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Reactive armor hardener?

Author
Captain Hellfest
Viziam
Amarr Empire
#1 - 2012-05-26 20:19:06 UTC
So i was looking at this thing today and it says it gives you 15% bonus to resist to the dmg type you are taking. A T1 ENAM gives you 14% resist across the board, costs less to fit, and dosent require any cap to use. Am i reading something wrong here? Sorry im not at a pc where i check it atm but correct me if im wrong.
Alara IonStorm
#2 - 2012-05-26 20:25:11 UTC
The resists on this hardener adapt as you take damage. If you get hit an Explosive Missile the Thermal, Kinetic and Electromagnetic defenses of the hardener decrease and the Explosive Defenses increase.
Captain Hellfest
Viziam
Amarr Empire
#3 - 2012-05-26 20:32:54 UTC
Yes but it increases to what %
Hail Goddess
Pator Tech School
Minmatar Republic
#4 - 2012-05-26 20:42:10 UTC  |  Edited by: Hail Goddess
Using this module on ships with bonuses to armour repair should be interesting. I haven't had alot of time to focus on these new modules, but I've been in on many conversations with pilots who have figured out ways to the reactive hardner.

How quickly does this module switch resist to comp for incoming damage? Is it instant or does it take some time? A few pilots i know are thinking about using this module on a dominix, hyperion, huricane, Vagabond, myrmidon, stabber fleet, eos and Astarte.

Apparently. This module is a blanket boost to active armour tanking.
Cyc Lilith
Aliastra
Gallente Federation
#5 - 2012-05-26 20:59:54 UTC  |  Edited by: Cyc Lilith
Cycletime ist 10 sec (overloaded 8.5 sec) it adapts around 1% each cycle. I#m a bit disappointed because each time the modul was inactive the resists reseting and the Capusage of 42 GJ make it hard to keep it permanet running with ships smaller then BS, special when u get neuted - diferent to an Invul u cant just switch it when u get primaried an deactivate it afterwards till the next time - this modul have to run all the time or its just worse than a EANM - anyway, as long as there is no T2 version i would always prefer a ENAM II, in addition the EANM benefits from the compensationsksills, the reactive hardener not.
Hail Goddess
Pator Tech School
Minmatar Republic
#6 - 2012-05-26 21:13:32 UTC
Cyc Lilith wrote:
Cycletime ist 10 sec (overloaded 8.5 sec) it adapts around 1% each cycle. I#m a bit disappointed because each time the modul was inactive the resists reseting and the Capusage of 42 GJ make it hard to keep it permanet running with ships smaller then BS, special when u get neuted - diferent to an Invul u cant just switch it when u get primaried an deactivate it afterwards till the next time - this modul have to run all the time or its just worse than a EANM - anyway, as long as there is no T2 version i would always prefer a ENAM II, in addition the EANM benefits from the compensationsksills, the reactive hardener not.


Thanks! Good to know. Someone just told me something similar on coms. The time it takes to adapt to different incoming damage is a serious issue. Seems like a module someone would dual with or something.
Jorma Morkkis
State War Academy
Caldari State
#7 - 2012-05-26 21:32:01 UTC
Cyc Lilith wrote:
the Capusage of 42 GJ make it hard to keep it permanet running with ships smaller then BS


Sacrilege. Even with dual rep fit.

But since it takes a lot of time to adapt to incoming damage it's not as good as I hoped.
Captain Hellfest
Viziam
Amarr Empire
#8 - 2012-05-26 23:03:30 UTC
So completely useless for sleepers. Thanks good to know
Liam Mirren
#9 - 2012-05-26 23:06:38 UTC
Captain Hellfest wrote:
So completely useless for sleepers. Thanks good to know


Its only use is for lazy mission runners who agree to having a mediocre fit.

Excellence is not a skill, it's an attitude.

Cyc Lilith
Aliastra
Gallente Federation
#10 - 2012-05-27 03:27:22 UTC
Jorma Morkkis wrote:
Cyc Lilith wrote:
the Capusage of 42 GJ make it hard to keep it permanet running with ships smaller then BS


Sacrilege. Even with dual rep fit.

But since it takes a lot of time to adapt to incoming damage it's not as good as I hoped.


i meant special in PvP when ur not often have capstable ships or get neuted.
Boomhaur
#11 - 2012-05-27 04:50:37 UTC
Liam Mirren wrote:
Captain Hellfest wrote:
So completely useless for sleepers. Thanks good to know


Its only use is for lazy mission runners who agree to having a mediocre fit.


I am not even sure if it is worth it for mission runners, even I find it too slow if it changes it's resists as slow as the person above posted. I'd rather take a EANM II over this any day of the week, gives me my resists and armor compensation works for it and doesn't take cap.

Welcome to Eve. Everyone here is an Evil Sick Sadistic Bastard who is out to get you. Anyone who tells you otherwise is either trying to scam you or use you.

James Amril-Kesh
Viziam
Amarr Empire
#12 - 2012-05-27 05:51:29 UTC
Liam Mirren wrote:
Captain Hellfest wrote:
So completely useless for sleepers. Thanks good to know


Its only use is for lazy mission runners who agree to having a mediocre fit.

Uh no, because for any mission you'll just fit damage specific hardeners.

This is a PVP module only.

Enjoying the rain today? ;)

Marcus Gideon
Triglavian Assembly
#13 - 2012-05-27 06:09:33 UTC  |  Edited by: Marcus Gideon
This is a terrible PvP module, FYI

It's to fill the gaps in your "omnitank" mission boat.

It starts 15s across the board. When you take armor damage, it starts adapting. Any amount of damage will make it shift. So if you take 99% Therm and 1% EM, it will shift to 30/30. If you take 98/1/1 then it will shift to 20/20/20. Only if you take pure damage, will it shift to 60% vs that flavor.

60% is better than a specific hardener, but that's only if you're taking pure damage.

Another fatal flaw (particularly in PvP), aside from the 2-2.5min it takes to finish adapting... is that once it's adapted, it won't shift anymore. Once it's moved all that resist, the opponent could take advantage of the unresisted flavors.

So a smart PvP'er will shoot you with a pure flavor for 2min, and then swap ammo to shoot through the other 3 gaping holes.

I foresee Proj and missiles becoming even more popular.
Liam Mirren
#14 - 2012-05-27 07:13:31 UTC
James Amril-Kesh wrote:
Liam Mirren wrote:
Captain Hellfest wrote:
So completely useless for sleepers. Thanks good to know


Its only use is for lazy mission runners who agree to having a mediocre fit.

Uh no, because for any mission you'll just fit damage specific hardeners.

This is a PVP module only.


As said, LAZY mission runners who agree to being shitfit because it means they don't have to think about what they're doing (there's many of those). And it's ZERO use in pvp as it reacts way too slowly. The module makes no sense whatsoever.

Excellence is not a skill, it's an attitude.

Emperor Ryan
The Illuminatii
Wrecktical Supremacy.
#15 - 2012-05-27 13:51:54 UTC
Marcus Gideon wrote:
This is a terrible PvP module, FYI

It's to fill the gaps in your "omnitank" mission boat.

It starts 15s across the board. When you take armor damage, it starts adapting. Any amount of damage will make it shift. So if you take 99% Therm and 1% EM, it will shift to 30/30. If you take 98/1/1 then it will shift to 20/20/20. Only if you take pure damage, will it shift to 60% vs that flavor.

60% is better than a specific hardener, but that's only if you're taking pure damage.

Another fatal flaw (particularly in PvP), aside from the 2-2.5min it takes to finish adapting... is that once it's adapted, it won't shift anymore. Once it's moved all that resist, the opponent could take advantage of the unresisted flavors.

So a smart PvP'er will shoot you with a pure flavor for 2min, and then swap ammo to shoot through the other 3 gaping holes.

I foresee Proj and missiles becoming even more popular.


Clearly you have not used the module, Or you would know that despite being a terrible item all you have to do is turn it off and then on again and even if fully shifted at 60% it will reset to 15 to all. also once it's adapted if different damage types start coming in it will start shifting towards it,

the mod needs to be refined though to see a proper purpose.
Jorma Morkkis
State War Academy
Caldari State
#16 - 2012-05-27 14:47:11 UTC
Cyc Lilith wrote:
i meant special in PvP when ur not often have capstable ships or get neuted.


If you try to be capstable in pvp you're doing it wrong.
If you get neuted all, I repeat all, active tanks shut down. Actually only modules that can be permarun under neuts are OP projectiles/missiles.

Liam Mirren wrote:
As said, LAZY mission runners who agree to being shitfit because it means they don't have to think about what they're doing (there's many of those).


Why is omnitank on Ishtar or any T2 pve-capable ship a "shitfit"?
Lili Lu
#17 - 2012-05-27 15:33:04 UTC
Yes, it appears that this module is pre-nerfed ****, while the cap booster fueled shield booster is probably at the other end of the spectrum.

It appears CCP got these things wrong. The adaptive hardener would have made more sense as a shield mod and the cap booster fueled booster would have been better a an armor repper. But oh well, we will be stuck with their present iterations for a few years it seems.

Looking forward to 2018 Blink
Marcus Gideon
Triglavian Assembly
#18 - 2012-05-27 15:46:13 UTC
Emperor Ryan wrote:
Marcus Gideon wrote:
...Another fatal flaw (particularly in PvP), aside from the 2-2.5min it takes to finish adapting... is that once it's adapted, it won't shift anymore. Once it's moved all that resist, the opponent could take advantage of the unresisted flavors.

So a smart PvP'er will shoot you with a pure flavor for 2min, and then swap ammo to shoot through the other 3 gaping holes.

I foresee Proj and missiles becoming even more popular.


Clearly you have not used the module, Or you would know that despite being a terrible item all you have to do is turn it off and then on again and even if fully shifted at 60% it will reset to 15 to all. also once it's adapted if different damage types start coming in it will start shifting towards it,

the mod needs to be refined though to see a proper purpose.

I have tested the module quite thoroughly.

Yes, you can turn it off and back on again, to reset it.

Then you have 2 1/2 minutes to wait for it to adapt again.

We'll pretend your fight lasts longer than 5min (having adapted twice already)...

Your opponent takes 10sec to switch ammo to something unresisted. You take 2 1/2 minutes to adapt each time.


And... the module doesn't continue to adapt once it's done. Testing under direct EM damage (Radio ammo), followed by mixed damage, the module remained at 60 EM until reset.
PavlikX
Scan Stakan
HOLD MY PROBS
#19 - 2012-05-27 15:55:58 UTC
Looks like entire idea about this module was right, meanttime final result... oh well, i hope CCp will fix itand implement T2 and meta versions asap
Liam Mirren
#20 - 2012-05-27 17:55:16 UTC
Jorma Morkkis wrote:
Liam Mirren wrote:
As said, LAZY mission runners who agree to being shitfit because it means they don't have to think about what they're doing (there's many of those).


Why is omnitank on Ishtar or any T2 pve-capable ship a "shitfit"?


Compared to specific fits you need to use more slots to get the same result. With a specific fit you could have used that freed up slot/rig for more dps.

Excellence is not a skill, it's an attitude.

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