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Active Armor Tanking Marauders need Improvement

Author
Nyveris NeVonte
Doomheim
#1 - 2015-07-19 14:00:49 UTC
Greetings Folks, I'm posting another thread because I could no longer ignore an aggravating fact that I've noticed about armor tanking, specifically for Marauders. The Advantages that active shield tanking Marauders have over the armor tankers is mind numbing.


First: They have access to a great active shield tanking boost implant set called Crystals. I know the armor tankers have access to Slaves, but Slaves only gives boost to raw armor HP amount which only benefits armor buffer tankers backed with logic support. This greatly devalues their usefulness for the Paladin and Kronos which cannot receive external boost of any kind while in bastion mode.

Second: Shield boosters of all sizes boosts every 4 seconds and boosts are received at the beginning of each of these cycles as oppose to armor reppers that reps every (with armor repair V) 11 seconds for large, 7.2 seconds for mediums and 4.5 seconds for small (the only one that can compete with shield boosting). On top of that the armor reps are received at the end of each of these cycles as opposed to the beginning of each cycles with shield boosters. This means that a Paladin would need 3 large armor reppers to have comparable active tanking ability as a XL shield boosted Golem. Adding to this problem is the huge Pwg fitting requirements for large armor repairers which are around 2000 vs only 550 for a XL shield booster. I know that shield boosters takes a lot more CPU to fit, but the point is that large armor reppers Pwg requirements are way too much for the tank they're able to provide currently.

Third: Shield boosters have a nice module called SBA II which gives a 36% shield boost amount that cost only about 2 mill isk as compared to a Nano Pump II & Nano Accelerator II that gives a meager 20% to armor rep amount and cycle time that cost a whopping 125 mill isk.

Fourth: Shield boosters can use ASBs (even with multiple fittings) that require NO CAP, but for some strange reason the armor ancillary repairers takes up the same cap as a regular ship sized repairer AND you can only fit ONE of them, seriously? Yes I know that it takes nano paste instead of cap boosters that doesn't take up that much cargo space and that when loaded with nano paste that the AARs reps 3x as much, but it still can't compare with the capless dual XL asb fits that I've seen on Sleipnirs and Vargurs.

Proposal: I have several proposals that would help bridge the huge gap that shield tanking Marauders have over armor tanking marauders. Any one of these changes would be a start but preferably I'd hope for at least two of these proposals implemented.

First Proposal: Create a new low slot module that increase armor rep amount by 50%. This will free up cap and also much needed Pwg using only one large repairer and to finally be able to fit something in those empty high slots like Nos/Nuets or large smartbombs.

Second Proposal: Introduce another skill for the Armror Tanking Skill Tree called Advanced Armor Repairer with a 2x training multiplier that provides additional 5% increase to armor repairer cycle time per skill level.

Third Proposal: Replace a high slot for an additional low slot on the Paladin and Kronos. With the high Pwg requirements for dual large armor repairers there's often no Pwg left to fit anything useful in one of those empty high slots.

Fourth Proposal: Since only one AAR can be fitted on a ship I propose to Increase the charges per hold on the AAR from 8 to 13 (ala the original XL ASB charge capacity). And also since the cost of nano paste has skyrocketed in price once these modules came out, they should reduce the nano consumption per rep cycle from 8 to 4 for large AARs, and from 4 to 2 for medium AARs.

Well these are my thoughts on this topic. Any thoughts, suggestions, or improvements are welcome. But please keep it civil people, I'm very delicate.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#2 - 2015-07-19 14:15:26 UTC
Hm. How about no?
Nyveris NeVonte
Doomheim
#3 - 2015-07-19 14:22:23 UTC
Trinkets friend wrote:
Hm. How about no?


why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?
elitatwo
Zansha Expansion
#4 - 2015-07-19 15:15:35 UTC
Nyveris NeVonte wrote:
Trinkets friend wrote:
Hm. How about no?


why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?


What is that supposed to mean? I do not believe that Trinkets is afraid but he know that would create a massive imbalance to armor doctrines.
Paladins and Kronoses are not the only armor ships in the game.

If you cannot fit a Paladin properly that is on you, only you and nobody else.


I think what happened is that you yolod your Paladin into low or nullsec and you met the imbalance an energy neutralizer being able to be fit and all ships made your Paladin have a really bad day.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Belthazor4011
Battle BV Redux
#5 - 2015-07-19 15:27:29 UTC
Well I am an armor boy, lets start with that.

But all suggested changes would effect all ships not just the 2 Marauders, so they can't be done.

Hyp, Deimos, Incursus, Confessor, Hecate, Myrm and a few more are already insanely good at what they do. All these changes would make these ships extremely OP

That said why care about Marauders anyways? They're made to do lvl 4s really well and they already do that, the armor ones can easily keep up with them as well usually with higher DPS fits than the shield ones.

Unless you wanna play station games the Marauder is useless in PVP. Oh no how am I gonna get away from the ships that can't move?! Oh right fly away, silly me.

Plus many more things factor in, fancy EANMs are much cheaper than fancy invuls. Getting the same performance costs more on a shield boat.

Armor boats have a (much) better buffer even without slaves. (which is why I like them)

Etc etc, since I've played this game (since 2010) I dont think the balance between armor and shield has been this good. Just because 2 armor Marauders have lesser ability to do something they are not supposed to do (PVP) isn't really an excuse to go f*ck the whole game up.

Kalihira
Ultramar Independent Contracting
#6 - 2015-07-19 15:34:51 UTC
Nyveris NeVonte wrote:
Trinkets friend wrote:
Hm. How about no?


why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?


since when do the other two marauders do that?
Zan Shiro
Doomheim
#7 - 2015-07-19 16:00:39 UTC  |  Edited by: Zan Shiro
elitatwo wrote:
Nyveris NeVonte wrote:
Trinkets friend wrote:
Hm. How about no?


why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?


What is that supposed to mean? I do not believe that Trinkets is afraid but he know that would create a massive imbalance to armor doctrines.
Paladins and Kronoses are not the only armor ships in the game.



This would be the issue. Most of the ideas presented are all armour ships mods. The only marauder specific one is the slot changes really.


Also will admit to having a morbid curiosity to the fits they are deeming as inadequate really. May we see what you think is lacking fit wise OP?

And what they failed in and how. Since its marauders will assume pve....so I'd be guessing poor rat management and too many triggers hit. Or just fit for the wrong task. OP I know its heresy to some but sometimes assumed tank by gank does not always work well all the time and a 3 slot tank common for these tank by gank fit needs to go say 4 or more with moar resists. Sometimes you can't knock em down fast enough and need to beef up the actual real tank.


This even on marauders. I know many who go minimal tank riding (too) heavily on the bastion resist boost. Great plan I guess. Just has that small flaw of what happens, you know, when you are not in bastion. Or dc'd.
Ralph King-Griffin
New Eden Tech Support
#8 - 2015-07-19 16:59:15 UTC  |  Edited by: Ralph King-Griffin
noble implants + two Nano Pump II + 1 faction repper and an ancill
combined with the obscenely high ------>passive<------ resists you can get with armour
and you can tank Jesus Christ himself pretty much till you run out of cap boosters
or
someone slaps you silly with a bagglehorn or a legion.

the only disparity in my mind is that the vauger and golem can "lol neuts" and keep fighting but the armour ones stop shooting, you can keep tanking though if you are good with your boosts but you wouldn't be killing anything.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#9 - 2015-07-19 17:34:47 UTC
Nyveris NeVonte wrote:



First: They have access to a great active shield tanking boost implant set called Crystals. I know the armor tankers have access to Slaves, but Slaves only gives boost to raw armor HP amount which only benefits armor buffer tankers backed with logic support. This greatly devalues their usefulness for the Paladin and Kronos which cannot receive external boost of any kind while in bastion mode.

Second: Shield boosters of all sizes boosts every 4 seconds and boosts are received at the beginning of each of these cycles as oppose to armor reppers that reps every (with armor repair V) 11 seconds for large, 7.2 seconds for mediums and 4.5 seconds for small (the only one that can compete with shield boosting). On top of that the armor reps are received at the end of each of these cycles as opposed to the beginning of each cycles with shield boosters. This means that a Paladin would need 3 large armor reppers to have comparable active tanking ability as a XL shield boosted Golem. Adding to this problem is the huge Pwg fitting requirements for large armor repairers which are around 2000 vs only 550 for a XL shield booster. I know that shield boosters takes a lot more CPU to fit, but the point is that large armor reppers Pwg requirements are way too much for the tank they're able to provide currently.

Third: Shield boosters have a nice module called SBA II which gives a 36% shield boost amount that cost only about 2 mill isk as compared to a Nano Pump II & Nano Accelerator II that gives a meager 20% to armor rep amount and cycle time that cost a whopping 125 mill isk.

Fourth: Shield boosters can use ASBs (even with multiple fittings) that require NO CAP, but for some strange reason the armor ancillary repairers takes up the same cap as a regular ship sized repairer AND you can only fit ONE of them, seriously? Yes I know that it takes nano paste instead of cap boosters that doesn't take up that much cargo space and that when loaded with nano paste that the AARs reps 3x as much, but it still can't compare with the capless dual XL asb fits that I've seen on Sleipnirs and Vargurs.

Proposal: I have several proposals that would help bridge the huge gap that shield tanking Marauders have over armor tanking marauders. Any one of these changes would be a start but preferably I'd hope for at least two of these proposals implemented.

First Proposal: Create a new low slot module that increase armor rep amount by 50%. This will free up cap and also much needed Pwg using only one large repairer and to finally be able to fit something in those empty high slots like Nos/Nuets or large smartbombs.

Second Proposal: Introduce another skill for the Armror Tanking Skill Tree called Advanced Armor Repairer with a 2x training multiplier that provides additional 5% increase to armor repairer cycle time per skill level.

Third Proposal: Replace a high slot for an additional low slot on the Paladin and Kronos. With the high Pwg requirements for dual large armor repairers there's often no Pwg left to fit anything useful in one of those empty high slots.

Fourth Proposal: Since only one AAR can be fitted on a ship I propose to Increase the charges per hold on the AAR from 8 to 13 (ala the original XL ASB charge capacity). And also since the cost of nano paste has skyrocketed in price once these modules came out, they should reduce the nano consumption per rep cycle from 8 to 4 for large AARs, and from 4 to 2 for medium AARs.

Well these are my thoughts on this topic. Any thoughts, suggestions, or improvements are welcome. But please keep it civil people, I'm very delicate.



1. Buffer is still useful on an active tanked ship. Less chance to bleed structure between reps. Or overboosting. I know pvp hyperions use slaves to help extend buffer so reps are better able to catch. Fly an XLASB vaga with an LSE and then without. Youll see why its nice to have some extra buffer.

2. Armor reps give more HP than shield boosters do. Hence the added time to cycle. Repping at the end isnt a big deal. Just start the cycle at low shield, and itll hit right as you take armor damage. This keeps shield/armor tanks from feeling the same. The PG requirements are what balance armor tanks. Same as high CPU for shield. Dont disregard that as a non issue. Most dual XLASB fits need cpu mods or pimp fittings to work.

3. I wish shields had a rig to increase shield boost that uses 0 cpu. SBA's use a lot of CPU in most cases. More or equal to an invuln. Where are you getting 125m? No one is forcing you to use t2 large rigs. Make your own if youre so concerned about cost. Standard rigs are around 10m.

4. AAR still rep after paste is gone. ASB do not. Unless you have boatloads of cap. This means they can still contribute to tanking, even when out of charges. Albeit at a reduced rate. But something is better than nothing. If ASB tanks are overwhelmed, they die.

This is what makes armor and shield tanks different. Making them similar is boring and takes away from the game and the rock, paper, scissors strategy EVE relies on.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#10 - 2015-07-19 21:46:27 UTC
this isn't just limited to marauders, you don't have a very deep understanding of armour vs shield.

Each advantage shield has over armour that you listed, armour has an advantage. And then some.
Nyveris NeVonte
Doomheim
#11 - 2015-07-19 23:28:34 UTC
Belthazor4011 wrote:
Well I am an armor boy, lets start with that.

But all suggested changes would effect all ships not just the 2 Marauders, so they can't be done.

Hyp, Deimos, Incursus, Confessor, Hecate, Myrm and a few more are already insanely good at what they do. All these changes would make these ships extremely OP

That said why care about Marauders anyways? They're made to do lvl 4s really well and they already do that, the armor ones can easily keep up with them as well usually with higher DPS fits than the shield ones.

Unless you wanna play station games the Marauder is useless in PVP. Oh no how am I gonna get away from the ships that can't move?! Oh right fly away, silly me.

Plus many more things factor in, fancy EANMs are much cheaper than fancy invuls. Getting the same performance costs more on a shield boat.

Armor boats have a (much) better buffer even without slaves. (which is why I like them)

Etc etc, since I've played this game (since 2010) I dont think the balance between armor and shield has been this good. Just because 2 armor Marauders have lesser ability to do something they are not supposed to do (PVP) isn't really an excuse to go f*ck the whole game up.



Actually I stated that only one of these ideas would suffice, not all of them at once. And I have no intentions of doing something like PVP in these expensive ships. My NMs do lev 4s just fine, why would I need a Marauder for those? My intentions was to do C4 Whs in them and the changes was to help their survival changes when they get jumped on.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#12 - 2015-07-19 23:40:21 UTC
Paladin is one of the only ones that can do C5 sites reliably.

And you are here complaining about armour tanking.
Nyveris NeVonte
Doomheim
#13 - 2015-07-19 23:49:27 UTC
Stitch Kaneland wrote:
Nyveris NeVonte wrote:



First: They have access to a great active shield tanking boost implant set called Crystals. I know the armor tankers have access to Slaves, but Slaves only gives boost to raw armor HP amount which only benefits armor buffer tankers backed with logic support. This greatly devalues their usefulness for the Paladin and Kronos which cannot receive external boost of any kind while in bastion mode.

Second: Shield boosters of all sizes boosts every 4 seconds and boosts are received at the beginning of each of these cycles as oppose to armor reppers that reps every (with armor repair V) 11 seconds for large, 7.2 seconds for mediums and 4.5 seconds for small (the only one that can compete with shield boosting). On top of that the armor reps are received at the end of each of these cycles as opposed to the beginning of each cycles with shield boosters. This means that a Paladin would need 3 large armor reppers to have comparable active tanking ability as a XL shield boosted Golem. Adding to this problem is the huge Pwg fitting requirements for large armor repairers which are around 2000 vs only 550 for a XL shield booster. I know that shield boosters takes a lot more CPU to fit, but the point is that large armor reppers Pwg requirements are way too much for the tank they're able to provide currently.

Third: Shield boosters have a nice module called SBA II which gives a 36% shield boost amount that cost only about 2 mill isk as compared to a Nano Pump II & Nano Accelerator II that gives a meager 20% to armor rep amount and cycle time that cost a whopping 125 mill isk.

Fourth: Shield boosters can use ASBs (even with multiple fittings) that require NO CAP, but for some strange reason the armor ancillary repairers takes up the same cap as a regular ship sized repairer AND you can only fit ONE of them, seriously? Yes I know that it takes nano paste instead of cap boosters that doesn't take up that much cargo space and that when loaded with nano paste that the AARs reps 3x as much, but it still can't compare with the capless dual XL asb fits that I've seen on Sleipnirs and Vargurs.

Proposal: I have several proposals that would help bridge the huge gap that shield tanking Marauders have over armor tanking marauders. Any one of these changes would be a start but preferably I'd hope for at least two of these proposals implemented.

First Proposal: Create a new low slot module that increase armor rep amount by 50%. This will free up cap and also much needed Pwg using only one large repairer and to finally be able to fit something in those empty high slots like Nos/Nuets or large smartbombs.

Second Proposal: Introduce another skill for the Armror Tanking Skill Tree called Advanced Armor Repairer with a 2x training multiplier that provides additional 5% increase to armor repairer cycle time per skill level.

Third Proposal: Replace a high slot for an additional low slot on the Paladin and Kronos. With the high Pwg requirements for dual large armor repairers there's often no Pwg left to fit anything useful in one of those empty high slots.

Fourth Proposal: Since only one AAR can be fitted on a ship I propose to Increase the charges per hold on the AAR from 8 to 13 (ala the original XL ASB charge capacity). And also since the cost of nano paste has skyrocketed in price once these modules came out, they should reduce the nano consumption per rep cycle from 8 to 4 for large AARs, and from 4 to 2 for medium AARs.

Well these are my thoughts on this topic. Any thoughts, suggestions, or improvements are welcome. But please keep it civil people, I'm very delicate.



1. Buffer is still useful on an active tanked ship. Less chance to bleed structure between reps. Or overboosting. I know pvp hyperions use slaves to help extend buffer so reps are better able to catch. Fly an XLASB vaga with an LSE and then without. Youll see why its nice to have some extra buffer.

2. Armor reps give more HP than shield boosters do. Hence the added time to cycle. Repping at the end isnt a big deal. Just start the cycle at low shield, and itll hit right as you take armor damage. This keeps shield/armor tanks from feeling the same. The PG requirements are what balance armor tanks. Same as high CPU for shield. Dont disregard that as a non issue. Most dual XLASB fits need cpu mods or pimp fittings to work.

3. I wish shields had a rig to increase shield boost that uses 0 cpu. SBA's use a lot of CPU in most cases. More or equal to an invuln. Where are you getting 125m? No one is forcing you to use t2 large rigs. Make your own if youre so concerned about cost. Standard rigs are around 10m.

4. AAR still rep after paste is gone. ASB do not. Unless you have boatloads of cap. This means they can still contribute to tanking, even when out of charges. Albeit at a reduced rate. But something is better than nothing. If ASB tanks are overwhelmed, they die.

This is what makes armor and shield tanks different. Making them similar is boring and takes away from the game and the rock, paper, scissors strategy EVE relies on.


The best response by far and you seem like you really know what you're talking about, Thank you Mr Kaneland. The reason for my propose changes was because currently I see no way for a Paladin/Kronos to survive if they get jumped on in a WH. One of the main reasons for their vulnerability is Bastion Mode that is a double edge sword for Marauders when venturing in hostile territory. I watch tons of videos, and went back to play with Pfya to try and figure out a counter fit that would increase their survival chances against the gankers when they come. The conclusion lead to this proposal because in their current state, the Marauders will perish (especially the armor tankers).
Nyveris NeVonte
Doomheim
#14 - 2015-07-19 23:55:55 UTC
Tsukino Stareine wrote:
Paladin is one of the only ones that can do C5 sites reliably.

And you are here complaining about armour tanking.


No one is complaining dear. I'm trying to get feedback on my thoughts about armor tanking for the Paladin/Kronos. If they are wrong, then I would appreciate constructive feedback as to why like Mr. Kaneland did.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#15 - 2015-07-20 00:04:11 UTC
Hey, if you can't do level 4's in a Paladin, it's your useless skills and piloting, not the ship.

I do L4's in my Vargur using a T2 fit and a Dred Guristas Large Shield Booster. If you can't do them with a dual rep Paladin with AAR, you are the one with the cruddy skills.
Nyveris NeVonte
Doomheim
#16 - 2015-07-20 00:11:31 UTC
Zan Shiro wrote:
elitatwo wrote:
Nyveris NeVonte wrote:
Trinkets friend wrote:
Hm. How about no?


why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?


What is that supposed to mean? I do not believe that Trinkets is afraid but he know that would create a massive imbalance to armor doctrines.
Paladins and Kronoses are not the only armor ships in the game.



This would be the issue. Most of the ideas presented are all armour ships mods. The only marauder specific one is the slot changes really.


Also will admit to having a morbid curiosity to the fits they are deeming as inadequate really. May we see what you think is lacking fit wise OP?

And what they failed in and how. Since its marauders will assume pve....so I'd be guessing poor rat management and too many triggers hit. Or just fit for the wrong task. OP I know its heresy to some but sometimes assumed tank by gank does not always work well all the time and a 3 slot tank common for these tank by gank fit needs to go say 4 or more with moar resists. Sometimes you can't knock em down fast enough and need to beef up the actual real tank.


This even on marauders. I know many who go minimal tank riding (too) heavily on the bastion resist boost. Great plan I guess. Just has that small flaw of what happens, you know, when you are not in bastion. Or dc'd.



Another good post, Thank you Mr. Shiro. Can I ask you, is it feasible then to even try to do C4's in these Marauders. There's really no use for them potentially in high-sec because the NMs does lev 4's just as good.
Nyveris NeVonte
Doomheim
#17 - 2015-07-20 00:15:03 UTC  |  Edited by: Nyveris NeVonte
Trinkets friend wrote:
Hey, if you can't do level 4's in a Paladin, it's your useless skills and piloting, not the ship.

I do L4's in my Vargur using a T2 fit and a Dred Guristas Large Shield Booster. If you can't do them with a dual rep Paladin with AAR, you are the one with the cruddy skills.



You must be drunk, No where in this thread did I say or even hinted that I can't do level 4's in a Paladin. And my skills are top notch for my age thank you. Furthermore I don't even need a Paladin for level 4's when my NM rocks them back in forth all day long without breaking a sweat.
Iyokus Patrouette
University of Caille
Gallente Federation
#18 - 2015-07-20 01:09:18 UTC
Nyveris NeVonte wrote:

why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?


If this happens, we'll reship into a little gang of dogs and when we bark we'll shoot bees out of our mouths.

---- Advocate for the initiation of purple coloured wormholes----

Khan Wrenth
Viziam
Amarr Empire
#19 - 2015-07-20 02:48:07 UTC
Simpler solution:

Bastion provides boost to active tanking. Rebalance the shield and armor rep stats so the shield rep bonus is nerfed by 20%.
Chainsaw Plankton
FaDoyToy
#20 - 2015-07-20 08:40:36 UTC
Kalihira wrote:
Nyveris NeVonte wrote:
Trinkets friend wrote:
Hm. How about no?


why, you afraid Paladins and Kronoses would be able to perma-tank your little gang of bee stingers?


since when do the other two marauders do that?

Ferocious 6.0 https://www.youtube.com/watch?v=9dQKmODSLkE
Bastionnades https://www.youtube.com/watch?v=I4jQENEsbdk

decent bit of footage showing shield marauders tanking a bunch of little bees.

I think my main concern with the paladin/kronos would be hitting small ships, but that is mostly a solo problem.

@ChainsawPlankto on twitter

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