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[December] Module Tiericide – Shield Rechargers and Others

First post First post
Author
Ix Method
Doomheim
#21 - 2015-06-19 19:16:23 UTC
So do Shield Rechargers actually get used in decent numbers? Was expecting a mahoosive buff to make them worthwhile.

Travelling at the speed of love.

Ab'del Abu
Atlantis Ascendant
#22 - 2015-06-19 20:50:54 UTC
Shield power relays are already quite strong, don't think they need a buff.
Zappity
New Eden Tank Testing Services
#23 - 2015-06-19 21:39:33 UTC
Out of interest, how do you prioritise the groups?

Zappity's Adventures for a taste of lowsec and nullsec.

Desiderya
Blue Canary
Watch This
#24 - 2015-06-19 22:50:19 UTC
Shield Flux Coils are already kinda questionable in their worth. The proposed changes don't seem to be able to change anything in that regard. On top of that the t2 version seems oddly placed with basically no feelable advantage over the compact/restrained choice.

Ruthlessness is the kindness of the wise.

Sean Parisi
Blackrise Vanguard
#25 - 2015-06-20 00:31:18 UTC
TrouserDeagle wrote:
god, can you get to the actual relevant modules like turrets, tackle mods, ewar? who actually cares about these.

or forget the whole thing and do some ship rebalancing, stuff that'll actually fix the game.


Oh man. Don't get me excited.

I hope when they do tackle they do alot of different variants with longer range, cap use, cheap cap use, ease of fitting etc. (ex a 30% web with twice the range or something)

One can only dream.
Sean Parisi
Blackrise Vanguard
#26 - 2015-06-20 00:34:34 UTC
Altrue wrote:
Shield rechargers need a massive boost! I'm surprised you've missed that one Shocked. They are competing with EM wards, Shield extenders, Invulns... There is little reason to fit them on passive tanked ships. Please reconsider their stats Big smile

Shield Power Relays stats seem fine to me.

Shield Flux Coils, I was expecting a massive boost as well, reduction of shield capacity is so opposed to passive shield tanking that there is currently no use for these modules. Not with such stats.
You should buff them quite extensively, or swap their penalty for something else perhaps? Maybe more sig radius? Or less total Capacitor? Or less Powergrid? But something needs to change.

Suggestion: What about a module that modifies the curve of shield regeneration to have the optimal regeneration start earlier and last longer? That would definitely be a nice addition to Shield Flux Coils or Shield Rechargers.


Also this.

+1 Supported - Sorry if I double posted.
Rowells
Blackwater USA Inc.
Pandemic Horde
#27 - 2015-06-20 00:38:27 UTC
Zappity wrote:
Out of interest, how do you prioritise the groups?

Dartboard
CCP Terminus
C C P
C C P Alliance
#28 - 2015-06-20 01:52:43 UTC
Rowells wrote:
Zappity wrote:
Out of interest, how do you prioritise the groups?

Dartboard

Definitely dartboard

@CCP_Terminus // Game Designer // Team Size Matters

Rob Kashuken
School of Applied Knowledge
Caldari State
#29 - 2015-06-20 01:54:58 UTC
Nagarythe Tinurandir wrote:
Still don't like meta modules providing superior stats compared to T1.
There is no reason to use T1 over meta.
meta should provide different pro's and con's with T1 being the base line.


I don't mind meta items being better than T1, I do have issue with meta items being better than T2 (most ewar modules).
Neugeniko
Insight Securities
#30 - 2015-06-20 03:05:43 UTC
Hi,
Shield Power Relays and Shield Flux Coils look good. The shield recharger competes with a Invul most equivalently (provides omni tank). Make it so the recharger is better than a third invul. Say 5% better regen than with a third invul.

So the trade off is approx 5% better regen and 14 less cpu for 20% more ehp and 3 cap per sec.

Cheers,
Neug

Destoya
Habitual Euthanasia
Pandemic Legion
#31 - 2015-06-20 07:04:05 UTC
All of these mods suck and as such will never be used. I think you guys missed an opportunity here; passive shield tanking isnt exactly the most riveting gameplay design but it would be at least nice if shield rechargers and flux coils could shake their current status as unfittable modules.

Modules this bad just doesn't need to exist, either change the module or just get rid of it altogether. Could do something interesting like give flux coils a shield HP bonus at the cost of fitting/heat damage/cap/etc to give a module that provides more raw HP than a power diag at the cost of other stats.
FT Diomedes
The Graduates
#32 - 2015-06-20 07:24:37 UTC
Shield flux coils and shield rechargers are basically useless. Something should be done about that.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Dino Zavr
Shadow Owls
#33 - 2015-06-20 11:04:23 UTC
CCP Terminus wrote:
Aeon Veritas wrote:
CCP Terminus wrote:
Consolidate 'Named' modules from meta levels 1-4 into two variants within meta level 1 - a 'compact' variant and a 'restrained' variant
And again I want to ask why they are all changed to meta level 1?
Do you have any plans for the meta levels 2-4?
If not, please consider to distribute the variants across them, like "Compact" = Meta 1, "Restrained" = Meta 2 and so on...
This would make it easier to filter the inventory for the different mods.


Once the module tiericide project is complete, it is very likely we will rework meta levels to remove the gaps. Until then we feel leaving the gaps is a better option than having two systems working simultaneously.


In this scenario all stocks of Meta4 deposited modules shall automatically be converted into Meta1
Afterward they will NOT be promoted to higher meta. Not that I am complaining but this gimmick looks like a tiny robbery
:)
Trinkets friend
Sudden Buggery
Sending Thots And Players
#34 - 2015-06-20 13:00:27 UTC
I passive tank PVP fits a lot. My three current favorite fits for passive tanking in PVP are;
Passive Svipul

[Svipul, Passive]

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Medium Shield Extender II
Warp Disruptor II
[Empty Med slot]
5MN Y-T8 Compact Microwarpdrive

200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Small Diminishing Power System Drain I
Small Diminishing Power System Drain I

Small Core Defense Field Extender II
Small Core Defense Field Extender II
Small Core Defense Field Extender II


[Jackdaw, Passdaw]

Shield Power Relay II
Shield Power Relay II

Adaptive Invulnerability Field II
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script
5MN Y-T8 Compact Microwarpdrive
EM Ward Amplifier II
Republic Fleet Medium Shield Extender
Warp Disruptor II

Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
Light Missile Launcher II, Caldari Navy Mjolnir Light Missile
[Empty High slot]

Small Core Defense Field Purger II
Small Core Defense Field Purger II
Small Core Defense Field Purger II


[Nereus, Shortcat]

Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Damage Control II
Shield Power Relay II

Large Shield Extender II
Large Shield Extender II
Stasis Webifier II
Warp Scrambler II
Adaptive Invulnerability Field II

Small Diminishing Power System Drain I
200mm AutoCannon II

Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Core Defense Field Purger I


Warrior II x3
Hornet EC-300 x3


The tanking numbers, from the top;
Svipul - 140 DPS tank
Jackdaw - 252 DPS tank
Nereus 'Shortcat' - 458 DPS tank

In none of those fits does either a shield recharger do anything to improve tank. Nominally the passive Jackdaw benefits by 50 HP per second in passive tank, but it loses so much raw EHP you end up unable to tank much anyway. This is because even a weak hit will dip you below your passive recharge peak and you don't recover, so passive tanking requires actual buffer.

This is why shield flux coils are unused; yes you gain % recharge but by losing your shield hitpoints you end up basically back in the same position in reality. I mean, the results of PYFA and EFT theorycraft are sustained by real world testing of fits in the game - you suffer if you use SFC's and not SPR's.

Flux coils are only distinguished from SPR's by the lack of cap penalty. For example, if you replace the SPRs in the Shortcat with SFC's your tank goes from 458 DPS to 332 DPS. Yes, you have better cap stability, but that's irrelevant mostly. You can claw some of that back by going full purger rigs but it's still not useful. Yes, you are cap stable, but you can still run a point using a small Nosferatu - after all very low capacitor levels caused by SPR's recharge quite fast, and the Nos cycles faster than a web, point, invul, so you can sustain tank and point long enough to be efficient bait.

That's what passive fits are used for - bait, in PVp, or just for low-DPS ratting fits.

What is needed in a rebalance of shield buff modules is dispensing with the current three option which are;
rechargers - % buff to shield recharge rate
power relays = capacitor penalty and recharge rate buff
flux coils = hitpoint penalty and recharge bonus

also, the Power Diagnostic is also of note;
shield capacity and shield recharge and capacitor amount and recharge bonus (4 positives)

thereafter, the rig options for passive tanking are;
purger rigs = recharge bonus and sig penalty
extender rigs = hitpoint bonus and sig penalty

What is needed is a rationalisation of these three modules into two. They are all focused around recharge rate.
For passive tanking, you need a large pool of shield hitpoints and a short time to recharge them.
eg; 10,000 raw hitpoints recharging over 600 seconds = 16 raw HP/sec
10,000 raw hitpoints recharging over 300 seconds = 32hp/s

if you put on an SFC and the rate goes up 20% but the hitpoints go down 15%, you aren't much better off.
10,000 @ 600s = 16hp/s
8,500 @ 480s = 17.7 hp/s = 10% net benefit but lower EHP.

Iterate that two times more, for 4 SFC's you get to 6141 hp @ 300s = 20hp/s

Or you go SPR's, and the rate goes up but the hitpoints remain stable, so you get to 10,000 @ 300s = 33.3 hp/s. So you can see why SFC's suck and SPR's are the way to go. I mean, why tiercide SFC's at all?

Therefore the modules to help passive tanking should be;
midslots: shield rechargers which reduce shield recharge time (ie; recharge the shield hitpoint pool faster)
lowslot flux coil which buffs recharge time
shield power relays which could be an active module, which swaps capacitor recharge into shield recharge when active.

ie; if you recharge 20 capacitor per second the power relay takes some of this capacitor and converts it into shield hitpoints in a constant fashion.

For example, a SPR Tech 1 would convert 50% of capacitor regen into shield hitpoints. A T2 converts 75%. This could be stacking penalised such that four SPR's would result in 90% or 95% or 99% efficiency at converting cap into shield.

This would create an interesting mechanic in tradeoffs - you could use a capacitor battery and CCC's to up your cap regen rate to provide power to your SPR's. You could active cap inject to provide juice for your SPR's. Your passive energy -> shield conversion could be disrupted by neuting. You aare sacrificing DPS for this, of course, since it's a lowslot module.

Has CCP considered this kind of module? it would be an interesting mechanism for a fairly predictable set of fits - drake, Shortcat, Svipul, jackdaw and Rattler.
Omnathious Deninard
University of Caille
Gallente Federation
#35 - 2015-06-20 13:30:32 UTC
TBH I would rather see Shield Flux Coils work opposite to how they work currently.

They would nerf your recharge rate but increase your buffer amount.

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

Victor Emmanuel
Garoun Investment Bank
Gallente Federation
#36 - 2015-06-20 15:44:07 UTC


Altrue wrote:
Shield rechargers

Suggestion: What about a module that modifies the curve of shield regeneration to have the optimal regeneration start earlier and last longer? That would definitely be a nice addition to Shield Flux Coils or Shield Rechargers.




This ^^
HeXxploiT
Doomheim
#37 - 2015-06-20 17:46:35 UTC  |  Edited by: HeXxploiT
CCP Terminus wrote:


The general principles behind module tiericide are as follows:

Provide meaningful options within the module set




I have often thought that it would be nice if passive shield recharge were buffed slightly.
I think the only passive recharge tanked ship in the game that pilots fly frequently is the rattlesnake thanks to it's hansom bonus to shield recharge rate.
Would be nice to see it brought up to spec to where it could compete with shield boosting and thereby gave more options to consider for shield fits.
Jenn aSide
Soul Machines
The Initiative.
#38 - 2015-06-20 17:59:27 UTC
Omnathious Deninard wrote:
TBH I would rather see Shield Flux Coils work opposite to how they work currently.

They would nerf your recharge rate but increase your buffer amount.


this
Deacon Abox
Black Eagle5
#39 - 2015-06-20 18:06:50 UTC  |  Edited by: Deacon Abox
Ab'del Abu wrote:
Shield power relays are already quite strong, don't think they need a buff.

This. Why are you increasing the strength of SPRs? Passive shield regen is already a bit ridiculous on certain ships, and always has been.

This is reminiscent of the questions as to why you are making speed mods more powerful. The game really doesn't need more speed. Oh and of course it didn't need a whole new set of overview icons. Your priorities are puzzling.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Yazzinra
Scorpion Ventures
#40 - 2015-06-20 19:31:06 UTC
How about y'all finish ship teiricide. Just another incomplete feature from CCP.