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Shield Slave Sets-- Your Input Desired

Author
Party Lips
Calamitous-Intent
#41 - 2012-01-26 06:13:39 UTC
implants should not be allowed to affect capital ships is my opinion. they have enough hp and uberness as is. pills are fine but not implants. pills can come with nasty side effects the implants do not.
JunkRaider
Deep Core Mining Inc.
Caldari State
#42 - 2012-01-26 06:41:25 UTC
Fon Revedhort wrote:
No one denies one's right to grind for a huge pile of crap called titans and then watch them like last penny, but the thing is: their use should be restricted to sov warfare only:

Arrow No warp drive

Arrow Travelling via tech2 cyno only. That cyno can be deployed only at the vicinity of POS or stations.

Arrow No portaling beyond vicinity of POS'es or stations

Problem solved.

Either that, or make them balanced with regular means.

Arrow No EW-immunity

Arrow Sane EHP

Arrow Portaling works with proper restrictions (like spool-up etc.)


Bull ****.
JunkRaider
Deep Core Mining Inc.
Caldari State
#43 - 2012-01-26 06:44:54 UTC
Tanya Powers wrote:
Rel'k Bloodlor wrote:
Shure drop my cap use on shield boosters and their fitting requirement down to armor.


1-Armor rep is the hungriest PG/Cap/lowest cycle/amount rep of both repair systems.

2-I'd like my A-Type EANM costing over 1.5Billion to give my ship the same advantages your 400Milion CN Invul gives.



How much cap does your EANM require per cycle? what are the fitting requirements like?
STFU!!
Flaming Head
Doomheim
#44 - 2012-01-26 13:34:11 UTC
Unless the sets had some kind of negative bonus also to balance the extra shield, these implants would make an already ridiculously powerful tanking flavour even more powerful (*cough* drake).
Korg Tronix
Mole Station Nursery
#45 - 2012-01-26 14:19:02 UTC
JunkRaider wrote:
Tanya Powers wrote:
Rel'k Bloodlor wrote:
Shure drop my cap use on shield boosters and their fitting requirement down to armor.


1-Armor rep is the hungriest PG/Cap/lowest cycle/amount rep of both repair systems.

2-I'd like my A-Type EANM costing over 1.5Billion to give my ship the same advantages your 400Milion CN Invul gives.



How much cap does your EANM require per cycle? what are the fitting requirements like?
STFU!!


Not sure you thought that through properly but the CN invul uses less CPU than an A-type EANM, and I hope the cap use would affect a cap ship competed to other mods it will have fitted

Evil: If I were creating the world I wouldn't mess about with butterflies and daffodils. I would have started with lasers, eight o'clock, Day One! [zaps one of his minions accidentally, minion screams]

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#46 - 2012-01-26 15:52:30 UTC
The thing for me still is that it would be good to have an active and passive tank set for both armor and shield.
Should they be clones of each other(slave and "shield slave" both do the same % and to there respective HP) probably not.
But that doesn't meant that they shouldn't make a passive set for shield and an active set for armor.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Patri Andari
Thukker Tribe Antiquities Importer
#47 - 2012-01-27 00:36:10 UTC
bump

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Diomidis
Pod Liberation Authority
#48 - 2012-01-27 00:42:44 UTC
Wait - cause I am confused...
In a nutshell, the active tanked blaster boats (read Brutix hull line and Hyperion) will need similar treatment (read investment) as a pimped shield Super.

Makes sense. I can sleep through the cold SoCal nights now...

"War does not determine who is right - only who is left." -- Bertrand Russell

Diomidis
Pod Liberation Authority
#49 - 2012-01-27 00:46:09 UTC
Rel'k Bloodlor wrote:
The thing for me still is that it would be good to have an active and passive tank set for both armor and shield.
Should they be clones of each other(slave and "shield slave" both do the same % and to there respective HP) probably not.
But that doesn't meant that they shouldn't make a passive set for shield and an active set for armor.


Ehm, how can you clone one to the other?
Unless you are proposing a slave set that boosts both RAW armor HP and introduces armor recharge...
Or is it that we will remove shield recharge all-together, so you will need a shield booster to replenish shields all the times (or pay @ a station)?

Take your can of worms back...maybe the "obvious" you are after was not in there the first place.

"War does not determine who is right - only who is left." -- Bertrand Russell

Katherine Starlight
Doomheim
#50 - 2012-01-27 00:50:58 UTC  |  Edited by: Katherine Starlight
there are two aspects from this, one from shield only people, one from balancing point of view.
Armor tank is weak compared to shield passive tanked, no natural regen, cripples DPS etc, so their set boosts the amount of armor. Shield tank is weaker active tanked than active armor, So their set boosts the active shield tanks.

Now if you even dare to suggest this implant set for shield do the opposite set for armor aswell, a set that boosts active armor tanks. Shield is already OP compared to armor in many many ways and applications. Whereas armor have some stronger points than shield But it totally cripples lowslots.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#51 - 2012-01-27 10:43:09 UTC
Well how about a pasive resist set for shields?
How about a cycle time redux set for armour?

As shields have a harder time getting their resist up and armour has a delay in the effect of reppers.

I wanted to paint my space ship red, but I couldn't find enough goats. 

McRoll
Extraction and Exploration Ltd.
#52 - 2012-01-27 14:03:35 UTC
Shield slaves is a terrible idea because:

- It takes away some of the uniqueness between 2 tanking styles. Crystals are the substitute for slaves.

- Shield tanking, especially shield buffer tanking is very widely used across all types of ships and races. Increasing shield HP would mean that everybody and their mother would be flying shield only. There is already an imbalance in numbers heavily weighted towards shields.

- I would like to remain competitive without putting 2 bil into my brain. When I fly shield buffer tanking ships I know that there isn't an implant set that improves that and I'm totally fine with it because I'm on equal terms against another shield buffer tanked player. Active shield and armor buffer tanking isn't as heavily used as shield buffer tanking so having improvement options there is justified.

- Shield slaves would create an unwanted synergy effect because increasing shield hp also increases shield regen as well. Ships like Drake or Rattlesnake would scale extraordinarly with that and it would put them above the top.
Tanya Powers
Doomheim
#53 - 2012-01-27 16:40:20 UTC  |  Edited by: Tanya Powers
McRoll wrote:
Shield slaves is a terrible idea because:

- It takes away some of the uniqueness between 2 tanking styles. Crystals are the substitute for slaves.

- Shield tanking, especially shield buffer tanking is very widely used across all types of ships and races. Increasing shield HP would mean that everybody and their mother would be flying shield only. There is already an imbalance in numbers heavily weighted towards shields.

- I would like to remain competitive without putting 2 bil into my brain. When I fly shield buffer tanking ships I know that there isn't an implant set that improves that and I'm totally fine with it because I'm on equal terms against another shield buffer tanked player. Active shield and armor buffer tanking isn't as heavily used as shield buffer tanking so having improvement options there is justified.

- Shield slaves would create an unwanted synergy effect because increasing shield hp also increases shield regen as well. Ships like Drake or Rattlesnake would scale extraordinarly with that and it would put them above the top.


Without any sort of booster of implant a properly passive regen fitted Rattlesnake can already tank over 1600dps.

Anyway same old rabble about shields/armour when obviously those asking for this have no clue about the game, about armor/shield tanking diffferences or ever tested and are just looking for another pownmobile.

Silly rabbits are silly.
Tanya Powers
Doomheim
#54 - 2012-01-27 16:49:14 UTC
Rel'k Bloodlor wrote:
Well how about a pasive resist set for shields?


You already have mods for this, you already have +% regen shields implants too

Quote:
How about a cycle time redux set for armour?


Cap out even faster?
Do you really understand something about armour tanking? -you clearly don't.

Quote:
As shields have a harder time getting their resist up and armour has a delay in the effect of reppers.


Another false statement. Maybe you should train your shield resists ?

Buying capital characters on toons bazaar is awesome when you know what they're for and what to do with them, but very bad to show as example of your uberness understanding of shields/armor stuff, clearly isn't.
Katalci
Kismesis
#55 - 2012-01-30 06:30:04 UTC
Balance does not mean make everything the same. If the problem is shield supers, then it's the base shield HP that needs to be fixed, not implants. Don't make shield-slaves, don't make armor-crystals, and dear lord don't have a passive armor recharge.
Patri Andari
Thukker Tribe Antiquities Importer
#56 - 2012-04-11 23:35:04 UTC
What is up with this topic?

No discussion at fanfest.

No Devblog

No Nothing.

Has the plans been scraped?

Be careful what you think, for your thoughts become your words. Be careful what you say, for your words become your actions. Be careful what you do, for your actions become your character. And character is everything. - author unknown

Lili Lu
#57 - 2012-04-12 00:34:03 UTC  |  Edited by: Lili Lu
Because you thinking there were ever any "plans" is incorrect. It was mentioned that they would examine the issue. That is a far cry from "plans"

The tanking is different and will probably remain that way. Increasing shield hp through a new impalnt set has all sorts of imbalancing potential. Maybe why you are not getting what you want.

Now talking about both crystals and slaves having no effect on capital sized ships is a valid change to the tanking paradigms in the game. Better to focus on that than wishing to have a "slaved" shield supercap that has ridiculous regen on top of that.

edit- In rereading my post here I can see it being interpreted as snark. It's not meant that way. Smile
drdxie
#58 - 2012-04-12 00:34:53 UTC
I think its good to keep the differences between the tanking options. The only change I would think necessary would be for the crystals to work on capital ships. With a slave set, you get bonuses across the board. Crystals have no effect on capital ships.

Caldari Loving needed.. https://forums.eveonline.com/default.aspx?g=posts&m=1608277&#post1608277

Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#59 - 2012-04-12 06:46:55 UTC
crystals on caps is to spooky.
I now feel after shooting more armour caps for E V E R that they should just make slave like cryristals and not work on caps.
THEN make cap centric imp set, like the goofy one they gave us 2 free ones of.make it give bumps to lots of stuff. Why because little bumps to lots of stuff works well with capital sized numbers and not so much on friggs and crusiers.




P.S. ohhhhh ggggggguuuuuuuuuuuuuuuaaaaaaaaaaaadddddddddddddddddddd pppppppppppppppppppppllllllllllleeeeeeeeeeeeeezzzzzzzzzzzzzz nnnnnnnnnnnnoooooooooooooo mmmmmmmmmoooooooooooorrrrrrrrre HP!

I wanted to paint my space ship red, but I couldn't find enough goats. 

Wyte Ragnarok
#60 - 2012-04-12 08:58:38 UTC
Katherine Starlight wrote:
Shield is already OP compared to armor in many many ways and applications.


That's why there are so many Caldari capital ships roaming around null sec, compared to the so few Amarr and Gallente ones Straight

Tanya Powers wrote:
Another false statement. Maybe you should train your shield resists ?


Do you know how the armour compensation skills work? Apparently not.


I know I'm quoting old posts, but someone bumped this thread, so I had to.
Also, about the implant set, it was mentioned once upon a time but there hasn't been any mention of it since. If there was a Shield HP Omega set, then it'd have to be inferior to Slaves IMO.

Lili Lu wrote:
Now talking about both crystals and slaves having no effect on capital sized ships is a valid change to the tanking paradigms in the game. Better to focus on that than wishing to have a "slaved" shield supercap that has ridiculous regen on top of that.


Yes, but that won't happen. Think how many people have bought Slaves specifically for their capital ships. It'd have a massive impact, you'd have no luck taking the Slave effect away from people.
A lot of people in this thread seem to be thinking of sub caps too much. I think the initial reason for the proposed implant was to buff shield caps to actually be on par with armour caps. Ho hum.