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Adaptive hardeners?

Author
Atomic Atty
Tax Evasion Obviously
#1 - 2016-01-02 14:40:37 UTC  |  Edited by: Atomic Atty
Are reactive hardeners ever better than the alternatives yet? Ive been off and on the game many times since it released and since they came out, they have never proven valuable. Why havent they been balanced to be a good pvp option, or removed as clutter? Do they get used at all?

Edit
Oops. Yes I meant reactive. Im asking about the ones that change based on incoming damage type. Adaptive invulns are a very poorly named module. They should be called verstile or omni or something. They dont adapt at all haha.
Hengle Teron
Red Sky Morning
The Amarr Militia.
#2 - 2016-01-02 14:46:48 UTC
Given they don't get stacking penalties with other hardeners, yes they are good.
Celthric Kanerian
Viziam
Amarr Empire
#3 - 2016-01-02 14:53:43 UTC
The Reactive armor hardener is pretty insane actually.
MidnightWyvern
Fukamichi Corporation
SAYR Galactic
#4 - 2016-01-02 14:56:28 UTC
I've been using it myself, and it adapts very quickly and can redo your resists to a fairly dramatic extent.

Considering I can set up a PvE Dominix with one of those Hardeners and rely on it to adjust my tank against any NPCs I encounter in missions, I'd say it's a pretty good module.

Rattati Senpai noticed us! See you in the next FPS!

Alts: Saray Wyvern, Mobius Wyvern (Dust 514)

Moonlit Raid
Doomheim
#5 - 2016-01-02 18:56:07 UTC
MidnightWyvern wrote:
I've been using it myself, and it adapts very quickly and can redo your resists to a fairly dramatic extent.

Considering I can set up a PvE Dominix with one of those Hardeners and rely on it to adjust my tank against any NPCs I encounter in missions, I'd say it's a pretty good module.

Pretty much this. I love how much of a lazy man module it is. One of these in a mission ship gives you great tank for little cap and very little fuss.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Akirei Scytale
Okami Syndicate
#6 - 2016-01-02 19:36:51 UTC
Extremely cap inefficient, generally too slow to react to be worthwhile in PvP on subcapitals, etc. No, I don't think its worth it, and any fit using one can usually be improved by replacing it.
Moonlit Raid
Doomheim
#7 - 2016-01-02 20:06:44 UTC  |  Edited by: Moonlit Raid
As above though. I wouldn't use it in pvp. It has a pretty major drawback. The module measures the type of damage incoming and how often; it does NOT measure the amount. So if someone drops EM drones on your face, your reactive will crank up the EM because you're getting hit by EM 5 times every 4 seconds. Leaving your explosive open for the 5k volley of explosive from the 1400s.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Malcanis
Vanishing Point.
The Initiative.
#8 - 2016-01-02 21:09:50 UTC
Atomic Atty wrote:
Are adaptive hardeners ever better than the alternatives yet? Ive been off and on the game many times since it released and since they came out, they have never proven valuable. Why havent they been balanced to be a good pvp option, or removed as clutter? Do they get used at all?



u wot m8?

A mod that gives you +30% to each resist and you ask if it's worth it yet?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Shallanna Yassavi
qwertz corp
#9 - 2016-01-02 21:27:05 UTC
They're nice for some PvE fits. If you've got Guristas or Caldari rats throwing nothing but Scourge missiles at you, the RAH will be stronger than a tech 2 active hardener, but they do go through cap like crazy. If if rats like to throw even two types of damage at you, it's not nearly as strong.

Once you get armor compensation skills, RAH looks a lot less attractive. Tech 2 adaptive plating does nearly the same job for no cap when everything is getting shot at you.

A signature :o

Tipa Riot
Federal Navy Academy
Gallente Federation
#10 - 2016-01-02 21:44:16 UTC  |  Edited by: Tipa Riot
The reactive hardener is awesome in special PvP fits. It's worth to train the skill to IV if you armor or hull tank.

I'm my own NPC alt.

Akirei Scytale
Okami Syndicate
#11 - 2016-01-02 21:52:48 UTC
Tipa Riot wrote:
The reactive hardener is awesome in special PvP fits. It's worth to train the skill to IV if you armor or hull tank.


In all of those fits you're more neut-resistant and have a comparable resist profile that stays solid and can't be manipulated by simply replacing it with an EANM II.
Yang Aurilen
State Protectorate
Caldari State
#12 - 2016-01-02 22:58:32 UTC
Malcanis wrote:
Atomic Atty wrote:
Are adaptive hardeners ever better than the alternatives yet? Ive been off and on the game many times since it released and since they came out, they have never proven valuable. Why havent they been balanced to be a good pvp option, or removed as clutter? Do they get used at all?



u wot m8?

A mod that gives you +30% to each resist and you ask if it's worth it yet?


I think he's talking about reactive hardeners and not adaptive invuls. The problem is he's mixing the names of two modules so we can either assume he's talking about reactive hardeners or adaptive invuls. We'll need OP to clear this out if this is a mistake on his part or if he subtly trolling us with misnamed modules since this is GD and not NCQA.

Post with your NPC alt main and not your main main alt!

Tipa Riot
Federal Navy Academy
Gallente Federation
#13 - 2016-01-02 23:24:53 UTC
Akirei Scytale wrote:
Tipa Riot wrote:
The reactive hardener is awesome in special PvP fits. It's worth to train the skill to IV if you armor or hull tank.


In all of those fits you're more neut-resistant and have a comparable resist profile that stays solid and can't be manipulated by simply replacing it with an EANM II.

A second EANM will stack, the reactive hardener will not (except with DMC). So it's not a question of choice, but a combination to get max resists.

I'm my own NPC alt.

Akirei Scytale
Okami Syndicate
#14 - 2016-01-03 00:34:15 UTC  |  Edited by: Akirei Scytale
Tipa Riot wrote:
Akirei Scytale wrote:
Tipa Riot wrote:
The reactive hardener is awesome in special PvP fits. It's worth to train the skill to IV if you armor or hull tank.


In all of those fits you're more neut-resistant and have a comparable resist profile that stays solid and can't be manipulated by simply replacing it with an EANM II.

A second EANM will stack, the reactive hardener will not (except with DMC). So it's not a question of choice, but a combination to get max resists.


A second EANM can't be screwed completely by a quick ammo swap or neuting. The EANM also outperforms it when facing all 4 damage types at once, even with stacking penalties. A very good chunk of my minmatar ships do all 4 damage types at once, depleted uranium is fun.
Nevyn Auscent
Broke Sauce
#15 - 2016-01-03 02:13:17 UTC
Tipa Riot wrote:

A second EANM will stack, the reactive hardener will not (except with DMC). So it's not a question of choice, but a combination to get max resists.

Assuming good skills, EANM II's are 24/25% omni. Even with stacking penalty they are still about 20% on the second one. Making them higher average resists than the RAH.
The RAH comes into it on the third resit module, and can replace the DCU since it has stacking penalties with DCU's interestingly enough.
Tipa Riot
Federal Navy Academy
Gallente Federation
#16 - 2016-01-03 08:04:15 UTC  |  Edited by: Tipa Riot
Akirei Scytale wrote:


A very good chunk of my minmatar ships do all 4 damage types at once, depleted uranium is fun.

Good to know. Blink

I'm my own NPC alt.

Moonlit Raid
Doomheim
#17 - 2016-01-03 15:35:26 UTC
Shallanna Yassavi wrote:
They're nice for some PvE fits. If you've got Guristas or Caldari rats throwing nothing but Scourge missiles at you, the RAH will be stronger than a tech 2 active hardener, but they do go through cap like crazy. If if rats like to throw even two types of damage at you, it's not nearly as strong.

Even 2 types of damage it's an un-stack-penalised 30% so pretty worth it imho.
Akirei Scytale wrote:

A second EANM can't be screwed completely by a quick ammo swap or neuting. The EANM also outperforms it when facing all 4 damage types at once, even with stacking penalties. A very good chunk of my minmatar ships do all 4 damage types at once, depleted uranium is fun.

A quick ammo swap if you're paying attention in the RAH ship can be mitigated by "turning it off and on again." The resist profile resets to 15% across all four if the module is deactivated, reducing the number of cycles to match the new incoming damage.

If brute force isn't working, you're just not using enough.

Please Note: Any advice given comes with the caveat that nothing will be suitable for every situation.

Atomic Atty
Tax Evasion Obviously
#18 - 2016-01-03 16:56:50 UTC
Yang Aurilen wrote:
Malcanis wrote:
Atomic Atty wrote:
Are adaptive hardeners ever better than the alternatives yet? Ive been off and on the game many times since it released and since they came out, they have never proven valuable. Why havent they been balanced to be a good pvp option, or removed as clutter? Do they get used at all?



u wot m8?

A mod that gives you +30% to each resist and you ask if it's worth it yet?


I think he's talking about reactive hardeners and not adaptive invuls. The problem is he's mixing the names of two modules so we can either assume he's talking about reactive hardeners or adaptive invuls. We'll need OP to clear this out if this is a mistake on his part or if he subtly trolling us with misnamed modules since this is GD and not NCQA.


Ya woops. Im talking about the ones that actually adapt/react which I think are called reactive. Invulns are very poorly names as adaptive. They dont do that at all lol.
Atomic Atty
Tax Evasion Obviously
#19 - 2016-01-03 17:10:11 UTC
Moonlit Raid wrote:
As above though. I wouldn't use it in pvp. It has a pretty major drawback. The module measures the type of damage incoming and how often; it does NOT measure the amount. So if someone drops EM drones on your face, your reactive will crank up the EM because you're getting hit by EM 5 times every 4 seconds. Leaving your explosive open for the 5k volley of explosive from the 1400s.


Is this true? I think I recall something like this being the issue ages ago. Why have they not fixed this? Clearly if you are going to have a module adapt to resist, it should adapt to resist the type doing the highest dps.

Thanks for all of the discussion. My conclusion is that they are still useless, unless you try desperately to build an entire fit around them on just the right ship for a very specific and uninteresting or even unnecessary purpose. This module should just be pruned out. I van see their difficulty with it. If they make it decent, it could violently disrupt the use of every other resist module, and I think that generally resist modules, as they are, are well balanced in terms of slot consumption and combat effect.
Memphis Baas
#20 - 2016-01-03 21:26:16 UTC
Atomic Atty wrote:
My conclusion is that they are still useless.


As they've been trying to say, useless = "absolutely no use whatsoever," and only a Sith deals in absolutes.

So, either wrong forum or there's a use for them somewhere.
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