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Remote hull reps

Author
elitatwo
Zansha Expansion
#1 - 2017-02-06 09:35:33 UTC
Remote hull reps are the worst possible remote repair tools in New Eden.

Can we make a change to the tech one and tech 2 ships, so the fitting and usage bonus extends to all remote reps and reduce the cpu demand of remote hull reps by 50%.

The Guardian, Oneiros, Basilisk and that minmatar thing would keep all the current bonuses but the fitting bonus would be changed to all remote reps.

That would give a Basilisk the option to fit remote armor reps without the range bonus and could lead to interesting new options on the field.

Or flying a Guardian, repping hull-tank Navy Brutixes.

Eve Minions is recruiting.

This is the law of ship progression!

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Lugh Crow-Slave
#2 - 2017-02-06 10:48:14 UTC
please think for a bit before posting


Combat viable Hull reps in any form are OP do to the 60+ uniform resist of hull tanks. they are gimped so hard to make sure they will not be viable during a fight
elitatwo
Zansha Expansion
#3 - 2017-02-06 11:12:22 UTC
Well that hull tanking is op is not my fault and not my doing is it?

Someone who was called Reavy should feel really, really bad now for coming up with this and the other capsuleers for making it worse.

The intention wasn't having the remote hull reps in a fight but after one. And I never said anything about the repair cycle time or rep amount.

In their current state I will rather commit suicide before fitting one.

AND YES I DO THINK ABOUT THIS.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Lugh Crow-Slave
#4 - 2017-02-06 12:44:01 UTC
hull tanking is not OP.... but reps will make them op. There is no need to increase their utility in any way and risk EvE finding out how to make it viable
Cade Windstalker
#5 - 2017-02-06 15:28:18 UTC
This isn't needed, has the potential to cause balance problems, and the idea to give all logi ships bonuses to all reps is terrible. It removes diversity from the game and also has the potential to cause balance issues.

There's no good reason to do this that I can see and you haven't provided one.
elitatwo
Zansha Expansion
#6 - 2017-02-06 15:52:29 UTC
Cade Windstalker wrote:
This isn't needed, has the potential to cause balance problems, and the idea to give all logi ships bonuses to all reps is terrible. It removes diversity from the game and also has the potential to cause balance issues.

There's no good reason to do this that I can see and you haven't provided one.


I gave an example. And I never said that remote rep would get all the bonuses, just the fitting one and capacitor usage one for the t2 cruisers.

The range bonus would only apply to the proper reps and being what they are hulls reps could be used to rep up pos modules or other things with large amounts of hull.

The hull reps will cap you out either way and if you would have a newbie who would want to do the rep thing but can only fly Amarr at the time might appreciate the option to fit shield reps instead.

He wouldn't get the proper armor remote rep range bonus but wouldn't wont to kill himself for undocking.

So even if you could actually fit them on a ship that 400 day cycle time and 2hp amount per cycle would still make hull reps a terrible choice to bring into a fight.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Amarisen Gream
The.Kin.of.Jupiter
#7 - 2017-02-06 16:30:21 UTC
Cade Windstalker wrote:
... It removes diversity ...



not agreeing to the hull rep thing, but I think CCP has removed more then enough diversity from the game in the way so many ships are cookie cutter... besides the level bonus which are different according to race, most of the role bonuses are copy paste from one race to another. and even most of the racials are cookie cutter from race to race. they just have different names and numbers to make things balanced.

My understanding from the lore is that Amarr and Minnie are both empires that used afterburners to a massive extent, and Gallente/Caldari where the MWD group. but when you look at nearly all combat t2s, they all have a MWD bonus...

so over all. i'm saying there are much worse things that have been done then what the OP is suggesting to maintain balance, but i'm still not okay with the OPs suggestion. maybe we can get UpWell to make a hull reping ship.

"The Lord loosed upon them his fierce anger All of his fury and rage. He dispatched against them a band of Avenging Angels" - The Scriptures, Book II, Apocalypse 10:1

#NPCLivesMatter #Freetheboobs

Cade Windstalker
#8 - 2017-02-06 16:37:40 UTC
I don't think you've done the math on this one correctly. If you're only repairing structures you can absolutely setup a cheap T1 fit that can run hull reppers cap stable (even has room for extra mods if the poor nublet's fitting skills are bad):

[Augoror, test]
Capacitor Power Relay II
Capacitor Power Relay II
Co-Processor II
[empty low slot]
[empty low slot]

Medium Cap Battery II
Medium Cap Battery II
[empty med slot]

Medium Remote Hull Repairer II
Medium Remote Hull Repairer II
Medium Remote Hull Repairer II
Medium Remote Capacitor Transmitter II
Medium Remote Capacitor Transmitter II

Medium Egress Port Maximizer I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Also Large Hull Reps would absolutely be viable for tanking if you could run them like normal reps. I've had friends that have done it for a laugh and it's actually pretty viable because it's stupidly easy to get a huge hull buffer and the resist profile is flat by default.

If someone wants to run shield or armor reps they should train into the right Logi ship, not get a half-baked version that no sane FC would ever let undock. A ship shouldn't be bonused for something that's never going to get used, and bonuses shouldn't be added to ships "because why not". Nothing here is a compelling reason for changing any of this, it's just "this is mildly inconvenient".
Serendipity Lost
Repo Industries
#9 - 2017-02-06 16:54:14 UTC
Amarisen Gream wrote:
Cade Windstalker wrote:
... It removes diversity ...



not agreeing to the hull rep thing, but I think CCP has removed more then enough diversity from the game in the way so many ships are cookie cutter... besides the level bonus which are different according to race, most of the role bonuses are copy paste from one race to another. and even most of the racials are cookie cutter from race to race. they just have different names and numbers to make things balanced.

My understanding from the lore is that Amarr and Minnie are both empires that used afterburners to a massive extent, and Gallente/Caldari where the MWD group. but when you look at nearly all combat t2s, they all have a MWD bonus...

so over all. i'm saying there are much worse things that have been done then what the OP is suggesting to maintain balance, but i'm still not okay with the OPs suggestion. maybe we can get UpWell to make a hull reping ship.



They all get mwd bonus because the guy in charge of the current balancing pass has his pvp roots in sig tanked armor hacs. Everything is better w/ a mwd?? Isn't it??? That's how AF got messed up and are now only sporadically used.

OP - I think the answer to your problem would be a deployable hull rep module. Something you can anchor on your POS and use it to automatically repair POS modules that are in structure. POS modules only. And to keep it form upsetting any current balance, make the module very weak defensively (small amount of shields and armor) such that it would be a bad idea to use as an active defense module - make it a maint module that, if your POS survives, can be deployed after the carnage to repair structure damage on all your damaged POS modules.

I would see the module working automatically (no taking control and targeting manually) and it would have the range to cover all possible POS mod locations without being repositioned. As stated it would be weak defensively, so having it online during a fight would be useless. Also, being that it would function automatically, make the auto structure repair amount low. So slow acting, but relentless. Deploy, anchor, online and go to bed. Check on it in the morning.

I'm normally against auto anything, but in the case of repping structure on POS mods - there really isn't any interesting game play involved in hull repping modules that can't be done during the armor repping phase of the repair process. I would say this would be OK in it's limited form.

As for making ship based hull repping better - I'm giving a no vote based on balancing stuff going forward.
Cade Windstalker
#10 - 2017-02-06 17:18:18 UTC
Serendipity Lost wrote:
They all get mwd bonus because the guy in charge of the current balancing pass has his pvp roots in sig tanked armor hacs. Everything is better w/ a mwd?? Isn't it??? That's how AF got messed up and are now only sporadically used.


This is neither really accurate nor fair. The reason we got MWD bonuses of AFs and HACs is because the ships were designed, originally a loooong time ago, to be "T1 but better" but that doesn't fit well into the new design philosophy. The result was that CCP had to make a decision to either give them a bonus that complemented what they were already used for without being OP (what they went with) or invalidate the ships current use and rework them from the ground up which would have seriously pissed off a lot of people.

Understandably they went with option 1 and tried to preserve the current use and skill training as much as possible. The main reason they're not used now is because of other ships that have been introduced since then, not because the MWD sig bonus is worthless or a fundamentally bad idea, fundamentally it's quite powerful it just runs into other issues.

Serendipity Lost wrote:
OP - I think the answer to your problem would be a deployable hull rep module. Something you can anchor on your POS and use it to automatically repair POS modules that are in structure. POS modules only. And to keep it form upsetting any current balance, make the module very weak defensively (small amount of shields and armor) such that it would be a bad idea to use as an active defense module - make it a maint module that, if your POS survives, can be deployed after the carnage to repair structure damage on all your damaged POS modules.

I would see the module working automatically (no taking control and targeting manually) and it would have the range to cover all possible POS mod locations without being repositioned. As stated it would be weak defensively, so having it online during a fight would be useless. Also, being that it would function automatically, make the auto structure repair amount low. So slow acting, but relentless. Deploy, anchor, online and go to bed. Check on it in the morning.

I'm normally against auto anything, but in the case of repping structure on POS mods - there really isn't any interesting game play involved in hull repping modules that can't be done during the armor repping phase of the repair process. I would say this would be OK in it's limited form.

As for making ship based hull repping better - I'm giving a no vote based on balancing stuff going forward.


If you're going to do this you may as well just build in a passive regen into structure HP, otherwise you'll get 20 or more of these things deployed around every structure in the game which will just cause lag and other issues.

Plus there's no point in making something specifically for POS modules which are, at some point, being phased out and going away completely.
Old Pervert
Perkone
Caldari State
#11 - 2017-02-06 17:34:29 UTC
Man tanking is man tanking.

Rub some dirt in it and keep going. That's the mantank way.
baltec1
Bat Country
Pandemic Horde
#12 - 2017-02-07 11:22:24 UTC
CCP missed a good opportunity to make hull taking a thing when they b̶u̶f̶f̶e̶d̶ ̶f̶r̶e̶i̶g̶h̶t̶e̶r̶s̶ changed damage controls.
elitatwo
Zansha Expansion
#13 - 2017-02-07 13:14:08 UTC
I didn't take long for navy Brutixes to have more tank than a basic carrier has now.

Listen CCP, active tanking used to be superior to everything and now look what you have done.


Three years ago on SiSi, I was at the 6-c station undock and looked for ships coming back to the station and there was this carrier with hull damage and this spiked my thinking cap on and I fit up a ship with remote hull reps on.

Oh boy that was an exercise. Little did I know about the capacitor requirements of a remote hull rep but there I was, seeing for myself how terrible they are.

So my idea here, at mind experiment if you will, would result in different fitting choices, not that remote hull reps suddenly become viable, because they are terrible - with or without 35% less capacitor use.

The downside would be that an Augruor with remote shield transfers would have to pay the price of having to stay really close to apply reps which would put her very close into harms why, while a cap-chaining Osprey could stay out in range, making that link very vulnerable to mess up.

A Guardian would have to choose a similar fate because the range bonus is part of the tank.


Very fascinating to see how your minds work. You jumped to fax machines so quickly that common people would get lightheaded and have to sit down.
Not everything is about your blobbs of incompetence.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Frostys Virpio
State War Academy
Caldari State
#14 - 2017-02-07 15:14:44 UTC
elitatwo wrote:
I didn't take long for navy Brutixes to have more tank than a basic carrier has now.

Listen CCP, active tanking used to be superior to everything and now look what you have done.


Three years ago on SiSi, I was at the 6-c station undock and looked for ships coming back to the station and there was this carrier with hull damage and this spiked my thinking cap on and I fit up a ship with remote hull reps on.

Oh boy that was an exercise. Little did I know about the capacitor requirements of a remote hull rep but there I was, seeing for myself how terrible they are.

So my idea here, at mind experiment if you will, would result in different fitting choices, not that remote hull reps suddenly become viable, because they are terrible - with or without 35% less capacitor use.

The downside would be that an Augruor with remote shield transfers would have to pay the price of having to stay really close to apply reps which would put her very close into harms why, while a cap-chaining Osprey could stay out in range, making that link very vulnerable to mess up.

A Guardian would have to choose a similar fate because the range bonus is part of the tank.


Very fascinating to see how your minds work. You jumped to fax machines so quickly that common people would get lightheaded and have to sit down.
Not everything is about your blobbs of incompetence.


Your idea of all reps getting fitting requirement reduction on all logi only mean you can field ****-tier comp until you can train a "good" racial cruiser to V. Who the hell would let it's fleet with the logi wing with some member fit with ****-tier range reppers when you can tell them to train a cruiser to V and end up with an actually viable range on one of the 2 proper ship?

As for hull rep, they are meant to be unefficient to use in combat. You can make odd fits if you need them out of combat but the "free" 60% flat resist profile and somewhat ridiculous way hull EHP can be fitted for make them not a good candidate for in combat remote repping. If you want it to happen, you would have to be ok with nerfing most hull HP boosting modules and of course a nerf to the DC too.
Serendipity Lost
Repo Industries
#15 - 2017-02-07 15:28:55 UTC
Taking the current range bonus from ALL the dedicated logistics ships and replacing them with hull transfer amount bonus would actually do a lot of good for the game. This idea may have more merit than I first anticipated.

Add hull repair amount bonus to logistic ships
Remove repair range from logistic ships

+1
Old Pervert
Perkone
Caldari State
#16 - 2017-02-07 15:49:46 UTC
Serendipity Lost wrote:
Taking the current range bonus from ALL the dedicated logistics ships and replacing them with hull transfer amount bonus would actually do a lot of good for the game. This idea may have more merit than I first anticipated.

Add hull repair amount bonus to logistic ships
Remove repair range from logistic ships

+1


Long live the wrecking ball... may the anchor forever guide our fleets.

-1... anchoring is boring. Logi with no rep range bonuses means that there is never going to be a hope of a fleet spreading out and actually flying their ships.
Serendipity Lost
Repo Industries
#17 - 2017-02-07 16:14:56 UTC
Old Pervert wrote:
Serendipity Lost wrote:
Taking the current range bonus from ALL the dedicated logistics ships and replacing them with hull transfer amount bonus would actually do a lot of good for the game. This idea may have more merit than I first anticipated.

Add hull repair amount bonus to logistic ships
Remove repair range from logistic ships

+1


Long live the wrecking ball... may the anchor forever guide our fleets.

-1... anchoring is boring. Logi with no rep range bonuses means that there is never going to be a hope of a fleet spreading out and actually flying their ships.



OR it means that logi will no longer be able to kite fights and would actually have to get in point/neut range to do their thing. Think of all the risk averse doctrines that would immediately go in the waste bin. Glorious!
Old Pervert
Perkone
Caldari State
#18 - 2017-02-07 16:23:59 UTC
Serendipity Lost wrote:
Old Pervert wrote:
Serendipity Lost wrote:
Taking the current range bonus from ALL the dedicated logistics ships and replacing them with hull transfer amount bonus would actually do a lot of good for the game. This idea may have more merit than I first anticipated.

Add hull repair amount bonus to logistic ships
Remove repair range from logistic ships

+1


Long live the wrecking ball... may the anchor forever guide our fleets.

-1... anchoring is boring. Logi with no rep range bonuses means that there is never going to be a hope of a fleet spreading out and actually flying their ships.



OR it means that logi will no longer be able to kite fights and would actually have to get in point/neut range to do their thing. Think of all the risk averse doctrines that would immediately go in the waste bin. Glorious!


Or it means that logi will anchor on their kitey FC with the rest of their kitey fleet and stay safely out of range as usual.

In the case of a brawling fleet, yes they currently have some options for kiting while the DPS brawl, but risk-averse players don't participate in brawling fleets.. too much risk to their precious ship.
Frostys Virpio
State War Academy
Caldari State
#19 - 2017-02-07 17:48:28 UTC
Serendipity Lost wrote:
Old Pervert wrote:
Serendipity Lost wrote:
Taking the current range bonus from ALL the dedicated logistics ships and replacing them with hull transfer amount bonus would actually do a lot of good for the game. This idea may have more merit than I first anticipated.

Add hull repair amount bonus to logistic ships
Remove repair range from logistic ships

+1


Long live the wrecking ball... may the anchor forever guide our fleets.

-1... anchoring is boring. Logi with no rep range bonuses means that there is never going to be a hope of a fleet spreading out and actually flying their ships.



OR it means that logi will no longer be able to kite fights and would actually have to get in point/neut range to do their thing. Think of all the risk averse doctrines that would immediately go in the waste bin. Glorious!


If you think those supposed "risk averse" group won't turn to full kiting doctrine, you are stupider than I though.
Deckel
Island Paradise
#20 - 2017-02-07 17:50:14 UTC
OP! OP! OP! That's all I ever hear when the topic of hull logi comes up and I don't believe it for a second. Anything can be made viable and balanced

"The resists are too easily brought up too high"(compared to other tanking forms)
Yes one module can bring hull resists to 60-68 whereas two to three modules would be needed to do this similarly for shield or armor (except if you're T2, where one resist module will average this or higher, or an interdiction cruiser where one resist module will average much higher)

But since when has Hull tanking ever relied upon one module slot? No you need a large buffer hull to make it viable and so would likely have to dedicate just as many, or likely more, ship resources to it as to any other tanking form, and needing a large buffer to make reps viable should not change. Currently the only ships that overly rely upon the damage control module are frigates and destroyers because they often do not have the resources to fit more than a single resist module. But would they be OP by receiving hull reps? Likely not because most simple cannot achieve the high hull HP base that would be required to prevent breaking through reps, except perhaps for a few exceptional ships, which could be re-balanced if need be.

Hull repping should be revamped and a ship hull should exist that gets some hull rep bonuses, even if it is not it's dedicated role or only for fitting requirements. (Maybe best as a pirate hull or special edition ship? or only Frigates?)

Should hull repping be common or preferred? No. Should it be viable? Yes, I think so, and not just for between-combat situations but during them otherwise it doesn't have much real use, and there are a multitude of ways to do it without making remote hull repair modules almost impossible to fit and run in a dedicated manner or overpowered compared to other forms of logi.

Some ways of making it viable could be:
-Make remote Hull reps act like Polarized, removing resists on the repping ship or have the dedicated ship start with zero initial resists
-Make remote hull reps competitively efficient to armor/shield but increase cycle time (double over armor?)
-Or instead of a bulk heal have repairs act as a slow regeneration (Like shields? maybe percentage based?)
-Keep range of remote hull reps short, or have cap usage scale to target distance
-Keep the average repair amount smaller than shield or armor
-Bonus Hull repping only to frigates
-Keep the Hull repping ship expensive (special modules/pirate hull)
-Or keep the Hull repping ship cheap and easily destroyed
-Make overheating of rep modules the only way to compete with other forms

Lots of options exist that could work. Only the will and effort to work towards them remains.
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