These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Upcoming Feature and Change Feedback Center

 
  • Topic is locked indefinitely.
 

[December] Module Tiericide – Shield Rechargers and Others

First post First post
Author
Altrue
Exploration Frontier inc
Tactical-Retreat
#81 - 2015-06-24 15:21:04 UTC
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.


If the Shield Rechargers are getting stopped from being buffed because of Rattlesnakes only, maybe its time to nerf Rattlesnakes then?

I mean they can solo drifters by passive tanking, maybe they are a tiny bit over-powered?

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Destoya
Habitual Euthanasia
Pandemic Legion
#82 - 2015-06-24 15:47:23 UTC  |  Edited by: Destoya
James Zimmer wrote:
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.


Interesting, thanks for the follow up! In partial disbelief, I went and did some quick fitting testing, and I feel stupid now. Shield rechargers on a rattlesnake lead to better tank than shield extenders, and that remains true when I slap on shield powr relays and field purgers. The best tanks I could produce used a combination of shield rechargers, extenders and resist mods, so I'd say you're right on the money when it comes to shield rechargers; they are very valid for PvE. That said, passive tanking is pretty rare and I wouldn't mind a % point or two added to passive tanking modules, especially when they compete with ASBs for capless tanking. If that goes beyond the purpose of tiericide, I understand that too.
!


I was unable to reproduce the same results until you take things into ludicrous levels to try to prove something that doesn't exist. Keeping at least 3 damage mods slots free and a slot for an afterburner the best tank is still 2x shield extenders, 4x hardeners. Two of the hardeners were even invuls to deter gankers etc; it's even worse with multiple specific hardeners . The only thing i found shield rechargers might even have a role in is if you're trying to maximize a completely capless tank by fitting 6x shield power relays, and even then more passive shield resist amplifiers are in most cases better.

This is regardless of the fact that since the rattlesnake got changed, it is FAR better in an active tank version for almost every type of pve gameplay. The ship needs slots for damage mods and the way to get them is to disregard the passive tank and put a shield booster on. I'm sorry but trying to argue that a module is useful in a handful of edge cases for the ship with the most base shield HP in the game except for the State Raven (which means it benefits the least from shield extenders to its passive tank) isn't very compelling in my opinion.
Fzhal
#83 - 2015-06-24 16:19:21 UTC
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

Have you considered moving all the "Compact" type words to the front of the names. It makes shopping and fitting so much easier. If I know I'm short on CPU my eyes could quickly find Compact modules instead of having to read each and every category line for the important part in the middle...

Shield Power Relay I
Mark I Compact Shield Power Relay
Type-D Restrained Shield Power Relay
Shield Power Relay II
'Basic' Shield Power Relay
Caldari Navy Shield Power Relay

Vs (Much Better)
Shield Power Relay I
Compact Mark I Shield Power Relay
Restrained Type-D Shield Power Relay
Shield Power Relay II
'Basic' Shield Power Relay (why are the single quotes used anyway?)
Caldari Navy Shield Power Relay

To be honest, I've never liked the I/II scheme because it puts the important info at the end. I really wish all the schemes were more like:
Std. Shield Power Relay
Compact Mark I Shield Power Relay
Restrained Type-D Shield Power Relay
Adv. Shield Power Relay
'Basic' Shield Power Relay
[Adv./Prototype] Caldari Navy Shield Power Relay
James Zimmer
Republic University
Minmatar Republic
#84 - 2015-06-24 18:00:58 UTC
Destoya wrote:


I was unable to reproduce the same results until you take things into ludicrous levels to try to prove something that doesn't exist. Keeping at least 3 damage mods slots free and a slot for an afterburner the best tank is still 2x shield extenders, 4x hardeners. Two of the hardeners were even invuls to deter gankers etc; it's even worse with multiple specific hardeners . The only thing i found shield rechargers might even have a role in is if you're trying to maximize a completely capless tank by fitting 6x shield power relays, and even then more passive shield resist amplifiers are in most cases better.

This is regardless of the fact that since the rattlesnake got changed, it is FAR better in an active tank version for almost every type of pve gameplay. The ship needs slots for damage mods and the way to get them is to disregard the passive tank and put a shield booster on. I'm sorry but trying to argue that a module is useful in a handful of edge cases for the ship with the most base shield HP in the game except for the State Raven (which means it benefits the least from shield extenders to its passive tank) isn't very compelling in my opinion.


That's completely fair, the scope of my experiment was pretty limited, and maybe I was a little premature in saying shield rechargers are valid for PvE. I was thinking about wormhole space where sleepers often completely cap you out, and do omni damage, so a truely capless tank and an omni-tank were musts for me. Limiting myself to 3 damage mods, a prop mod and T2 mods, the best passive tank I could produce tanked 548 DPS and was a large shield extender, an EM and thermal resistance amplifier, and 3 shield rechargers for mids. Lows and rigs should be pretty obvious. If i go full bling mode (which is not entirely unlikely), I get a 658 DPS tank with a shield extender and the following Pith A-type resistance modules: 2 EM, 1 thermal, 1 kinetic and 1 explosive. Not surprising given the lack of deadspace shield rechargers to compete. I should also mention that I did this on eve droid, which isn't totally up to date. However, I don't think there are any recent changes that would impact the result.

The greater question is: What would I do with a 658 DPS tank Rattlesnake? There are much better options for virtually every mission and deadspace plex, so wormholes probably, C2s specificly because it won't be able to tank anything higher. It would run them like a beast, but that's a lot of risk, and I could easily run C2s in a much-cheaper ship. So maybe a better statement about shield rechargers would be this: Shield rechargers can make passive-tanked battleships stronger in cases where cost is a concern, but that may be irrelevant because passive-tanked battleships may not be practical anyway.
CCP Terminus
C C P
C C P Alliance
#85 - 2015-06-24 18:58:10 UTC
James Zimmer wrote:
The greater question is: What would I do with a 658 DPS tank Rattlesnake? There are much better options for virtually every mission and deadspace plex, so wormholes probably, C2s specificly because it won't be able to tank anything higher. It would run them like a beast, but that's a lot of risk, and I could easily run C2s in a much-cheaper ship. So maybe a better statement about shield rechargers would be this: Shield rechargers can make passive-tanked battleships stronger in cases where cost is a concern, but that may be irrelevant because passive-tanked battleships may not be practical anyway.


This is probably completely valid, hence the looking in to actual usage metrics to see if we should change the module set further.

@CCP_Terminus // Game Designer // Team Size Matters

Altrue
Exploration Frontier inc
Tactical-Retreat
#86 - 2015-06-24 20:16:18 UTC  |  Edited by: Altrue
Shield rechargers are a mid slot, mid slots are a big deal especially for shield stuff. Glad to see there is hope to improvement.

In addition to that, there is a sizeable point to be made here about the difference between theoretical maximum passive regeneration, and practical maximum passive regeneration when put in relation with the total shield HP.

The way passive regeneration works, you have to have enough shield buffer that you actually have a decent shot at reaching the peak level. If it was at 25% for instance, you need to have enough hitpoints that a hit does not moves you from 30% to 20% shield, because then you miss the peak.

That's why looking at values like theoretical regen/sec is pointless for shield flux coils, because if they diminish the total amount of shield so much that you can get from 35% to 10% in one hit, it becomes highly dangerous.

The same logic applies for shield rechargers. Yes in some situations, adding another extender will add less hp/sec than adding a shield recharger, but what about the shield buffer difference? It matters, too! Big smile




In my opinion, shield rechargers should give bonus % HP in addition to the current shield regen bonus. This way they are not very useful if you do not already have a sizeable shield buffer. Therefore, they do not compete with shield extenders.

Shield flux coil penalties should be changed to something like a bit of power grid reduction, and a bit of signature radius increase. This way, they are a viable alternative if you want to preserve your capacitor. But if capacitor is something you know how to manage, you can still opt for a tighter fitting and an easier damage application against you, but with an easier time with the capacitor.

Or in other word, Shield power relays are modules for when you have a high player skill, whereas Shield flux coils are for when you prefer the path of easy capacitor management.

Alternatively, Shield flux coils could just retain their shield HP penalty, but have their amount of shield regeneration increased by 50%.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

James Zimmer
Republic University
Minmatar Republic
#87 - 2015-06-25 11:45:46 UTC
CCP Terminus wrote:
James Zimmer wrote:
The greater question is: What would I do with a 658 DPS tank Rattlesnake? There are much better options for virtually every mission and deadspace plex, so wormholes probably, C2s specificly because it won't be able to tank anything higher. It would run them like a beast, but that's a lot of risk, and I could easily run C2s in a much-cheaper ship. So maybe a better statement about shield rechargers would be this: Shield rechargers can make passive-tanked battleships stronger in cases where cost is a concern, but that may be irrelevant because passive-tanked battleships may not be practical anyway.


This is probably completely valid, hence the looking in to actual usage metrics to see if we should change the module set further.


Thanks for the follow up!
Shilalasar
Dead Sky Inc.
#88 - 2015-06-25 14:03:30 UTC
One of the problems with a passivetank is the amount of fittingslots you use that could otherwise be used for damage or projection.

The first idea that came to my mind making these modules more useful was to lower the fittingrequirements even more, there are almost no midslot modules that take <15 cpu.
Frostys Virpio
State War Academy
Caldari State
#89 - 2015-06-25 17:52:47 UTC
Shilalasar wrote:
One of the problems with a passivetank is the amount of fittingslots you use that could otherwise be used for damage or projection.

The first idea that came to my mind making these modules more useful was to lower the fittingrequirements even more, there are almost no midslot modules that take <15 cpu.


Lowering the fitting requirement won't change your stated problem. A shield recharger will still take a valuable mid slot even if it cost 0 PG and 0 CPU.
Enya Sparhawk
Black Tea and Talons
#90 - 2015-06-25 22:05:03 UTC
Altrue wrote:

In my opinion, shield rechargers should give bonus % HP in addition to the current shield regen bonus. This way they are not very useful if you do not already have a sizeable shield buffer. Therefore, they do not compete with shield extenders.

Shield flux coil penalties should be changed to something like a bit of power grid reduction, and a bit of signature radius increase. This way, they are a viable alternative if you want to preserve your capacitor. But if capacitor is something you know how to manage, you can still opt for a tighter fitting and an easier damage application against you, but with an easier time with the capacitor.

Or in other word, Shield power relays are modules for when you have a high player skill, whereas Shield flux coils are for when you prefer the path of easy capacitor management.

Alternatively, Shield flux coils could just retain their shield HP penalty, but have their amount of shield regeneration increased by 50%.

I think they should definitely stay away from any sort of sig radius increase with any of these things...That would be too much of a penalty on something that is already over burdened on shield tanking ships (at least for the Caldari).

There's no real fluency with these modules; specialization in a passive shield fitting should be a viable and effective PVP option (ie determined by a high player skill/experience). Not a 'one or the other type' of senerio where you roll the dice. The only way these things can be balanced is by allowing them to interact seamlessly with each other or other shield mods. Balance with the slot layouts and penalties not favouring one alone while the other two are made into scrap.

So the question remains, how is this done?

So far the only viable option is through the careful redetermination of shield recharge limits.

I'd rather not have another form of minor extender or booster; I want the ability to create and assemble so I can actually use my skills and fly the ship.

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#91 - 2015-06-26 00:46:39 UTC  |  Edited by: Tyberius Franklin
James Baboli wrote:
Tyberius Franklin wrote:
James Baboli wrote:
Back to the topic: Without a massive boost to passive tanking, these mods are pretty well sunk in my books. More buffer is almost always more helpful than any of the pure recharge time mods, and so unless you have slots but not CPU, it's usually going to be PDSes for the buffer, recharge, and ability to fit more and/or bigger extenders.

At what point should rechargers overtake buffer mods?


IMO,after the 2nd extender, it should be 1 recharge then another extender then 2 recharge in order of most effect per slot for passive tank.

I realized after asking this that that was a poor metric without further definition. Depending on the buffer mods used and the ship it could range from as little as near the current 15% up to almost 45%. On the one hand 35%-40% works for most ships within the cruiser range using LSEs (gila's high base shields making it an outlier), but that's a pretty massive buff on the BS side and frigates/destroyers often don't have the fitting to make the metric relevant.

I suppose if the buff to BS passive tanks isn't an issue ~35% might be a good number.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#92 - 2015-06-26 03:53:36 UTC
I actually disagree and feel the opposite.

Right now, knowing it goes at the end means I don't have to know anything to search for a compact module.

I can (in theory) go in the market and search "Compact shield booster" "compact shield extender" "compact torpedo launcher" "compact sensor booster" and just KNOW without having to memorize flavor names, this will find the correct module.

Fzhal wrote:
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

Have you considered moving all the "Compact" type words to the front of the names. It makes shopping and fitting so much easier. If I know I'm short on CPU my eyes could quickly find Compact modules instead of having to read each and every category line for the important part in the middle...

Shield Power Relay I
Mark I Compact Shield Power Relay
Type-D Restrained Shield Power Relay
Shield Power Relay II
'Basic' Shield Power Relay
Caldari Navy Shield Power Relay

Vs (Much Better)
Shield Power Relay I
Compact Mark I Shield Power Relay
Restrained Type-D Shield Power Relay
Shield Power Relay II
'Basic' Shield Power Relay (why are the single quotes used anyway?)
Caldari Navy Shield Power Relay

To be honest, I've never liked the I/II scheme because it puts the important info at the end. I really wish all the schemes were more like:
Std. Shield Power Relay
Compact Mark I Shield Power Relay
Restrained Type-D Shield Power Relay
Adv. Shield Power Relay
'Basic' Shield Power Relay
[Adv./Prototype] Caldari Navy Shield Power Relay

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#93 - 2015-06-26 04:31:22 UTC
We could go real crazy and remove flavor text from non story mods.
James Baboli
Warp to Pharmacy
#94 - 2015-06-26 05:28:11 UTC
CCP Terminus wrote:
James Zimmer wrote:
The greater question is: What would I do with a 658 DPS tank Rattlesnake? There are much better options for virtually every mission and deadspace plex, so wormholes probably, C2s specificly because it won't be able to tank anything higher. It would run them like a beast, but that's a lot of risk, and I could easily run C2s in a much-cheaper ship. So maybe a better statement about shield rechargers would be this: Shield rechargers can make passive-tanked battleships stronger in cases where cost is a concern, but that may be irrelevant because passive-tanked battleships may not be practical anyway.


This is probably completely valid, hence the looking in to actual usage metrics to see if we should change the module set further.


From medium distant history to me, less than 658 DPS tank will work in c3s, and as part of a team in c4s though you end up needing to remove DPS quickly in c4s with that sort of tank.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Shilalasar
Dead Sky Inc.
#95 - 2015-06-26 20:44:21 UTC
Frostys Virpio wrote:
Shilalasar wrote:
One of the problems with a passivetank is the amount of fittingslots you use that could otherwise be used for damage or projection.

The first idea that came to my mind making these modules more useful was to lower the fittingrequirements even more, there are almost no midslot modules that take <15 cpu.


Lowering the fitting requirement won't change your stated problem. A shield recharger will still take a valuable mid slot even if it cost 0 PG and 0 CPU.


Yeah, those are two unrelated statements. Sorry that was not clear.
Lidia Caderu
Brave Newbies Inc.
Brave Collective
#96 - 2015-06-27 10:00:03 UTC
Flux coils need boost, set at lest 35% for T2 version, in other case there is no much sense in that module, including hi CPU usage.
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#97 - 2015-06-28 11:29:57 UTC
CCP Terminus wrote:


This is probably completely valid, hence the looking in to actual usage metrics to see if we should change the module set further.



Could we get an update on what kinds of direction you guys might be leaning on for flux coils and rechargers? A lot of us would be really excited for some new directions to take shield tanking. OS extender bait brick and 1 oversized asb + 1 undersized asb as the only two optimal fits is getting a little stale.

What if the shield recharger was an active module. 10 sec cycle, 50% reduction in shield recharge time, cap recharge goes to zero. You trade all your cap and start using cap since it's an active module in exchange for huge shield recharge. Makes you really vulnerable to neuts. You would use it after you pull range to buffer up your shield or warp to a safe. Or with cap less cap booster fed fits.

And I would like to reiterate on the low slot flux cool idea I have but with values for t2. 20% increase in shield hit points, with 35% increase in shield recharge time. You net lose recharge, but gain substantial buffer in exchange, and when you rebalance layerings, 20% increase in hitpoints, with 10% increase in the mass of fitted plates.
Nya Kittenheart
Science and Trade Institute
Caldari State
#98 - 2015-06-28 19:32:02 UTC  |  Edited by: Nya Kittenheart
Kenrailae wrote:
Yay ish sticky now!



But seriously, can we cut the crap with all this stalling and do t3's and sentries?? Nothing can be really balanced while t3's and sentries are so broken. Really this is all wasted effort until the real problems are fixed. Hint: shield recharges are not the major issue.


Sentries are not broken Ishtar is .

Concerning the current change i still find shield recharge way too weak to be usable in any meaningful way and honnestly if passive recharge as a tanking way would dissapear nobody would notice to be honnest.
Reaver Glitterstim
The Scope
Gallente Federation
#99 - 2015-06-30 04:26:53 UTC  |  Edited by: Reaver Glitterstim
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 think metas just need to drop way less. Meta variants should cost way more than T1 and only sometimes less than T2. T1 should be used by anyone trying to save ISK, esp. newer players and on whelp fits.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Zekora Rally
U2EZ
#100 - 2015-06-30 14:12:00 UTC  |  Edited by: Zekora Rally
Altrue wrote:
CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.


If the Shield Rechargers are getting stopped from being buffed because of Rattlesnakes only, maybe its time to nerf Rattlesnakes then?

I mean they can solo drifters by passive tanking, maybe they are a tiny bit over-powered?

The rattlesnake is the only sub cap in the game that can boast of having a great passive tank and it comes at the cost of fitting almost every other slot with a tank module, if you want to be able to run C5 sites solo at least.

CCP Terminus wrote:
So, as I mentioned earlier, I brought up the Shield Flux Coils and Shield Rechargers comments people have made at the latest module tiericide meeting.

It was mentioned that Shield Rechargers are used in passive PvE shield tanking, where the regen is more important. On larger ships like the Rattlesnake, you can get a higher shield regeneration rate that if you were to use Shield Extenders for example. With that being said we might still make some minor changes to the module set, and there's some research being done into usage rates of Shield Rechargers, especially in PvE.

Shield Flux Coils were agreed upon to be something we are less happy with, so there may be some more significant changes to them. It is fairly unlikely they will be removed outright.

Even with the rattlesnake, i've found it better to swap out shield rechargers for passive shield resistance mods as having much better resists trumps the extra 50 or so regen gained with the shield recharger, everytime, especially if one is fitting against sleepers that do more EM/THERMAL than KIN/EXP and vice versa.

If we had adaptive passive shield tanking modules, the shield recharger might make a bit more sense with the freed up mid slots, but I, as well those in my corp that know what they are doing, have arrived at the conclusion that there's no need to fit more than one shield recharger on a C5 combat site running rattlesnake fit.