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[March] Cap Battery Tiericide

First post
Author
Khan Wrenth
Viziam
Amarr Empire
#121 - 2016-02-18 08:38:49 UTC
Hopelesshobo wrote:
I'm still wondering if the neut resistance bonus will be added to the fitting window, or if it will remain a hidden stat that will only be revealed by my calculator on my desk.

Well seeing as though Fozzie is intent on keeping these modules almost useless, I doubt they'll devote any dev time to updating the fitting window to show it, because nobody's going to see it anyway. But honestly it's one module to keep track of, I don't think you'd really need to calculate all that much?

Perhaps I'm being a little harsh. Someone posted an idea about fitting these to cap-chaining logi ships, and that's actually a great point. Beyond that, I've found and/or heard of like, four fits across hundreds of ships in EvE, where this module would be beneficial in even a fringe scenario (usually those fringe cases treat the cap battery as a super cap recharger - not for any neut resists which is the freaking point). Again, a cap battery doesn't do much for a ship not being neuted, and doesn't do near enough for a ship that is being neuted, and requires too much fitting to justify stacking multiples on the same hull to get any meaningful resistance.

We have the reverse problem with the damage control unit tiericide. I'll be honest, about a year ago I found that a few Amarr hulls actually benefit much more from traditional armor mods than a DCU. So the DCU shakeup is only a straight buff to the selected Amarr hulls that could get away with it. But Gallente have too much invested in hull to pass it up, Caldari vessels will still be happy to benefit from the shield resists so they'll dedicate a lowslot to it, and Minnmintar have too many lowslots to begin with, so fitting the DCU was already a must.

So batteries will still be a fail, DCU is still a must-have in most cases, so both get tiericided and nothing changes. A bunch of dev time wasted spinning their wheels.
Hopelesshobo
Hoboland
#122 - 2016-02-18 09:13:44 UTC
Khan Wrenth wrote:

Perhaps I'm being a little harsh. Someone posted an idea about fitting these to cap-chaining logi ships, and that's actually a great point. Beyond that, I've found and/or heard of like, four fits across hundreds of ships in EvE, where this module would be beneficial in even a fringe scenario (usually those fringe cases treat the cap battery as a super cap recharger - not for any neut resists which is the freaking point). Again, a cap battery doesn't do much for a ship not being neuted, and doesn't do near enough for a ship that is being neuted, and requires too much fitting to justify stacking multiples on the same hull to get any meaningful resistance.


Now, talking about the batteries that we have on live...the only time I used it was on a brand new alt to run some distro missions without running out of cap. In order for the batteries to be useful you basically had to be getting aux cap or you would be just neuted out anyways, vs just fitting a cap recharger for a fraction of the fitting.

The issue with hidden stats: is that if you don't see something change on the screen, they get devalued because you have to know in the back of your head it's doing something instead of seeing the change.

Lowering the average to make you look better since 2012.

Khan Wrenth
Viziam
Amarr Empire
#123 - 2016-02-18 09:29:59 UTC
Hopelesshobo wrote:
The issue with hidden stats: is that if you don't see something change on the screen, they get devalued because you have to know in the back of your head it's doing something instead of seeing the change.

An excellent point. Apparently there was confusion over how and how often the (current) batteries "reflected" some neut power. It surprised me to learn that it wasn't 100% certain to do so (was covered earlier in this thread).

There is certainly a lot they can do to improve the UI, and especially fitting. You are correct to ask for this stat (neut resistance) to be included in the fitting window; as I recall they have already started a project to overhaul the fitting window. So the time is right to get this introduced.
elitatwo
Zansha Expansion
#124 - 2016-02-22 05:59:55 UTC
Khan Wrenth wrote:
Hopelesshobo wrote:
The issue with hidden stats: is that if you don't see something change on the screen, they get devalued because you have to know in the back of your head it's doing something instead of seeing the change.

An excellent point. Apparently there was confusion over how and how often the (current) batteries "reflected" some neut power. It surprised me to learn that it wasn't 100% certain to do so (was covered earlier in this thread).

There is certainly a lot they can do to improve the UI, and especially fitting. You are correct to ask for this stat (neut resistance) to be included in the fitting window; as I recall they have already started a project to overhaul the fitting window. So the time is right to get this introduced.


What do you think of my idea if I may?

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Trinkets friend
Sudden Buggery
Sending Thots And Players
#125 - 2016-02-22 07:37:45 UTC
Boy, I'm glad I have some BPCs of Thurifer cap batteries.
Khan Wrenth
Viziam
Amarr Empire
#126 - 2016-02-22 16:20:32 UTC
elitatwo wrote:
I like where this is going.

If I may add a few changes, I would say give them fixed values for their ship size and a "recharge time" just like rechargable batteries we all use every minute of every hour of a day - the lithium ion-battery.

So it becomes an active mod that "injects" a fixed value of cap when you activate it and it takes 10 seconds to recharge for the frigate one, 15 seconds for the cruiser one and 20 seconds for the battleship one to recharge.

An average value for cap injection would be 200 cap for the frigate one, 800 for the cruiser one and 1600 for a battleship one and the cap injection would be one second, followed by the recharge timer and keeping a neut resistance of 40% for the frigate mod, 45% or a little bit higher for the cruiser one and 50-60% for the battleship one.


I'm assuming this is the idea you are referring to?

I like the concepts, but I'm worried about the recharge time being too quick. The one guy posted earlier in this thread about the cap battery only recharging when you have above a certain amount of capacitor. I like that because it helps limit the crossover with cap injection that we have with cap boosters. If we had those recharge times coupled with the capacitor threshold needed to recharge, I think we'd have a winner. I don't think it would be overpowered at that point (since it wouldn't recharge on it's own while under neut pressure, so Cap boosters would still have a role to play here), and it would finally be an interesting enough choice for me to consider mounting them - something which the current proposal from Fozzie doesn't do for me.
Khan Wrenth
Viziam
Amarr Empire
#127 - 2016-02-22 16:49:01 UTC
Kasia en Tilavine wrote:
BUT. That would only make sense if cap boosters had 60 seconds of reload. ASB's are not as broken powerful as Cap boosters. If ASB's had a 10 second reload like cap boosters, then every ship in space would have a token asb on it, they would be horrifying. IF cap boosters got a 60 second reload like ASB's, or even a 30 second reload, the following batteries as buffer resist mods would see widespread competitive use.

Small Battery II .......... 30 Cpu ... 5 Pg ... adds a base of 250 Gj and provides 25% resist
Medium Battery II ......... 45 Cpu ... 150 Pg ... adds a base of 1000 Gj and provides 25% resist
Large Battery II .......... 60 Cpu ... 1500 Pg ... adds a base of 4000 Gj and provides 25% resist

None of these would be capable of being fit on downsize ships, and only niche cases of fitting them on upsize ships because of grid issues to squeeze out that last bit of cap along with a neut resist would happen. Until Cap boosters get a 30-45 second reload however, batteries will NEVER be able to compete with a Gj stream into a ships capacitor that can in some cases quadruple the Gj/s that ships get naturally.


I was reading through your posts again, and I have to say you've changed my mind about the cap boosters. The way you presented them in a juxtaposition with ancillary shield boosters makes a good point and I'm sorry for not acknowledging that sooner.

The numbers I've quoted above I think are debatable though. Looking at the Large battery for now, that's a lot of fitting resources. And while the 4k Gj is definitely welcome, I don't really think it would compete with cap boosters even if boosters were nerfed. What it boils down to, at least for me, is the resist. Neuts can get very powerful in a hurry, and I don't feel that 25% cuts it for a single resist mod, even with the extra buffer. So if I were to use these on a vessel, I'm likely going to put one appropriate-size, one small for the extra resist, and leave it at that. And if I'm flying a frigate, the resist isn't going to save anything anyway and I'd still rather a booster in that scenario.

But maybe you'd know better? I'm open to hearing more.
elitatwo
Zansha Expansion
#128 - 2016-02-22 18:12:24 UTC
Khan Wrenth wrote:
I'm assuming this is the idea you are referring to?

I like the concepts, but I'm worried about the recharge time being too quick. The one guy posted earlier in this thread about the cap battery only recharging when you have above a certain amount of capacitor. I like that because it helps limit the crossover with cap injection that we have with cap boosters. If we had those recharge times coupled with the capacitor threshold needed to recharge, I think we'd have a winner. I don't think it would be overpowered at that point (since it wouldn't recharge on it's own while under neut pressure, so Cap boosters would still have a role to play here), and it would finally be an interesting enough choice for me to consider mounting them - something which the current proposal from Fozzie doesn't do for me.


Yep exactly. The recharge values here are something I pulled of my rear view but also considering the reload times of cap boosters which can cripple you in a fight.
They are of course only a first draft value so we would have something to look and brainstorm with.

If we look at the cruise size example I thought 15 seconds for 1000 capacitor because a neuta-geddon is already going to a terrible fight and even with navy 400 cap booster charges you end up with 19.4 seconds without any module on.

That may look like a lot of cap but is actually less than 50% of a cruisers base cap value and of course a neuta-geddon will nuke that away again.
And of course I didn't want to make it too powerful so it wouldn't become mandatory by accident. I forgot to mention that you can only "inject" a full battery and not a "half-charged" one - though that would be interesting too.

The reason I chose below 50% base cap was so that the natural regeneration threshold would be oversaturated already so the capacitor regeneration would be slower after the "injection".

I admit that a capacitor cost sounds interesting but with us flying in the heavens and being exposed with solar radiation and other sources of energy it may complicate things too much.
A ships capacitor regenerates by magic so why would a battery be different?

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Advenat Bedala
Facehoof
#129 - 2016-02-22 21:08:53 UTC
As veteran EFT-warrior I can say

Cap battery shine when you already invest many slots in cap regeneration. It's not so many ships which can do such.
So.
I really like cap battery rebalance in this iteration but...
it seems done for cruser-size ships. For BS capa-bonus is low. For frigates/destroers fitting requerements are too big. Also frigates/destroers lack slots to make battery usable.

So my suggestion is to boost small-sized modules (both in fitting and capa-bonus) and add X-Large modules for BS
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#130 - 2016-02-23 10:10:17 UTC
Khan Wrenth wrote:

The numbers I've quoted above I think are debatable though. Looking at the Large battery for now, that's a lot of fitting resources. And while the 4k Gj is definitely welcome, I don't really think it would compete with cap boosters even if boosters were nerfed. What it boils down to, at least for me, is the resist. Neuts can get very powerful in a hurry, and I don't feel that 25% cuts it for a single resist mod, even with the extra buffer. So if I were to use these on a vessel, I'm likely going to put one appropriate-size, one small for the extra resist, and leave it at that. And if I'm flying a frigate, the resist isn't going to save anything anyway and I'd still rather a booster in that scenario.

But maybe you'd know better? I'm open to hearing more.


I think you might be surprised what actual capacitor buffer would feel like on a ship. As it stands, there are precisely 0 ships that opperate on a buffer setup for cap. You can pile batteries PDS and Semiconductors onto a nestor, but its not really worth the slots to be honest. A lot of ships are fit solely buffer on shields or armor, and the raw time that gives you to DO something without needing to manage your own reps is quite popular.

If the batteries doubled or nearly doubled cap buffer AND added 25% resist, Cap "EHP" would increase significantly. lt wouldn't make you imune to a neut or two like a booster does, but it would give you potentially minutes of activity in an engagement. We might actually see Guardians/Scimi's using cap transmitters on someone outside the cap chain.

My point i guess is that nobody knows what flying cap buffer fit feels like, or if it would even work. I'd like to at least play with it as an idea on sisi for a while.

Also, don't forget that there is a skill that reduces CPU usage by 25% total, and the Pg usage is much less than a cap booster still. (on the medium and large)(small battery still has triple the acceptabe Pg usage numbers right now).
Khan Wrenth
Viziam
Amarr Empire
#131 - 2016-02-23 12:54:24 UTC
Kasia en Tilavine wrote:
I think you might be surprised what actual capacitor buffer would feel like on a ship. As it stands, there are precisely 0 ships that opperate on a buffer setup for cap. You can pile batteries PDS and Semiconductors onto a nestor, but its not really worth the slots to be honest.

That part of your post reminded me of a discussion on passive shield tanking over on the "Ships & Modules" forum a few months back. To be precise, people posted a bunch of numbers from fitting various ships both passive shield, and active shield. And the basic conclusion was "active shield tanking takes on average 2-4 less mods to pull off, gives higher EHP/s numbers, and those extra slots you're not using (for shield) can be used for extra damage, application, mobility, or accessory, drastically increasing the performance of the ship. Ergo, passive shield tanking is never worth it."

So, I'm seeing a lot of overlap between fail passive shield tanking, and fail passive cap tanking. Again, at least with the numbers Fozzie is presenting. Which brings me to this part...

Kasia en Tilavine wrote:
If the batteries doubled or nearly doubled cap buffer AND added 25% resist, Cap "EHP" would increase significantly. lt wouldn't make you imune to a neut or two like a booster does, but it would give you potentially minutes of activity in an engagement


That seems much more reasonable, considering the fitting requirements. Yes, I saw what you said about the fitting skills and I had forgotten about that, but the cap batteries Fozzie is trying to give us still don't justify those fitting numbers. However, if he buffed the batteries to what you've suggested, I'd at least give them a try. I'd even try them extensively on SiSi. Of course, a powerful battery would HAVE to be paired with a cap booster nerf, which I've already said I've reconsidered and I'm now on board with.

The best part of your suggestion is that the huge cap buffer would act as a natural cap recharger - as well it should. For the fitting requirements presented, it should give people a decent boost in recharge when outside of neuts, and the rest takes care of itself.

But since the small/medium/large aren't hard-coded for use only on a sized vessel, you'll have to offer up a cap increase number appropriate for each size. What would you suggest?
CaesarGREG
Brutor Tribe
Minmatar Republic
#132 - 2016-02-23 18:25:09 UTC
Table with NEW Capacitor batteries is very good!

Maybe ppl will start use batteries in pvp when they will get more capacitor and beter resistances.

Good change:)
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#133 - 2016-02-23 20:52:52 UTC
Khan Wrenth wrote:
Ergo, passive shield tanking is never worth it."

But since the small/medium/large aren't hard-coded for use only on a sized vessel, you'll have to offer up a cap increase number appropriate for each size. What would you suggest?


Passive recharge is fail tanking for pvp. I agree. And for the most part, its because there are no stacking penalties on those modules, therefore, they don't have high enough stat benefits to be worth putting on in anything other than maxed out every slot setups. They're balanced around what you can squeeze out of max setups, not by what you get out of 2 or 3 slots before penalties cripple any additional modules.

What i was talking about was just plain old buffer. It takes you longer to burn through my 1600 plate vexor than it takes me to neut out and burn past your dual rep thorax. Buffer Vs. Active tank. Not passive recharge.

How do you then make an Active Vs. Buffer cap system? If ASB and Shield Extenders are to be considered "balanced", small batteries need to increase frig capacitor by about 150%. Mediums need to increase by about 100% and Battleships need to get about 66% of their cap again.
Harvey James
The Sengoku Legacy
#134 - 2016-02-23 21:00:01 UTC
Kasia en Tilavine wrote:
Khan Wrenth wrote:
Ergo, passive shield tanking is never worth it."

But since the small/medium/large aren't hard-coded for use only on a sized vessel, you'll have to offer up a cap increase number appropriate for each size. What would you suggest?


Passive recharge is fail tanking for pvp. I agree. And for the most part, its because there are no stacking penalties on those modules, therefore, they don't have high enough stat benefits to be worth putting on in anything other than maxed out every slot setups. They're balanced around what you can squeeze out of max setups, not by what you get out of 2 or 3 slots before penalties cripple any additional modules.

What i was talking about was just plain old buffer. It takes you longer to burn through my 1600 plate vexor than it takes me to neut out and burn past your dual rep thorax. Buffer Vs. Active tank. Not passive recharge.

How do you then make an Active Vs. Buffer cap system? If ASB and Shield Extenders are to be considered "balanced", small batteries need to increase frig capacitor by about 150%. Mediums need to increase by about 100% and Battleships need to get about 66% of their cap again.


i.e. there still ****...

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

FT Cold
Federal Navy Academy
Gallente Federation
#135 - 2016-02-24 02:55:01 UTC
Harvey James wrote:
Kasia en Tilavine wrote:
Khan Wrenth wrote:
Ergo, passive shield tanking is never worth it."

But since the small/medium/large aren't hard-coded for use only on a sized vessel, you'll have to offer up a cap increase number appropriate for each size. What would you suggest?


Passive recharge is fail tanking for pvp. I agree. And for the most part, its because there are no stacking penalties on those modules, therefore, they don't have high enough stat benefits to be worth putting on in anything other than maxed out every slot setups. They're balanced around what you can squeeze out of max setups, not by what you get out of 2 or 3 slots before penalties cripple any additional modules.

What i was talking about was just plain old buffer. It takes you longer to burn through my 1600 plate vexor than it takes me to neut out and burn past your dual rep thorax. Buffer Vs. Active tank. Not passive recharge.

How do you then make an Active Vs. Buffer cap system? If ASB and Shield Extenders are to be considered "balanced", small batteries need to increase frig capacitor by about 150%. Mediums need to increase by about 100% and Battleships need to get about 66% of their cap again.


i.e. there still ****...


Which is something that we've been trying to point out. If the devs are actually reading this thread it would be nice to see what their reasoning is behind the stats and what situations they envision batteries being used in are.
Khan Wrenth
Viziam
Amarr Empire
#136 - 2016-02-24 04:35:45 UTC
FT Cold wrote:
Which is something that we've been trying to point out. If the devs are actually reading this thread it would be nice to see what their reasoning is behind the stats and what situations they envision batteries being used in are.

I'm fairly certain they're reading the thread, because they responded to the point of the fitting requirements being too high, so they lowered the CPU. Which is kind of a joke, because the fitting requirements being too dang high (to paraphrase a meme) was probably only a third of the problem. The other two thirds of the problem, the much bigger part of the problem, is that the batteries they are presenting are still useless. I would freaking love it if they did come in here and spelled out how they envision these modules being used, because out of the two dozen modules they have, everyone has chimed in to say they're probably only ever going to use the small tech II for the resistance because none of these batteries come with enough buffer to justify the fitting cost.

And the devs still don't get it.

To use sales terms, they're trying to sell us a product we don't want because we have better alternatives and we have no use for what they're selling. And this reminds me of a real-world story I heard once.

So the story goes, one day a hardware company was selling a little device that a person could wear as a backpack, and through a hose, spray stuff on their lawn. They sold a few units. Everything was normal. Suddenly, sales of this one item spiked. When they were discussing with their customers why this was suddenly a hot item, they said they were removing the water tank, and just using the device to blow leaves around. The company had a great idea and re-made a new model of the device specifically to do that. And thus, the modern leaf blower was born!

So the story goes here, everyone is telling CCP they want a leaf blower. So CCP is introducing a yard sprayer with a larger water tank that is now completely unremovable and the device is heavier.

No thanks. This isn't what we're in the market for, we don't want your product, and your device is obsolete. We want the resistance, not so much the buffer, and certainly not at that cost. Go back to the drawing board and start again. They have been provided with dozens of great ideas from a lot of people in this thread, ranging from a slight re-tooling of the current stats and bonuses, to a complete overhaul of how the device is supposed to work. Each one has some merits and would make the device competitive. They should pick one and start working with it. Heck, if they wanted to be freaking awesome, they could take several radically different ideas from this thread and release several new module types to REALLY give us choices in how we fit ships and counter neuts.

Wouldn't that be awesome? Options! Fitting choices!

I know we're asking for Devs to come forward with what they think these will be used for, but I also repeatedly asked any of the players to put forth their ideas on how they'll use these batteries as presented. So far we have people saying they'll mount small tech II for the resistance on their logi chains, people saying they might mount them on capitals for the neut resistance, and people saying that they use the extra capacitor outside of combat to complete long-range jumps between gates while traveling. That is radically niche.

Where is the wide-use scenario for these things? Even semi-wide-use? How will these things ever been competitive? Where are they useful? To quote a piece of the famous scene from "A Few Good Men", as the judge says, "The court will wait for an answer."
elitatwo
Zansha Expansion
#137 - 2016-02-24 06:56:31 UTC
Khan Wrenth wrote:
FT Cold wrote:
Which is something that we've been trying to point out. If the devs are actually reading this thread it would be nice to see what their reasoning is behind the stats and what situations they envision batteries being used in are.

...what you said...


I don't do this often but I can only press the "agree" button once, so +1000000000000.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Rek Seven
University of Caille
Gallente Federation
#138 - 2016-02-24 12:09:24 UTC  |  Edited by: Rek Seven
Fozzie doesn't like to engage with the player base in his feedback threads, so don't hold your breath for any meaningful discussions with the devs.

It is pointless to try and get CCP to reinvent the cap battery. Focus your feedback on what it is currently designed for (increased cap pool and neut resistance) and the fitting costs.
Rowells
Blackwater USA Inc.
Pandemic Horde
#139 - 2016-02-24 15:13:06 UTC
Would it be interesting or meaningful at all, if capacitor batteries affected the rates and values involved with overheating?
Harvey James
The Sengoku Legacy
#140 - 2016-02-24 15:15:07 UTC
Rowells wrote:
Would it be interesting or meaningful at all, if capacitor batteries affected the rates and values involved with overheating?


how about adding an overheat function too them maybe increased e-war resistance

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using