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Player Features and Ideas Discussion

 
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Invulns... to Invuln

Author
Flaming Butterfly
Banana-Republic.
Shadow Cartel
#1 - 2014-12-22 07:10:04 UTC
Set the Invuln field to be a solo module -no more 2x Inv setups- by making them like the Reactive Armor unit throwing resistance to counter incoming damage. The compensation skills can increase the base.

Basically, when Inv is inactive, it provides 15% (plus compensation skills) to all resists. When active the Inv shifts resists (compensation bonuses vanish) to match damage like the reactive armor hardener.

tactical shield manipulation can affect how rapidly Inv cycles to shift resists and protect ship.



Elena Thiesant
The Scope
Gallente Federation
#2 - 2014-12-22 07:15:28 UTC
Compensation skills apply to passive modules only. Invulns, being active, do not benefit. It's been that way for a year or two now (forget which patch exactly made that change)
Rawketsled
Generic Corp Name
#3 - 2014-12-22 08:07:58 UTC
Flaming Butterfly wrote:
Set the Invuln field to be a solo module -no more 2x Inv setups- by making them like the Reactive Armor unit throwing resistance to counter incoming damage. The compensation skills can increase the base.

Basically, when Inv is inactive, it provides 15% (plus compensation skills) to all resists. When active the Inv shifts resists (compensation bonuses vanish) to match damage like the reactive armor hardener.

tactical shield manipulation can affect how rapidly Inv cycles to shift resists and protect ship.

That's a huge nerf to that module.

What happens when using an EM Ward Field at the same time? Or are you proposing moving the Inv. module to an entirely new category and leaving the other four in place?
afkalt
Republic Military School
Minmatar Republic
#4 - 2014-12-22 08:20:41 UTC
So kick shield tanking in the balls, then set it on fire?
Tabyll Altol
Viziam
Amarr Empire
#5 - 2014-12-22 10:47:33 UTC  |  Edited by: Tabyll Altol
Flaming Butterfly wrote:
Set the Invuln field to be a solo module -no more 2x Inv setups- by making them like the Reactive Armor unit throwing resistance to counter incoming damage. The compensation skills can increase the base.

Basically, when Inv is inactive, it provides 15% (plus compensation skills) to all resists. When active the Inv shifts resists (compensation bonuses vanish) to match damage like the reactive armor hardener.

tactical shield manipulation can affect how rapidly Inv cycles to shift resists and protect ship.





Use a armor ship if you wanna that.

And way to strong sounds like a Energized Adaptive and a Reactive Armorhardner in one module.

-1
Nariya Kentaya
Ministry of War
Amarr Empire
#6 - 2014-12-22 16:02:06 UTC
How about we pretend this thread never existed and OP escapes with their dignity?

This is bad mkay? arbitrary restrictions put on easily-counterable modules that have PROVEN to work in a balanced way with multiple units for the previous 10 years is the reason we HAVE a one-line-bad-idea thread
Khador Vess
Pandemic Horde Inc.
Pandemic Horde
#7 - 2014-12-22 16:37:08 UTC
Flaming Butterfly wrote:
Set the Invuln field to be a solo module -no more 2x Inv setups- by making them like the Reactive Armor unit throwing resistance to counter incoming damage. The compensation skills can increase the base.

Basically, when Inv is inactive, it provides 15% (plus compensation skills) to all resists. When active the Inv shifts resists (compensation bonuses vanish) to match damage like the reactive armor hardener.

tactical shield manipulation can affect how rapidly Inv cycles to shift resists and protect ship.





What problem are you trying to fix here? Shield tanking is deliberately different to Armor tanking (like for example Crystal implants where there are no armor equivalent) and this provides balanced and varied gameplay.

What benefit would you get from making shield and armor tanking more 'samey' like this, they are already subject to a stacking penalty which balances out their use... sorry but I just don't see what you are trying to fix by suggesting this.