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[Odyssey 1.1] Local Armor and Shield repair module changes

First post
Author
xHxHxAOD
Southern Cross Silver Shields
#341 - 2013-08-07 12:29:00 UTC
is there any update from fozzie on this
Pelea Ming
Ministry of War
Amarr Empire
#342 - 2013-08-07 14:22:45 UTC
Sigras wrote:
GeneralNukeEm wrote:
Pelea Ming wrote:
no abaddon is going to go self repping for over 6k hp/s.

I'm only a skilless orbit-F1 nullsec supercap blobber and thus don't actually care about elite solo pvp active tanks, but you could at least try applying the scientific method (aka look in EFT) and seeing whether your claims are true.

http://i.imgur.com/NloMzDx.jpg (current TQ stats)

Overloaded it tanks ~over 9000~ DPS.

It appears that you misquoted the lady

Pelea Ming wrote:
you don't even pay attention to what's being said. No properly fit, (regardless of how expensive) Abaddon is going to rep 6k hp/s.

Now returning to your picture . . . if you think that is a proper fit you do not belong in PL

Thank you very much for pointing that out, and again, I stick to my original statement, to wit, proper fit.
CCP Fozzie
C C P
C C P Alliance
#343 - 2013-08-07 16:37:58 UTC
Ok, update to the plan.

We're adjusting the buff to some forms of shield boosters (CN/DG, Large and X-L deadspace/officer)
We're also exempting capital reps and boosters from this change for now until we've dealt with Pulsar and Wolf Rayet bonuses.
ASBs still not getting changed.

New version of the changelist:

  • Increase the rep amount for all subcap armor repairers (including AARs) by 15%
  • Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%
  • Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%
  • Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%
  • No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps

  • Let us know what you think!

    Game Designer | Team Five-0

    Twitter: @CCP_Fozzie
    Twitch chat: ccp_fozzie

    Omnathious Deninard
    Ministry of Silly Walks.
    The Gurlstas Associates
    #344 - 2013-08-07 16:40:13 UTC
    CCP Fozzie wrote:
    Ok, update to the plan.

    We're adjusting the buff to some forms of shield boosters (CN/DG, Large and X-L deadspace/officer)
    We're also exempting capital reps and boosters from this change for now until we've dealt with Pulsar and Wolf Rayet bonuses.
    ASBs still not getting changed.

    New version of the changelist:

  • Increase the rep amount for all subcap armor repairers (including AARs) by 15%
  • Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%
  • Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%
  • Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%
  • No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps

  • Let us know what you think!

    So, no cap usage reduction for armor repairers? that is quite a problem still.

    If you don't follow the rules, neither will I.

    Max Kolonko
    Caldari Provisions
    Caldari State
    #345 - 2013-08-07 16:40:39 UTC
    Hey, Pulsar is not a problem, deal with it.

    You made Shield and Armor WH to make them more harder with Shield or Armor ships.

    So why talking about "FIXING" Pulsar and Rayets?
    Altrue
    Exploration Frontier inc
    Tactical-Retreat
    #346 - 2013-08-07 16:47:18 UTC
    Nice changes ! A bit sad for ASBs though, it could have been useful to buff them too, but I understand how much pressure people can produce :o

    Signature Tanking Best Tanking

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    Ultimate Citadel Guide - 2016 EVE Career Chart

    Harvey James
    The Sengoku Legacy
    #347 - 2013-08-07 16:57:40 UTC
    FOZZIE

    come on fozzie this doesn't address the underlying problems with armour tanking at all...
    Please tell me you will have a much more thorough fix of armour repping down the line at least???

    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

    Batelle
    Filthy Peasants
    #348 - 2013-08-07 16:58:11 UTC
    + Increase the repair amount for all armor repairers (including AARs) by 15%
    + Increase the shield bonus of all shield boosters (except for deadspace/officer reps and ASBs) by 15%


    I would like to point out that this results in a boost to all local tanking except for the deadspace shield boosters. This is a good thing as we both A) don't get anything nerfed. B) non-deadspace shield boosting as well as armor tanking of the pimped and non-pimped variety becomes more viable.


    This is something that has been needed for years, independent of any changes to links. Bravo.

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    Wrayeth
    Inexorable Retribution
    #349 - 2013-08-07 17:02:41 UTC  |  Edited by: Wrayeth
    CCP Fozzie wrote:
  • Increase the rep amount for all subcap armor repairers (including AARs) by 15%

  • Let us know what you think!


    Oh God, my deadspace-fit PvP Paladin will be repping 4600 per cycle. Shocked

    Note to self: upgrade the rigs to tech II.
    Heribeck Weathers
    Caldari Provisions
    Caldari State
    #350 - 2013-08-07 17:05:29 UTC
    Definatly a lovely buff for solo/small gang pvp, tho sadly also a buff for pve
    Aimee Maken
    Atasaki Holdings
    #351 - 2013-08-07 17:14:06 UTC
    i think the new changes works out for bling pve and pvp, more pve tho given that ASB in comparison is still much better than pith for burst tank for much less the price than pith + cap booster

    Phoenix Jones
    The Markoni Dragons
    #352 - 2013-08-07 17:21:11 UTC
    CCP Fozzie wrote:
    Ok, update to the plan.

    We're adjusting the buff to some forms of shield boosters (CN/DG, Large and X-L deadspace/officer)
    We're also exempting capital reps and boosters from this change for now until we've dealt with Pulsar and Wolf Rayet bonuses.
    ASBs still not getting changed.

    New version of the changelist:

  • Increase the rep amount for all subcap armor repairers (including AARs) by 15%
  • Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%
  • Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%
  • Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%
  • No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps

  • Let us know what you think!


    That's digestible. I would not go beyond that atm though.

    Yaay!!!!

    Mara Maken
    Tribal Liberation Force
    Minmatar Republic
    #353 - 2013-08-07 17:23:27 UTC
    Any consideration to the insane repoint power this will create for te already op dual rep Incursus? There was a slight nerf to the Incursus repoint power in a previous release but now it's getting a buff again. I understand most fights you can disengage due to the lack of a web on the dual rep but the repoint power is too damn high for a T1 frig.
    Maximus Andendare
    Stimulus
    Rote Kapelle
    #354 - 2013-08-07 17:29:07 UTC
    Omnathious Deninard wrote:
    CCP Fozzie wrote:
    Ok, update to the plan.

    We're adjusting the buff to some forms of shield boosters (CN/DG, Large and X-L deadspace/officer)
    We're also exempting capital reps and boosters from this change for now until we've dealt with Pulsar and Wolf Rayet bonuses.
    ASBs still not getting changed.

    New version of the changelist:

  • Increase the rep amount for all subcap armor repairers (including AARs) by 15%
  • Increase the shield bonus of some subcap shield boosters (T1, Meta, T2, Storyline, Domination, Republic Fleet) by 15%
  • Increase the shield bonus of Large Deadspace/Officer, X-Large Deadspace/Officer shield boosters by 10%
  • Increase the shield bonus of Caldari Navy and Dread Guristas shield boosters by 5%
  • No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps

  • Let us know what you think!

    So, no cap usage reduction for armor repairers? that is quite a problem still.
    I have to join this bandwagon. It doesn't make any sense that shield local reps are far more powerful, require no cap (in ASBs) and can fit larger modules, all taking up one slot.

    In order to effectively local armor tank, you need a minimum of two modules (cap booster and repper), and most of the time you have to double or triple rep (which necessitates another cap booster).

    I just don't know how reasonable it is to expect that there's going to be scores of adopters for local armor tanking giving these glaring differences. Granted, I am not advocating for homogenizing shield and armor tanking. I am, however, advocating to being provided with the reasoning why I'd use a local armor tank given all the deficiencies. I understand that local armor tanking's "thought" is that you have more sustained tanking potential (for an "over-the-course-of-the-fight" mentality) and with shield you can tank very effectively under burst conditions. I think those differences are great.

    But, then, how do you reconcile the fact that a sustained armor tank "over-the-course-of-the-fight" is going to consume FAR much more cap than a shield setup? (This isn't even considering that armor-tanking-focused ships' weapon systems require either the most cap or second most cap (compared to none).) Without some sort of cap reduction, I don't think it's viable to think that local armor reps will be adopted outside the most specialized scenario (bait tanking) or for the random (and RARE) solo encounter. Cap independent, oversized, huge-rep ASB shield setups are going to remain king for local reps. There's a reason you see Brutixes being tanked with an XLASB and Invul over using those 6 lows to take advantage of its hull bonus.

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    MeBiatch
    GRR GOONS
    #355 - 2013-08-07 17:42:21 UTC
    Mara Maken wrote:
    Any consideration to the insane repoint power this will create for te already op dual rep Incursus? There was a slight nerf to the Incursus repoint power in a previous release but now it's getting a buff again. I understand most fights you can disengage due to the lack of a web on the dual rep but the repoint power is too damn high for a T1 frig.


    its called a nuet and most incursus dont fit a cap booster.

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

    Ugh ti-di pooping makes me sad.

    Mara Maken
    Tribal Liberation Force
    Minmatar Republic
    #356 - 2013-08-07 18:00:15 UTC
    MeBiatch wrote:
    Mara Maken wrote:
    Any consideration to the insane repoint power this will create for te already op dual rep Incursus? There was a slight nerf to the Incursus repoint power in a previous release but now it's getting a buff again. I understand most fights you can disengage due to the lack of a web on the dual rep but the repoint power is too damn high for a T1 frig.


    its called a nuet and most incursus dont fit a cap booster.


    If you aren't running a cap booster on a dual rep Incursus you are doing it wrong.
    MeBiatch
    GRR GOONS
    #357 - 2013-08-07 18:09:08 UTC
    Mara Maken wrote:
    MeBiatch wrote:
    Mara Maken wrote:
    Any consideration to the insane repoint power this will create for te already op dual rep Incursus? There was a slight nerf to the Incursus repoint power in a previous release but now it's getting a buff again. I understand most fights you can disengage due to the lack of a web on the dual rep but the repoint power is too damn high for a T1 frig.


    its called a nuet and most incursus dont fit a cap booster.


    If you aren't running a cap booster on a dual rep Incursus you are doing it wrong.


    i guess all those FW plexes i did was wrong then.

    anywho... if they are cap boosted then you just need to kite them untill they run out then they die.... still dont see what the problem is.

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

    Ugh ti-di pooping makes me sad.

    Urkhan Law
    Black Rebel Rifter Club
    The Devil's Tattoo
    #358 - 2013-08-07 18:16:33 UTC  |  Edited by: Urkhan Law
    Usually dual rep Incursus do have a cap booster, problem is not the dual rep incursus, you can always get out from that fight since they don't carry a web.

    Single rep Incursus is already very good, it is fast in their class, hits very hard with blasters or rails, and now it tanks like a boss.
    I understand that this is just a collateral effect since the buffs to armor reps are very welcome, but I wouldn't be surprised to see way more incursus flying around after the next patch.

    And the blue ones know it, that's why they nerfed the ship bonus when SAAR was deployed in game.
    Mara Maken
    Tribal Liberation Force
    Minmatar Republic
    #359 - 2013-08-07 18:35:54 UTC
    MeBiatch wrote:
    Mara Maken wrote:
    MeBiatch wrote:
    Mara Maken wrote:
    Any consideration to the insane repoint power this will create for te already op dual rep Incursus? There was a slight nerf to the Incursus repoint power in a previous release but now it's getting a buff again. I understand most fights you can disengage due to the lack of a web on the dual rep but the repoint power is too damn high for a T1 frig.


    its called a nuet and most incursus dont fit a cap booster.


    If you aren't running a cap booster on a dual rep Incursus you are doing it wrong.


    i guess all those FW plexes i did was wrong then.

    anywho... if they are cap boosted then you just need to kite them untill they run out then they die.... still dont see what the problem is.



    You ran a dual rep with no booster? What was your cap, can be more then 30 seconds.

    Anyway, if you want to wait out their cap boosters prepare for 30 minutes of shooting.. this does happen.

    I guess just like the dual MASB Hawk.. solo 1v1 against the Incursus is usually an exercise in frustration.
    Corporal Cina
    Ministry of War
    Amarr Empire
    #360 - 2013-08-07 18:47:23 UTC  |  Edited by: Corporal Cina
    I still don't understand why you can fit two (or more) ASB but only one AAR.

    Why does the AAR not get a cap use reduction when using paste? (not cap free.. just some kind of reduction?)
    I realize the ASB doesn't get as big of a boost compared to the AAR, but to be capless is everything.

    Fozzie, do you have future plans to even out the armor/shield tanking disparity? dual XLASB fits on armor rep bonused ships should speak louder than any words I can say. (Myrm/Brutix etc)