BCs) with T2 or budget faction stuff (Like the Xlarge Dread Guristas SB, it requires 170 CPU instead of 230 with T2. Yeh, 60 free CPU for some gyrostabs...), with a command Tengu and some implants.

I'm focusing on removing the hassle that comes with active tanking, because it's already effective and usable. The thing that I don't like is how it's easely breakable, and how it's hard to use/fit.

Take a look at how ridiculously easy buffer tanking is.

Take any ships. A Raven for exemple.

Fit the guns. Fit the MWD. Fit the warp disruptor/scrambler. Check how many medslots left. Two slots ? Invul + LSE. Three slots ? Invul x2 + LSE (if on a battleship), invul + LSE x2 (on a smaller vessel). Four slots ? LSE + invul x2 + Photon scattering field.

And so on. Fit MWD and point, and fill the rest with invuls/LSE, simple as that.

Active tanking have cap problems, fitting problems, the not-enough-slots problem, the running-out-of-charges problem, and so on and so forth. That's why I would like to see some tweaking on this part ;)
Arya Greywolf
Deep Core Mining Inc.
Caldari State
#72 - 2011-11-10 22:44:31 UTC
Turkatron wrote:

The main problem I see is the desparity between active shield and active armor. Not only does active shield allow for a higher dps platform than active armor, it is also far superior in tanking potential. None of this fixes Gallente ships but if armor tanking became more viable it would help.


This. I agree that active armor tanking needs a small boost.

And of course, reducing the size of cap boosters would be awesome.
Turkatron
#73 - 2011-11-10 22:46:21 UTC  |  Edited by: Turkatron
Autonomous Monster wrote:
If this forum doesn't stop eating my posts, I may have to murder someone. EvilCry

I'm having the same problem. I'll bite on your response.

Autonomous Monster wrote:
Turkatron wrote:
CCP Greyscale wrote:
... The most obvious fix I can see is some method of boosting active tanking's burst repair potential without making it sustainable at those levels.

This would only be a "fix" up to the amount of buffer the active tank has. With a burst tank who cares if you can tank 7000dps on paper, if you only have 1000ehp you will die. Burst tanks repair a very large percentage of hp with each cycle.
However, this an is interesting idea. Perhaps active tanks (or at least those meant for bursting) could have a repair half-life. Where the first cycle during activation repairs more hp than a sustained repair, then each cycle afterwords decreases repair amount till it hits a pre-defined floor for the module being used.


How about... rather than reps/boosters being active, they're... "reactive". So, when you switch them on, they don't immediately start restoring HP, but go into a "standby" state. ... lengthy description removed


This sort of change would be enough to make me quit actually... or at least quite flying active tanks. Half the fun of an active tank is when you know you have more than enough tank than you need and you let your opponent damage your armor (shield) or structure (both) so that they think they are winning or don't realize that a close fight was only close because you let it be close. It's also a REALLY good way to keep people in a fight when you don't have enough points to hold everyone down. Pirate

Also, micro-managing cap, booster/rep, range, heat, etc. is part of what makes it challenging and fun. Making active tanks reactive would make it nearly the same as shield buffer already is and would become a boring fitting option.

I'm of the opinion that active tanks are mostly good as-is and the only valid complaints come from Gallente pilots who don't use myrmidon/hyperion.

That said, I think it would add an interesting twist and more variation/complexity if there were 2 distinct types of active tanking like I suggested in my previous post.
Ager Agemo
Rainbow Ponies Incorporated
#74 - 2011-11-10 23:05:05 UTC
i remember on EFT making a navy scorp that had 16000 DPS tank. thing is, it lasted for 56 seconds with dual Xtype xlarge boosters and estamel invuls lol pretty imposible to buy.

true that maelstrom might get 4000 thousand DPS, but how long can it keep that up? 1 ? 2 minutes at most?
Mr Painless
Perkone
Caldari State
#75 - 2011-11-10 23:10:29 UTC  |  Edited by: Mr Painless
OK, here's my take on the subject:

Active tanks have three drawbacks compared to EHP tanks:

1. non scalable - this can actually make them superior to EHP tanks in 1:1 or very small scale PvP, but you don't get to see much of that anyway.

2. vulnerable to neuts

3. more prone to being alpha killed

First of all, for the idea of active modules giving resists - IMHO, no point as it still doesn't solve the scalability issue.
As for massive boost when overheated, Well, when you have to choose between damaging your booster/repper or losing your ship, the answer is quite obvious, so seems like an OK idea. However, since the proposed change also increases cap drain, this doesn't resolve the issue of neut vulnerability, it actually aggravates it.

Possible solution (there have been similar in this thread): make boosters/reppers use some sort of fuel besides cap (strontium comes to mind), with limited fuel space in module and long reload times, similar to cap booster. As long as there's fuel in module, it runs in super-boost mode and is able to rep massive damage. This assures huge active tank for a short amount of time, without making the ship too vulnerable to neuts (as if it already isn't). Without fuel, the module behaves "normally".

This, of course works only for non-capital modules, since they already have siege/triage.
Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#76 - 2011-11-10 23:11:38 UTC
I came into this thread expecting a flamewar about armor vs shield... or amarr vs gallente

I find myself intrigued and interested in this topic now...

I for one like the scripts idea very much :) I love the idea of scripts for everything... more customization for your ship with little penalty.
Turkatron
#77 - 2011-11-10 23:28:56 UTC  |  Edited by: Turkatron
Mr Painless wrote:
OK, here's my take on the subject:

... stuff I am not addressing ...

However, since the proposed change also increases cap drain, this doesn't resolve the issue of neut vulnerability, it actually aggravates it.

... more stuff I am not addressing ...


How is nuet vulnerability an issue? There are no ships in this game that are not effected to some extent by nuets.
Even drakes rely on invulns which can be shut off, they drop quite fast without them.

Have you ever flown a well fit active tank in pvp? Be honest. Cap issues: nuets, cap charges are pretty much the only things that keep active tanking from being completely overpowered in any situation where the opponent's DPS is less than your EHP. If my active shield tanked ships had no cap problems and were invulnerable to nuets (or less vulnerable) then the only thing that would concern me is falcons. Do you really want a sub-capital ship that can tank 2-3k dps or more (solo) and not have cap problems?
Autonomous Monster
Paradox Interstellar
#78 - 2011-11-10 23:29:18 UTC
Heimdallofasgard wrote:
I for one like the scripts idea very much :) I love the idea of scripts for everything... more customization for your ship with little penalty.


Yes. Scripts for everything. If it's an active module and it has two or more properties, I want a script for it. I want all the scripts.
Heimdallofasgard
Ministry of Furious Retribution
Fraternity.
#79 - 2011-11-10 23:33:33 UTC
Autonomous Monster wrote:
Heimdallofasgard wrote:
I for one like the scripts idea very much :) I love the idea of scripts for everything... more customization for your ship with little penalty.


Yes. Scripts for everything. If it's an active module and it has two or more properties, I want a script for it. I want all the scripts.


This^^
Tamiya Sarossa
Resistance is Character Forming
#80 - 2011-11-10 23:40:46 UTC  |  Edited by: Tamiya Sarossa
Agree that improving active burst tank is the way to go. One of the major advantages of active tanking though is bait tanking, so anything that homogenizes repair output and doesn't let you bleed yourself into structure and then OMGWTF rep removes one of it's sole advantages.

I'd recommend using the existing overheat system- give them massive bonuses to overheating, slightly longer duration, goal is achieved. If you need to tank until they burn out with reppers OH'd, you're probably gonna die when they turn off, so them burning out isn't a real issue either way - this also gives T3's a juicy new role as active tankers.

EDIT: And this doesn't mess with the current PvE repper balance, which seems like a good plan.