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The use of Reactive Armor Hardeners

First post
Author
Funky Lazers
Funk Freakers
#1 - 2012-06-30 11:43:15 UTC
Hey there.
Today I tested Reactive Armor Hardener and came to this:

- With the new skill it keeps draining cap very fast so I see no reason to fit it on something smaller then a BC

- Resistance bonus is really small: usually you get damaged by 2 types of damage which means your hardener sets 2 resists to ~30%. Energized Adaptive Nano Membrane II gives almost the same resist bonus with no build time and cap drain.
As for resists when you compare it to *Nano Membrane II there is usually 2-3% difference when 2 resists are set to 30%.

So is this mod useful?

Whatever.

TheBreadMuncher
Protus Correction Facility Inc.
#2 - 2012-06-30 11:45:37 UTC
Yeah probably

"We will create the introduction thread if that is requested by the community. Also, we will have an ISD Seminar about the CCL team in the coming weeks in which you can ask your questions about the CCL team and provide some constructive feedback to us." - Countless pages of locked threads and numerous permabanned accounts later, change is coming.

Mr Kidd
Center for Advanced Studies
Gallente Federation
#3 - 2012-06-30 11:51:49 UTC
I haven't looked at this module but from what I'm reading about it's behavior on the forums, I'd say Gal, prolly not going to use it as much as min because of the differences in the cap requirements of the two races. Min guns = no cap, gal guns = lots of cap. Compounded with split resistances since you're usually getting hit by more than one damage type and well.....why add more of a cap burden?

Don't ban me, bro!

Janus Varg
Smoke Jaguars
#4 - 2012-06-30 12:07:07 UTC
I've used one on an arbitrator going through 3/10 and 4/10 complexes... wouldn't say it's ideal but it saved me bothering to swap for different areas.
Aiwha
School of Applied Knowledge
Caldari State
#5 - 2012-06-30 13:35:29 UTC
I've used one for the occasional ratting excursion, its actually a pretty effective module once you've gotten its resists balanced out properly. I used ti on an Armaggedon.

Sanity is fun leaving the body.

Funky Lazers
Funk Freakers
#6 - 2012-06-30 14:09:41 UTC
As it goes for PvE I just checked out resists on a deadspace C-Type EANM. It gives ~31% to every resist.
Guess it's useless in PvE since it gives lower resists and you can also use hardeners of the specific damage type.

I wonder if someone used it PvP.

Whatever.

MeBiatch
GRR GOONS
#7 - 2012-06-30 14:42:21 UTC
the mod is epic on an archon...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Shad0wsFury
Caldari Provisions
Caldari State
#8 - 2012-06-30 14:53:38 UTC
stacking penalties.
CrazySpaceHobo
Haddock's Legitimate Trading
#9 - 2012-06-30 15:00:03 UTC
Don't forget, it IS a t1 module and should be compared as such.
CCP said that once they've determined if the new modules are balanced, we'll see Meta and T2 versions, which I can only assume will be competitive with t2 EANM's.
Funky Lazers
Funk Freakers
#10 - 2012-06-30 15:03:43 UTC
CrazySpaceHobo wrote:
Don't forget, it IS a t1 module and should be compared as such.
CCP said that once they've determined if the new modules are balanced, we'll see Meta and T2 versions, which I can only assume will be competitive with t2 EANM's.


Thet sounds very promising!

Whatever.

Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#11 - 2012-06-30 15:35:05 UTC
It is way better than an EANM or even the c/b-type versions because it's not subject to the same stacking penalties!!

So once you got two ordinary passive armor-hardeners, a reactive hardener module is way more effective.

Yes, the cap-issue has to be considered, but on larger ships with plenty low-slots ... its pretty good if you want awesome resists.
Funky Lazers
Funk Freakers
#12 - 2012-06-30 20:14:51 UTC
Actually it's a bit strange.
I just tested resists on my Cane. My friend was shooting at me with Barrage, after a min and a half my Exp resist was 51% with 1 EANM II and 1 RAH.

With 2 EANM II my Exp resist is 47%.

So is it worth having it? The 4% resist difference to me is not a big deal because this mod has to build up and also uses cap.

I hope t2 version is coming out soon.

Whatever.

Mallak Azaria
Caldari Provisions
Caldari State
#13 - 2012-06-30 20:23:43 UTC
Funky Lazers wrote:
As it goes for PvE I just checked out resists on a deadspace C-Type EANM. It gives ~31% to every resist.
Guess it's useless in PvE since it gives lower resists and you can also use hardeners of the specific damage type.

I wonder if someone used it PvP.


There's a corp I've been fighting lately that use these religiously on their armour battleships. It seems to be a great mod, but as the name implies it doesn't react very well. Shoot armour with EM damage & it switches to a 60% EM armour mod... Then switch to Hail & laugh Lol

This post was lovingly crafted by a member of the Goonwaffe Posting Cabal, proud member of the popular gay hookup site somethingawful.com, Spelling Bee, Grammar Gestapo & #1 Official Gevlon Goblin Fanclub member.

Funky Lazers
Funk Freakers
#14 - 2012-07-01 18:27:02 UTC  |  Edited by: ISD TYPE40
Aww c'mon people, don't feed the troll.
It's obvious I'm not from US or UK and english is not my native language.

*snip*

More importantly I want to discuss that mod.


EDIT: Lets stick to the topic please - ISD Type40.

Whatever.

Grath Telkin
Amok.
Goonswarm Federation
#15 - 2012-07-01 22:01:27 UTC
Funky Lazers wrote:
Aww c'mon people, don't feed the troll.
It's obvious I'm not from US or UK and english is not my native language.

If someone like that grammar nаzi fails at real life and also at trolling just leave him/her alone.

More importantly I want to discuss that mod.


Resist mods stack, which is why more of one type isn't always better.


BUT

Damage controls, and the Reactive Hardener do NOT stack, so they're resist bonus is directly applied.


Yes its useful, but only on BS and above as anything smaller eats entirely too much cap

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Victor Lance
Doomheim
#16 - 2012-07-01 22:21:45 UTC
Funky Lazers wrote:
Aww c'mon people, don't feed the troll.
It's obvious I'm not from US or UK and english is not my native language.

If someone like that grammar nаzi fails at real life and also at trolling just leave him/her alone.

More importantly I want to discuss that mod.


Agreed... I found this thread looking for information about the module. However, I would be remiss in my social responsibility if I did not point out that this hypocrite's attempt at grammar trolling was fraught with grammatical imprecision far worse than your own. A wise man once said, "Do not point out the splinter in the eye of another without first removing the two-by-four from your own." (para.)
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#17 - 2012-07-02 00:44:13 UTC
I feel like you'd be better off with an armor hardener that just took scripts instead of this terrible module.
Edey
#18 - 2012-07-02 08:31:55 UTC
So is it true this mod will be getting t2 version or what?
Malcanis
Vanishing Point.
The Initiative.
#19 - 2012-07-02 09:04:06 UTC
Grath Telkin wrote:
they're resist bonus


I see what you did their

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

Grath Telkin, 11.10.2016

Seishi Maru
doMAL S.A.
#20 - 2012-07-02 11:19:52 UTC
Mr Kidd wrote:
I haven't looked at this module but from what I'm reading about it's behavior on the forums, I'd say Gal, prolly not going to use it as much as min because of the differences in the cap requirements of the two races. Min guns = no cap, gal guns = lots of cap. Compounded with split resistances since you're usually getting hit by more than one damage type and well.....why add more of a cap burden?


Something already compensated on the fact that all gallente ships have quite a bit more cap than the equivalent minmatar ships.

The cap usage argument on projectiles vs lasers and hybrids is only relevant when you involve energency neutralizers in the fray, or in huge battles that take long time. Otherwise its very likely the fight will have ended by the time the cap advantage of the other races is fully eaten by the weapons.


As of now this module is useful only when you know you aare goign to fight caldari ships only :P THe only ones that use pure damage types.
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