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Reactive Armor Hardener Cap Scaling (Paper Cut 1001)

First post
Author
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#1 - 2014-02-07 08:00:13 UTC  |  Edited by: Svodola Darkfury
Hi all,

AS OF KRONOS (JUNE 3rd 2014) The cap cost has been reduced by 10% per level, to bring it in line with the level 1 cost. THANK YOU CCP!

I've been enjoying the hell out of the Reactive Armor Hardener on my buffer Proteus. The major concern I'm sharing today is the penalty you receive for training the skill, Armor Resistance Phasing. While I enjoy the 50% faster cycle time to more quickly adjust my resistances, the trade-off of energy cost over time is concerning.

At level 5, I spend 31.5 GJ per 5 seconds (6.3 GJ per second). At level 4, I spend 33.6 GJ per 6 seconds (5.6 GJ per second). At level 1 (for comparison) i spend 39.9 GJ per 9 seconds, (or 4.43 GJ per second).

The higher you train the skill, not only does the module become more costly per second, but it also becomes increasingly more costly for the same benefit (1 second change every-time). This means that training level 5, which shaves a mere additional second, represents a 12% increase in cap cost for the module from 4-5. While this a relatively meaningless amount of cap on a larger ship (Battleship/Caps) the Reactive Armor Hardener is exponentially more effective on ships which have an inordinately large armor with comparatively small structure (given that they often replace the damage control on the ship). In short, they provide the most effective health on something like a Tech 3, which has a much smaller cap pool, than something like a single-plated Dominix, which still has a large structure pool with which it can benefit from a damage control. [edited addition]: My complaint isn't that the skill doesn't get better with level. My complaint is that the coefficient of quality decreases drastically because it is a 1 second change each time, but a smaller variable of change in the cap cost.

The fix is relatively simple; match the % decrease in cap to the % decrease in time (this maintains a 4.2 GJ cost per second at all levels, netting no cap benefit for training to 5). In something as irreversible as skilling up your character, I can't see why we should be penalized for maxing out skills. It's not comparable to the Repair Systems skill because while that does introduce cap instability, it's also on a module that can benefit from finishing a cycle and being turned off (if your armor is topped up, you're good), the same of which can not be said for maintaining a resistance pool, especially since the mod does not maintain it's resistance profile from being on-off-on. Thanks for reading,

[edit]: as this post has evolved here are some of the ideas I think stand out:
1) Standardize the cap cost by changing the skill to 10% per skill level energy reduction.
2) Cap cost based on the amount of change that occurs in the resistance profile, from 0 GJ to the full 35 GJ.
3) Reduce the general cap cost of the mod, leave skill as is.
4) Create versions of the mod for small, medium and large.

Svo.

Director of Frozen Corpse Industries.

Sara Yazria
Doomheim
#2 - 2014-02-07 09:29:06 UTC
This.
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#3 - 2014-02-08 18:55:31 UTC
Hoping for a dev reply to say "this is something on our radar" or "no Svo we're dream crushers!"

Svo Big smile

Director of Frozen Corpse Industries.

Linkxsc162534
Silent Scourge
#4 - 2014-02-08 19:04:03 UTC
Perhaps make a second line of rah that is unaffected by the skill. Thus players with l5 of the skill can choose the faster response time or the more cap friendly version
JetStream Drenard
Jerkasaurus Wrecks Inc.
Sedition.
#5 - 2014-02-08 19:10:24 UTC
+1
It really doesnt seem to make sense. I saw another post about this and it is definitely in need of review by a DEV. Or at least a justification of why they wont fix it would be nice.
Scuzzy Logic
Space Spuds
#6 - 2014-02-08 19:11:45 UTC
Linkxsc162534 wrote:
Perhaps make a second line of rah that is unaffected by the skill. Thus players with l5 of the skill can choose the faster response time or the more cap friendly version


Or, y'know, give the skill 10% cap use reduction to go along with the cycle time reduction.
Seranova Farreach
Biomass Negative
#7 - 2014-02-08 23:04:15 UTC
iirc the sweet spot for that modual is Level 3 skill.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Svodola Darkfury
Federal Navy Academy
Gallente Federation
#8 - 2014-02-08 23:14:26 UTC
Seranova Farreach wrote:
iirc the sweet spot for that modual is Level 3 skill.


Agreed; which doesn't make sense. You shouldn't have a level below 5 that has a "sweet spot" for the mod you're training for. 7 second cycle time with the lower capacitor need is plenty for most situations. What I want is for the 5 seconds to be worth taking without being slowly penalized as I level up.

Svo.

Director of Frozen Corpse Industries.

Sigras
Conglomo
#9 - 2014-02-08 23:45:50 UTC
What if you made the Cap per cycle a function of how much resistance adjusted that cycle?

IE it shifted from 15/15/15/15 to 10/10/30/10 that cycle, so the module takes 33 cap that cycle, but when its fully adjusted it takes no cap for those cycles.
Jessica Danikov
Network Danikov
#10 - 2014-02-09 00:36:02 UTC
I agree that, in principle, a module shouldn't have a sweet spot that isn't with Level 5 of the skill.

The downside to this is that CCP may balance the module at the 6.3 GJ/s mark or at somewhere between that and the 4.43 GJ/s mark, so you may not get what you want when they fix this.
Gigan Amilupar
Viziam
Amarr Empire
#11 - 2014-02-09 01:53:19 UTC
Jessica Danikov wrote:
I agree that, in principle, a module shouldn't have a sweet spot that isn't with Level 5 of the skill.

The downside to this is that CCP may balance the module at the 6.3 GJ/s mark or at somewhere between that and the 4.43 GJ/s mark, so you may not get what you want when they fix this.


Imo it would be better game design just to nerf it like you said and have the skill functioning perfectly, then it is to have a good module with a broken skill attached to it.

The skill really should be looked at.

+1
Hesod Adee
Perkone
Caldari State
#12 - 2014-02-09 02:09:12 UTC
Sigras wrote:
What if you made the Cap per cycle a function of how much resistance adjusted that cycle?

IE it shifted from 15/15/15/15 to 10/10/30/10 that cycle, so the module takes 33 cap that cycle, but when its fully adjusted it takes no cap for those cycles.

It may be simpler to have the skill also reduce the cap use with each level.
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#13 - 2014-02-09 08:19:22 UTC
Sigras wrote:
What if you made the Cap per cycle a function of how much resistance adjusted that cycle?

IE it shifted from 15/15/15/15 to 10/10/30/10 that cycle, so the module takes 33 cap that cycle, but when its fully adjusted it takes no cap for those cycles.



Unique, would fit the mod. I like it. Maybe reduced cap instead of no cap?

Svo.

Director of Frozen Corpse Industries.

Sean Parisi
Blackrise Vanguard
#14 - 2014-02-09 11:12:37 UTC
Yes. This skill is very similar to tactical shield manipulation. Skills should always be better at higher levels.
Lina Theist
Running out of Space
EDGE Alliance
#15 - 2014-02-09 12:05:59 UTC
I would be fine with it's current iteration if it was possible to swap between high cap/short cycle and low cap/long cycle.

Also, it's high time they renamed the inferno prototype modules and gave us meta/T2 variants.
crazy0146
The Federation of assorted candy
#16 - 2014-02-09 15:03:07 UTC
+1
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#17 - 2014-02-11 05:08:30 UTC
Svodola Darkfury wrote:
Hoping for a dev reply to say "this is something on our radar" or "no Svo we're dream crushers!"

Svo Big smile


More hope for an answer!

Svo.

Director of Frozen Corpse Industries.

Seliah
Blades of Liberty
#18 - 2014-02-11 11:08:56 UTC
+1.

I think I like the idea of having the module cost no cap / reduced cap when fully adjusted rather than having the skill compensate for the cap usage. Makes more sense imo.
Svodola Darkfury
Federal Navy Academy
Gallente Federation
#19 - 2014-02-13 06:05:09 UTC
Seliah wrote:
+1.

I think I like the idea of having the module cost no cap / reduced cap when fully adjusted rather than having the skill compensate for the cap usage. Makes more sense imo.


I like that idea.

Director of Frozen Corpse Industries.

Ellendras Silver
CrashCat Corporation
#20 - 2014-02-13 10:06:58 UTC  |  Edited by: Ellendras Silver
Seliah wrote:
+1.

I think I like the idea of having the module cost no cap / reduced cap when fully adjusted rather than having the skill compensate for the cap usage. Makes more sense imo.


i liked this also i want another change but not sure how realistic it is. I would like diffrent versions for all hull sizes now you can`t use such a module on a T1 or T2 cruiser because it wil drain your cap in the blink of an eye.

if you make a version for frigate/destroyer one for cruiser/battle cruiser and one for battleships and or capitals you have 3 or 4 versions each with their own cap use that is adjusted for the hull size. needless to say that you cant fit a frigite version on a capital.

i also like to add that if you have the skill at lvl 5 it should use less cap then lvl 4 etc.

final i realy would love to have a T2 version aswell

[u]Carpe noctem[/u]

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