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[Odyssey 1.1] Local Armor and Shield repair module changes

First post
Author
HeXxploiT
Doomheim
#421 - 2013-08-09 23:08:22 UTC  |  Edited by: HeXxploiT
CCP Fozzie wrote:
No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps


Oh let's just leave out a couple of modules why don't we.

Well I'll tell you what some of these changes are beginning to frustrate in a big way. When you've worked for years to build a particular ship with an end goal and ccp suddenly turns and make such changes you can really mess up a persons plan. I used to think I'd be playing eve for many more years but I no longer have faith that the plans I make today will be worth a **** tomorrow.

Otherwise why don't you just stick us all in drakes with lvl 3 skills 6 launchers and a tech 1 medium shield booster. Then everyone can be equal. The downside of having a quality module is that in order to gain an advantage one must RISK it.
The balance IS IN the risk vs reward.

Stop trying to make every damn thing equal and just leave the reps alone.

Frustrating.
Psychoactive Stimulant
#422 - 2013-08-10 03:11:06 UTC
HeXxploiT wrote:
CCP Fozzie wrote:
No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps


Oh let's just leave out a couple of modules why don't we.

Well I'll tell you what some of these changes are beginning to frustrate in a big way. When you've worked for years to build a particular ship with an end goal and ccp suddenly turns and make such changes you can really mess up a persons plan. I used to think I'd be playing eve for many more years but I no longer have faith that the plans I make today will be worth a **** tomorrow.

Otherwise why don't you just stick us all in drakes with lvl 3 skills 6 launchers and a tech 1 medium shield booster. Then everyone can be equal. The downside of having a quality module is that in order to gain an advantage one must RISK it.
The balance IS IN the risk vs reward.

Stop trying to make every damn thing equal and just leave the reps alone.

Frustrating.



Did you get nerfed or something? How did they hurt you? You sound like you were nerfed, but I can't seem to find anything in the OP that could possibly hurt you in any way.
elitatwo
Zansha Expansion
#423 - 2013-08-10 15:19:04 UTC
Nice changes so far!

But here I am still standing by my point that medium and large armor reps need to loose 50% capacitor activation cost and 33% cycle time.

Note here:
A 50% reduction in capacitor cost / cycle is only for the case that the cycle times of medium and large reps go down by 33%.
If not a 25% reduction in capacitor cost / cycle should be fine.

So far I cannot see anything wrong with the capacitor cost and cycle times on small armor reps but correct me if I'm wrong.


A general buff in repair power of shield boosters and armor reps is always welcome since the the amount of damage on the field has increased by a ton.

Proceed

Eve Minions is recruiting.

This is the law of ship progression!

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Xequecal
Ministry of War
Amarr Empire
#424 - 2013-08-10 15:52:47 UTC
elitatwo wrote:
Nice changes so far!

But here I am still standing by my point that medium and large armor reps need to loose 50% capacitor activation cost and 33% cycle time.

Note here:
A 50% reduction in capacitor cost / cycle is only for the case that the cycle times of medium and large reps go down by 33%.
If not a 25% reduction in capacitor cost / cycle should be fine.

So far I cannot see anything wrong with the capacitor cost and cycle times on small armor reps but correct me if I'm wrong.


A general buff in repair power of shield boosters and armor reps is always welcome since the the amount of damage on the field has increased by a ton.

Proceed


Seriously? Do people even think about this stuff before posting it? I'm going to go enjoy my 4000 DPS tank on my strategic cruiser.
TehCloud
Guardians of the Dodixie
#425 - 2013-08-10 17:59:32 UTC
Can't really see why Deadspace Large and X-Large Shield Boosts get a 10% increase. 5 or maybe 7.5 should be more than enough imho.

The 15% on the AAR make the module way more attractive, but I fear that this might even be a little bit too much.

Time will tell.

My Condor costs less than that module!

HeXxploiT
Doomheim
#426 - 2013-08-10 18:45:53 UTC  |  Edited by: HeXxploiT
Psychoactive Stimulant wrote:
HeXxploiT wrote:
CCP Fozzie wrote:
No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps


Oh let's just leave out a couple of modules why don't we.

Well I'll tell you what some of these changes are beginning to frustrate in a big way. When you've worked for years to build a particular ship with an end goal and ccp suddenly turns and make such changes you can really mess up a persons plan. I used to think I'd be playing eve for many more years but I no longer have faith that the plans I make today will be worth a **** tomorrow.

Otherwise why don't you just stick us all in drakes with lvl 3 skills 6 launchers and a tech 1 medium shield booster. Then everyone can be equal. The downside of having a quality module is that in order to gain an advantage one must RISK it.
The balance IS IN the risk vs reward.

Stop trying to make every damn thing equal and just leave the reps alone.

Frustrating.



Did you get nerfed or something? How did they hurt you? You sound like you were nerfed, but I can't seem to find anything in the OP that could possibly hurt you in any way.


I have trained for 3 years to fly a specific ship and have spent hundreds upon hundreds of hours figuring out what works. Through my time, diligence and hard work I have created a phenomenal pvp boat. I am only now after 3 years getting to the point trainingwise where I am prepared to start solo pvping and reaping the benefits of all my diligence. With this change to shield boosters and armor reppers and weakoning officer modules it will give all other individual pilots and small groups a 20% free bonus advantage over me. You'll excuse the generalizations but I have worked long and hard to get where i'm at and now it doesn't look like I have much time left before my dreams are shot so I want to keep my secrets while they last..

Yeah this nerfs me...weakening the officer modules nerfs me bigtime and it hurts.

CCP you want tears? You got'em.
Arthur Aihaken
CODE.d
#427 - 2013-08-10 19:35:13 UTC
These are excellent changes, and will really have an impact on active-tanked battleships (as they should). The small and medium Deadspace boosters are super-efficient and don't need any buffs. I honestly don't know what people are complaining about with a nerf...

I am currently away, traveling through time and will be returning last week.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#428 - 2013-08-10 21:30:45 UTC  |  Edited by: Ines Tegator
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!


    Not commenting on shields at all.

    You're still not addressing any of the problems that armor actually has. I'm not going to complain one bit about the 15% boost, but that's not where the problems lie.

    As I mentioned before, in PVP the problem is that the rep doesn't occur until the end of the cycle. This is not in itself a problem, it makes armor tankers think ahead more while shields are more reactive. As a trade off for the increased fitting and cap efficiency of armor, thats fine with me. But the cycle length is far too long. 12 seconds (medium t2 rep) is enough time for a battlecruiser to go from untargeted to pod. With shields, you have to balance out the expected rate of incoming DPS- do you expect to get 3 cycles off? 5? completely negate incoming damage? Then you can decide if a booster is better then an extender or not. With armor, you can only ever expect to get off 1 or perhaps 0 cycles. Thats NEVER comparable to fitting plate. The core mechanics of the module mean that it won't be used over plates.

    Where is armor repping used in pvp? On solo and small gang frigates, where the cycle is 3-4 seconds after skills. This is not a coincidence. Until the cycle delay is addressed, armor pvp fits will not change notably. Cut the delay of medium+ reppers in half, and adjust the HP and Cap per second to match. Then we can see if total rep amount is a problem or not.

    Armor has had this problem for many years. It's been complained about for many years. The same solution has been proposed for many years. After all this time, when you are actively looking at the modules in question, can you at least tell us why it's not being addressed?

    edit: ok, so I'm willing to admit that it's only a problem with medium reps. BS have enough HP for reppers to potentially be valuable as is. Cut mediums to an 8 second base cycle time (from 12) and that should do it.
    Doed
    Tyrfing Industries
    #429 - 2013-08-10 21:55:41 UTC
    HeXxploiT wrote:
    CCP Fozzie wrote:
    No change to Small/Medium Deadspace boosters, all sizes of ASBs, Capital boosters, Capital reps


    Oh let's just leave out a couple of modules why don't we.

    Well I'll tell you what some of these changes are beginning to frustrate in a big way. When you've worked for years to build a particular ship with an end goal and ccp suddenly turns and make such changes you can really mess up a persons plan. I used to think I'd be playing eve for many more years but I no longer have faith that the plans I make today will be worth a **** tomorrow.

    Otherwise why don't you just stick us all in drakes with lvl 3 skills 6 launchers and a tech 1 medium shield booster. Then everyone can be equal. The downside of having a quality module is that in order to gain an advantage one must RISK it.
    The balance IS IN the risk vs reward.

    Stop trying to make every damn thing equal and just leave the reps alone.

    Frustrating.


    Yeah, you totally spent a year on farming your Gistum A-type Medium Shield Booster. I have news for you. and it's related to you being bad.

    If you're whining because your hilariously OP small/med pithum/gistum(pithi/Gistii) didn't get buffed(they should actually have been nerfed aeons ago) you should just quit this game.

    Edit : Make DG/CN boosters 15% aswell, at very least 10%
    auraofblade
    Caldari Provisions
    Caldari State
    #430 - 2013-08-11 02:04:14 UTC
    I'm a bit worried about Pith boosters since those are effectively Booster+ and doing a relative nerf to them is a rather direct nerf to their niche.

    Gist boosters, on the other hand, are primarily cap efficient so the nerf won't be nearly as damaging, just because a Gist can still be left on autorepeat with relative ease.
    Whitehound
    #431 - 2013-08-11 13:35:43 UTC  |  Edited by: Whitehound
    Why did you not decide to extend the ship bonuses to active tanking to include a bonus to the amount of received remote reps?

    I still believe that a bonus such as "+7.5% bonus to local and received armor repair amount per level" will allow these ships to compete better with ships that get bonuses to resistances.

    I agree that a bonus to only the local armor repair or shield boost amount will help in shifting around the numbers in a ship statistic if this is the goal of the change, but I do not see how it addresses the source of the problem, which is the competitiveness with other hulls. These ships with bonuses to active tanking will still only be used in small gangs. What makes it worse is that active tanking will become more dominant for small gangs and thereby only destroys the choice and the variety of ships just like the resistance bonuses have destroyed the choice and variety of ships for large fleets. It is like you are dividing the ships into two new roles, one being a small gang role and the other a large fleet role and leaving the players with less choices.

    Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

    Sal Landry
    School of Applied Knowledge
    Caldari State
    #432 - 2013-08-11 14:44:12 UTC  |  Edited by: Sal Landry
    Whitehound wrote:
    Why did you not decide to extend the ship bonuses to active tanking to include a bonus to the amount of received remote reps?


    Remember how all the brain dead gallente pilots whined that shield resist affected active tanking setups (although not as well as a repping bonus)? You now want ships with rep bonus to be the strictly superior ship in 99% of scenarios. Think for a minute about just how stupid that (and by extension, you) really is.
    Whitehound
    #433 - 2013-08-11 15:46:43 UTC  |  Edited by: Whitehound
    Sal Landry wrote:
    Whitehound wrote:
    Why did you not decide to extend the ship bonuses to active tanking to include a bonus to the amount of received remote reps?


    Remember how all the brain dead gallente pilots whined that shield resist affected active tanking setups (although not as well as a repping bonus)? You now want ships with rep bonus to be the strictly superior ship in 99% of scenarios. Think for a minute about just how stupid that (and by extension, you) really is.

    No, and please do not label others as brain dead and stupid, but think about it yourself. You seem to forget or to ignore the meaning of the bonuses with regards to small gang and fleet warfare. Increased resistances lower the amount of incoming damage and so reduces the amount of armor repairs or shield boosts needed. These bonuses further increase the effective hitpoints of a ship, which then gives logistics more time to respond. As such are bonuses to resistances always superior for large fleets.
    Bonuses to local reps do nothing similar, but are irrelevant to large fleet fights. Resistance bonuses can work for solo PvP and small gang PvP in a same way as the bonuses to active tanking do, but after the resistance bonuses have previously been lowered to 4% and active tanking now receiving further increases will it polarize the ships only more in that active tanking bonuses become dominant for solo and small gang PvP, whereas resistance bonuses will continue to be the only option for large fleets.
    The idea of adding a bonus to the amount of received reps is also rather old and I would like to know from CCP why they have decided against it and to make active local tanks as dominant as is proposed and why they do not want to do anything for fleet fights.
    Further, bonuses to active local tanks practically demand that every setup requires either an ASB or an AAR or else it becomes a failfit. These bonuses leave one no choice but to always require an active local tank fitted onto these ships and so destroy the freedom of fitting choices. Boosting these bonuses is making this only worse. Please remember that with resistance bonuses one still has the freedom to decide if one wants to fit an active or a passive tank.
    This is why I say that with these bonuses and the newly proposed changes to them will the ships be split into two roles and thereby the choice of ships itself is being dictated by CCP and is not left as a choice to be made by the players.

    Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.

    Gospadin
    Bastard Children of Poinen
    #434 - 2013-08-12 00:25:54 UTC
    HeXxploiT wrote:
    I have trained for 3 years to fly a specific ship and have spent hundreds upon hundreds of hours figuring out what works. Through my time, diligence and hard work I have created a phenomenal pvp boat. I am only now after 3 years getting to the point trainingwise where I am prepared to start solo pvping and reaping the benefits of all my diligence. With this change to shield boosters and armor reppers and weakoning officer modules it will give all other individual pilots and small groups a 20% free bonus advantage over me. You'll excuse the generalizations but I have worked long and hard to get where i'm at and now it doesn't look like I have much time left before my dreams are shot so I want to keep my secrets while they last..

    Yeah this nerfs me...weakening the officer modules nerfs me bigtime and it hurts.

    CCP you want tears? You got'em.


    You have trained for 3 years for a single ship to *START* PVP'ing? WTF takes 3 years to start PVPing with?

    wow.

    You realize the meta shifts over time, even without CCP tweaking things, right?

    I think it's awesome that you wasted 3 years.
    Lynx Sawpaw
    Hole Divers
    Wardec Mechanics
    #435 - 2013-08-12 02:15:38 UTC
    I am sad capital boosters/reps aren't being touched. I don't think capital reps are in a bad spot to begin with so i understand why they aren't being included now, but I'm just disappointed i cant cackle like a maniac as i face tank a fist of moros in my archon.
    Castelo Selva
    Forcas armadas
    Brave Collective
    #436 - 2013-08-12 11:44:16 UTC
    OK, I think I am a bit “dumb”.. After all boost, nerf, boost again, I am lost.

    Is it possible to make a spread sheet listing the armor repair / shield booster name and the old / new amount?

    I think that will be incredible easy for the people to understand what is going on.

    Thank you Fozzie for your hard work with balance stuffs.

    Castelo
    Sergeant Acht Scultz
    School of Applied Knowledge
    Caldari State
    #437 - 2013-08-12 11:57:24 UTC
    Xequecal wrote:
    Seriously? Do people even think about this stuff before posting it? I'm going to go enjoy my 4000 DPS tank on my strategic cruiser.



    Loki/Tengu for sure you can, even with a medium Pithum A-type and "elite pvp skills/implants/booster" you get already 1100 so 4K fitting a large one is not hard already, Proteus/Legion 4k active tank?- no way.

    removed inappropriate ASCII art signature - CCP Eterne

    Heribeck Weathers
    Caldari Provisions
    Caldari State
    #438 - 2013-08-12 14:54:53 UTC
    Gospadin wrote:
    HeXxploiT wrote:
    I have trained for 3 years to fly a specific ship and have spent hundreds upon hundreds of hours figuring out what works. Through my time, diligence and hard work I have created a phenomenal pvp boat. I am only now after 3 years getting to the point trainingwise where I am prepared to start solo pvping and reaping the benefits of all my diligence. With this change to shield boosters and armor reppers and weakoning officer modules it will give all other individual pilots and small groups a 20% free bonus advantage over me. You'll excuse the generalizations but I have worked long and hard to get where i'm at and now it doesn't look like I have much time left before my dreams are shot so I want to keep my secrets while they last..

    Yeah this nerfs me...weakening the officer modules nerfs me bigtime and it hurts.

    CCP you want tears? You got'em.


    You have trained for 3 years for a single ship to *START* PVP'ing? WTF takes 3 years to start PVPing with?

    wow.

    You realize the meta shifts over time, even without CCP tweaking things, right?

    I think it's awesome that you wasted 3 years.


    Best Part is that its still not a nerf to his so called plan, it will still tank the same, it just wont be quite as amazing tank number over other bosters as it was before, but the targets he was planning on killing are likely still going to be fit the same and he will tank the same so there is really no nerf. But the tears sure are sweet.
    The Djego
    Hellequin Inc.
    #439 - 2013-08-12 18:14:22 UTC  |  Edited by: The Djego
    Since you are already at the modules, a few need a helping hand.

    The Domination\Republic fleet boosters\armor reppers offer very little in performance gain over the meta 4 or T2 ones. Could you consider to:

    A:

    Knock off 10-20% of the CPU and power grid requirements for the fitting, to make them more attractive on Cruisers/BCs/HACs and T3 or on thigh BS fittings like the fleet phoon?

    or

    B:

    Reduce her cap use by another 10%, to make them more attractive for a her cap efficiency, similar to gist stuff?

    Similar things are true for other domination\republic fleet tanking mods:

    Domination Invulnerably Field:

    25% to all resists, 34 cpu, 1.3 cap/s

    Caldari Navy Invulnerable Field:

    37.5% to all resists, 27 cpu, 3.3 cap/s

    Suggestion: Give the Domination at least 30% resists and cut down the CPU use to 20-25 points.

    Another example are the armor hardeners:

    Domination Explosive Armor Hardener(stats are similar for republic fleet):

    50% resist, 33 CPU, 0.5 cap/s

    Imperial Navy Armor Hardener(stats are similar for the rest):

    55% resists 16 CPU, 1.5 cap/s

    Suggestion: Give the domination\Republic fleet also 55% and reduce the cpu use to 20-25 points, since CPU is the main reason why faction armor hardeners are used.

    The hole line of domination\republic fleet tanking mods needs a few adjustments to become useful compared to the other faction mods. Give the CN\DG boosters the 10%, since they will be not useful with the 5% and tweak the republic fleet\domination modules a bit more in the fitting or cap area.

    Also the serpentis reppers could use a little change, in the fitting or cap use department, to make them a more useful option compared to other faction/dead space gear(it is not as bad as with the domi/rf mods but could need a little improvement to make them more a distinctive options instead of just being the cheaper, inferior module).

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

    Keith Planck
    Sebiestor Tribe
    Minmatar Republic
    #440 - 2013-08-12 18:26:18 UTC
    I significantly approve of this new list.