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Hull Tanking: the final propositions.....

Author
Silivar Karkun
Doomheim
#1 - 2014-02-01 18:13:01 UTC  |  Edited by: Silivar Karkun
look at this for the old discussion about it: https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=308944

now, from the feedback given i propose the following:

1. active hull tanking:

active hull tanking will use active resistance modules along with hull repair modules. the modules used for this all cover midslots, so they're more oriented for ships that use shield like those used by Caldari and Minmatar.

-about hull repairers:

taking it from the feedback of the old thread, hull repairers will retain the current requirements they have, but their statistics will be the following:

-small: 12s cycle, reps 120 HP
-medium: 24s cycle, reps 480 HP
-large: 30s cycle, reps 1440 HP
-capital: 60s cycle, reps 14400 HP

there will be two skills that will enhance hull repairers one is the repair system operation skill that benefits them right now with a 5% reduction in cycle time (its tied to armor reppers too). aditional to it there will be a new skill called "hull repair optimization" which will increase the amount repped by 5% too... the new hull reppers (T2 like the ones above) will have the following stats:

-small: 9s cycle, reps 150 HP
-medium: 18s cycle, reps 600 HP
-large: 22s cycle, reps 1800 HP
-capital: 45s cycle reps 18000 HP

-about active resistance modules: (AKA "hull hardeners")

hull hardeners will give an aditional 55% of resistance and will have the same fitting requirements and cycle as shield hardeners, stack penalized, there would be an adaptative version "adaptative nanolayer" that gives 30% to all resistances...

-the damage control issue:

originally i was gonna nerf DCU modules, but i think they're essential for hull tanking, so the idea will be to have DCU as the fundamental item for this, it is already too popular for PvP and some PvE content, so i dont see the need to nerf them. they will remain as they are right now.

2. passive hull tanking:

passive hull tanking is more oriented to be similar to buffer tanking, using passive resistance modules along with the extant Reinforced Bulkheads, but there will be an option to use a passive repairer that will work as the shield regen instead of active armor reppers. most of these modules cover lowslots, except the regen one which is a midslot.

-about passive resistance modules: "AKA hull coverings"

hull coverings consist of a dinamic layer of nanobots that will enhance the structure to give it resistance to certain damage types. there's no adaptative version, but there will be a reactive version.

single resistance hull coverings will give up to 33% , the other module, the "reactive layering", will have the same fitting requirements as a reactive armor hardener but will give only up to 60% of resistance boost.

notes: stack penalized

-about Reinforced Bulkheads:

they will be the same as always, but they will have an skill called "aeordinamic hull" which reduces its inertial and max velocty drawbacks by 5% per lvl

-about passive hull regen modules: (aka robotic autorepairer)

a new type of repair system that uses flights of robots for reppairing the internals of the ship, this modules will cure 0,25% of the hull HP by second, it occupies a midslot so it doesnt interfere with the other passive modules.

there will be an skill called "rapid reparation" that increases the percent repaired by this module by 0.25% per lvl. the T2 version of this module would repair 0,75% percent base.

at skills lvl V this leaves the module repping amount in 1,25% for T1 and 2% for T2.....feedback is appreciated if this sounds overpowered.

3. hull tanking rigs:

adding a set of rigs that help to cover both resistances and amount like the armor rigs for bot the drawback will be cargo capacity instead of armor like other astronautic rigs do.

-resistance rigs: each one will give an aditional 15% and 20% of resistance to the hull, at the cost of a 10% in cargohold. the astronautic riggin skill will reduce the drawback of course to 5% for both T1 and T2 versions. stack penalized

-hull extension rigs: similar to trimarks, they will give 15% and 20% extra of hull at the cost of 10% of cargohold.....

they consume -50 of calibration points.

why so much effort in hull tanking:

some of the modules exist, and buffer hull is sometimes used for lolfits and in some large ships as the Orca, aditional to that, its a cheap way of tanking that while unbonused, could give interesting results. its a danger endeavor yes, but armor and shield ships have the same chance of being destroyed. a hull tanking ship would be a hard nut to crack, but the player would be playing hardcore by gambling its ship internal HP....Gallente would make use of their extra hull HP bonus here so it isnt crazy to think they would be good in hull tanking. also, CCP has released hull repping drones to the mix, so its another oportunity for real hull tanking.
Owen Levanth
Sagittarius Unlimited Exploration
#2 - 2014-02-01 19:15:19 UTC
Nope, sorry this is dumb.

My personal opinion here, but I like having at least one layer preventing **** ups on my part in reserve. By which I mean if my shield/armor tank breaks I can still try to get away.

If my "hull tank" breaks, I'm Dead Man Walking. On little error in judgement, and my ship blows up instead of dropping down into the next layer of defense. So no, hull tanking is a bad idea for everyone involved. Except I guess, for people ending up fighting ships utilizing "hull tanking". Those people could get some nifty killmails from this.

You know what, I change my mind! This idea has potential, let the hull tanking commence! Pirate
Nikk Narrel
Moonlit Bonsai
#3 - 2014-02-01 20:37:55 UTC
Silivar Karkun wrote:
-the damage control issue:

right now damage control modules add up to 50% and 60% for all hull resistances, in order to compensate the coming of these new resistance modules, damage controls would be nerfed to give 25% and 45% of resistance, in order to compensate this nerf also, there would be more meta versions (meta 6 to meta 14) which would give the lost bonuses and maybe, give more than the current versions......

I would suggest not modifying this module at all.

It is a fitting choice already in use by other tanking forms, specifically intended to increase the quality of the buffer provided by the hull itself.

If you need to take it into account, and I think you intend this, then I would build on it as a foundation.
No serious hull tank would be complete without a DCU, so build around it
Silivar Karkun
Doomheim
#4 - 2014-02-01 21:18:33 UTC  |  Edited by: Silivar Karkun
Nikk Narrel wrote:
Silivar Karkun wrote:
-the damage control issue:

right now damage control modules add up to 50% and 60% for all hull resistances, in order to compensate the coming of these new resistance modules, damage controls would be nerfed to give 25% and 45% of resistance, in order to compensate this nerf also, there would be more meta versions (meta 6 to meta 14) which would give the lost bonuses and maybe, give more than the current versions......

I would suggest not modifying this module at all.

It is a fitting choice already in use by other tanking forms, specifically intended to increase the quality of the buffer provided by the hull itself.

If you need to take it into account, and I think you intend this, then I would build on it as a foundation.
No serious hull tank would be complete without a DCU, so build around it


true true, just that im worried about how much resistances would build the ships. this isnt a problem with armor and shield because they have predefined resistances. for example:

a T2 hull hardener gives 55% , a DCU gives 60%, you would get the following:

the DCU cuts the damage to 40%, then 40*0.55 = you would get 82% of resistance.....that's for one single resistance hole.

i could nerf hardeners a bit or make the DCU the default hardener........
Silivar Karkun
Doomheim
#5 - 2014-02-01 21:25:18 UTC  |  Edited by: Silivar Karkun
deleted, hull hardeners and DCUs wont suffer changes.....
Hesod Adee
Perkone
Caldari State
#6 - 2014-02-01 21:35:15 UTC
How would hull tanking differ from shield and armor tanking ?

Shield and armor tanks differ because of the slots their modules go in. A strong armor tank limits access to low slot modules, shields limit access to medium slots.
Silivar Karkun
Doomheim
#7 - 2014-02-01 21:44:47 UTC
Hesod Adee wrote:
How would hull tanking differ from shield and armor tanking ?

Shield and armor tanks differ because of the slots their modules go in. A strong armor tank limits access to low slot modules, shields limit access to medium slots.


it differs in several things:

1. you decide how will you distribute the resistances, a hull tanking ship has a blank resistance config of 0/0/0/0, while armor and shield have defined resistance distributions, with the hull you can play with the resistances you want to focus, the DCU will leave them in 60% of course, but you can decide if you want to expand other resistance holes, you could get a large omnitank but would limit the avaliable slots you have.

2. active hull tanking uses midslots while passive uses lowslots. i made it that way so people is forced to decide to use either one or the other, and maybe go hybrid with ships with equal distribution of slots (the Nestor being an example with its 7/6/6 config)

3. hull repairing modules are less capacitor intensive than shield boosters or even armor repairers, and are an all around cheap platform, but their long cycle would represent a test for the player. this is maintained by having the largest repping amount. this is intented because no ships in the game have hull bonuses so it needs to have better stats to compete with specialized armor tankers and shield tankers.

4. it could be an interesting alternative for ships that doesnt have resistance or repping bonuses, for example the Megathron or the Armageddon.....

5. active hull tankers will be fast and will have the same advantages as shield tankers, passive hull tankers will be a bit slower and less agile but will compensate with a massive buffer......Gallente ships could prove to be hard brawlers with their bonus structure, they have the most hull of all the 4 empires....

Silivar Karkun
Doomheim
#8 - 2014-02-01 22:12:14 UTC  |  Edited by: Silivar Karkun
the following is the hypothetical test of a PvE active hull Raven:

[Raven, New Setup 1]
Damage Control II
Reinforced Bulkheads II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

100MN Afterburner II
Large Hull Repairer II
Anti-EM Hull Hardener II
Anti-Thermal Hull Hardener II
Adaptive Nanolayer II
Cap Recharger II
Cap Recharger II

Cruise Missile Launcher II, Mjolnir Cruise Missile
Cruise Missile Launcher II, Mjolnir Cruise Missile
Cruise Missile Launcher II, Mjolnir Cruise Missile
Cruise Missile Launcher II, Mjolnir Cruise Missile
Cruise Missile Launcher II, Mjolnir Cruise Missile
Cruise Missile Launcher II, Mjolnir Cruise Missile
Drone Link Augmentor II

Large Bulkwark Reinforcer I
Large Bulkwark Reinforcer I
Large Bulkwark Reinforcer I

overall structure HP: 14500
total EHP: unknown (again, i dont know how does the game calculates it)
resistance layout: 88,6/88,6/60/60
hull repaired per cycle: 1800
hull repaired per second (hypothetical): 124 HP/sec (dont know how does EFT calculates this so i just divided the repping amount by the module's cycle)
inertia penalty: +0,75%
max velocity penalty: -8,5%
cargohold: 565,25 m3 (15% penalty in total from the rigs at skills lvl V)

stable at 54% (if you feel you need more resists you could change the cap rechargers for more resistances or i dont know)


this is at lvl V skills. not gonna put the DPS in discussion of course.

notes about: Bulkwark Reinforcer is the name of the hull extending rig....i edited the OP to match better statistics, originally they were going to give bonuses of 5% and 10%, but i decided to put them in field with trimarks in order to match better amounts of structure HP (it was still too low HP to surpass shields or armors)
Silivar Karkun
Doomheim
#9 - 2014-02-01 22:25:30 UTC  |  Edited by: Silivar Karkun
deleted, double post
Silivar Karkun
Doomheim
#10 - 2014-02-01 22:26:00 UTC  |  Edited by: Silivar Karkun
OP edited, changed the performance of hull repairers....they now have a skill that helps to complete a 50% reduction in cycle time, while increasing the amount of HP repaired up to 25%
Petrified
Old and Petrified Syndication
#11 - 2014-02-01 23:02:43 UTC  |  Edited by: Petrified
So... what was wrong with shield and armor tanking? I get the gist, but concentration of your tank in the top or mid layer makes better sense than in the last layer. If the opponent has neuts on you, you are overly humped.

Hull reps are useful in deep space with a mobile depot, not in combat.


edit: and... you are still using mid or low slots, so there is no real advantage to hull tanking versus shield or armor tanking.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Baygun
Brutor Tribe
Minmatar Republic
#12 - 2014-02-02 08:25:25 UTC
well, well,
CCP will introduce hull repairing drones soon i think, so that idea might be heard already :)
Gawain Edmond
Khanid Bureau of Industry
#13 - 2014-02-02 10:43:41 UTC
you picked the wrong races of ships for hull tanking that's the gallente job
Silivar Karkun
Doomheim
#14 - 2014-02-02 15:30:23 UTC  |  Edited by: Silivar Karkun
Petrified wrote:
So... what was wrong with shield and armor tanking? I get the gist, but concentration of your tank in the top or mid layer makes better sense than in the last layer. If the opponent has neuts on you, you are overly humped.

Hull reps are useful in deep space with a mobile depot, not in combat.


edit: and... you are still using mid or low slots, so there is no real advantage to hull tanking versus shield or armor tanking.


i'll say it again.....they are cheap in cap consumption and powergrid requirements......they repp better than armor and shield, and get better resistances, while you wont have the best layer of defense, you will get a more sturdy tank to compensate......its a risky way of tanking but it gives more buffer and more resistances than armor or shield. the tradeoff is tha you are always at the risk of loosing the ship
Silivar Karkun
Doomheim
#15 - 2014-02-02 15:36:00 UTC
Gawain Edmond wrote:
you picked the wrong races of ships for hull tanking that's the gallente job


i have posted about gallente in every of my post about hull......i used caldari as an example because it doesnt have an structure HP bonus like gallente ships do. Gallente will be the master race in terms of hull, at least in buffer amount. the idea is that gallente and amarr ships along with their derived pirate hulls (SoE, Serpentis, Bloodraiders) will have the means to use passive tanking. while caldari and minmatar, and by that extension Sanshas, Guristas and Angels will be able to use active hull tanking..

but.....hull tanking must keep the ideal of being a non standard doctrine, i mean, being optional for ships that doesnt have resistance bonuses or repairing amount bonuses....

the Raven is an example of a ship that could use hull tanking without too much requirements.......i will put a gallente example soon
Silivar Karkun
Doomheim
#16 - 2014-02-02 16:25:33 UTC  |  Edited by: Silivar Karkun
the following is a "PVP" fit for a passive tanking megathron, this fit doesnt really makes use of bulkheads due to the reduced space but it should give enough buffer with the rigs:

[Megathron, New Setup 1]
Damage Control II
EM Hull Covering II
Thermic Hull Covering II
Kinetic Hull Covering II
Explosive Hull Covering II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Heavy Capacitor Booster II, Cap Booster 800
Large Hull Repairer II
Stasis Webifier II
Warp Scrambler II

Ion Blaster Cannon I, Antimatter Charge L
Ion Blaster Cannon I, Antimatter Charge L
Ion Blaster Cannon I, Antimatter Charge L
Ion Blaster Cannon I, Antimatter Charge L
Ion Blaster Cannon I, Antimatter Charge L
Ion Blaster Cannon I, Antimatter Charge L
Ion Blaster Cannon I, Antimatter Charge L

Large Bulkwark Reinforcer I
Large Bulkwark Reinforcer I
Large Bulkwark Reinforcer I

hull HP: 13593,75
EHP: unknown (dont know how to calculate that)
hull resistances: 73,2/73,2/73,2/73,2 (higher meta coverings should give more, that and change their stats to be similar or a bit better than those of nanomamebranes)
cargohold: 573,75 (15% total reduction in cargohold capacity due to hull rigs)
no penalties of inertia or max velocity (no use of bulkheads)
hull repair amount: 1800
hull repaired per second: 124,14 HP/s

i couldnt be able to test the use of the passive repairers because of fitting requirements i mean, no space to fit them due to midslot layout. but...testing the statistics and based in how would they work it would be:

hull percentage repaired by Robotic Autorepairer II: 2% (with lvl V skills)

hull repaired per second: 13593,75*0.02 = 271,875 HP/s

this statitistics are subject to change, looks like passive repairers would be better than normal reppers so i need to get a way to balance them, feedback is appreciated.
X Gallentius
Black Eagle1
#17 - 2014-02-02 17:16:12 UTC
Key feature of hull is that resistances are across the board even. That property should be kept at the expense of maximum hull resistance percentage which should not be higher than what you could get from a well-fit shield or armor tank.

Otherwise, the pieces are there. Change the penalty for reinforced bulkheads. Add hull rigs.

Silivar Karkun
Doomheim
#18 - 2014-02-02 17:20:12 UTC
X Gallentius wrote:
Key feature of hull is that resistances are across the board even. That property should be kept at the expense of maximum hull resistance percentage which should not be higher than what you could get from a well-fit shield or armor tank.

Otherwise, the pieces are there. Change the penalty for reinforced bulkheads. Add hull rigs.



that could be another balancing factor but in practice it would make it less popular, getting high resistances would make for the tradeoff of playing dangerous.....we cannot give it the same treatment as armor or shield because at least they have a lower layer that helps them to survive, hull tanking is about keeping the ship alive until the enemy is destroyed......or until reinforcements arrive
Silivar Karkun
Doomheim
#19 - 2014-02-03 04:33:19 UTC
bumping doesnt hurt ....
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#20 - 2014-02-03 06:40:43 UTC
Wasn't there a Capital ship that had more EHP with a DCU and Bulkheads than it did with the normal tank at one stage?
iirc it took the fleet that killed it, took 5min for shield, 5 min for armor and like 15min for Hull.
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