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Ancillary Shield Booster: WTF?

Author
Major Killz
inglorious bastards.
#41 - 2012-07-04 00:06:08 UTC  |  Edited by: Major Killz
ROFL CUTE. Thought that would elicit a response STOP. Also, history of what? Being right 98% of the time. Please STOP. You're terrible STOP.

Props for trying to save your friend.


- end of transmission.

[u]Ich bin ein Pirat ![/u]

Zarnak Wulf
Task Force 641
Empyrean Edict
#42 - 2012-07-04 00:21:28 UTC
I've rarely seen eye to eye with you but I've always been respectful. So we'll just agree to disagree on this. If anything should be changed I would suggest fittings. I was kind of shocked that they were as low as they are.
Major Killz
inglorious bastards.
#43 - 2012-07-04 00:52:50 UTC
Zarnak Wulf wrote:
I've rarely seen eye to eye with you but I've always been respectful. So we'll just agree to disagree on this. If anything should be changed I would suggest fittings. I was kind of shocked that they were as low as they are.


= ) You are infact a better man.

Personally, I don't care too much about the module. However, when it comes to frigates and destroyers I do believe the module is a bit off. On battlecruiser and battleships it's another matter.

I'll definitely be abusing the module alot more.


- End of transmission

[u]Ich bin ein Pirat ![/u]

Mfume Apocal
Brutor Tribe
Minmatar Republic
#44 - 2012-07-04 01:01:54 UTC
Lili Lu wrote:

Quite possibly. It is not the same as Mfume's retorts about more than one logi and faction fits. Here they limited a specific module. Quite a different thing. However, based on past performance, and it not being a gallente ewar which of course must be nerfed into the stone age right away, I doubt the nerf whatever form it might take will come very quickly.


My point was that using the AT rules as examples of TQ balancing makes you a very silly person. Especially when everywhere else in EVE you're allowed to bring +1 dude and +1 dude can in many cases make up for any reasonable skill disparity that may be involved.
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#45 - 2012-07-04 03:12:58 UTC
Pinky Denmark wrote:
How about armor having a higher base resistance?
How about armor repairing using less capacitor?


Funny, because I would gladly trade that for tanking 4x more.

Pinky Denmark wrote:

How about armor tank free up vital medslots on most ships?


But my armor tank takes up vital lowslots.

Pinky Denmark wrote:

How about armor plates giving out more hitpoints than shield extenders?


Why doesn't my armor regenerate by itself?

Pinky Denmark wrote:

How about armor having passive omni resist modules that benefits 100% from compensation skills?


Tech 2, 25% all with max skills. Invuln, 35%. Cry me a river.

Pinky Denmark wrote:

How about that new hardener module that doesn't work yet but has huge potential?


Seems like it's had a huge potential of fail, TBH.


Lili Lu
#46 - 2012-07-04 03:16:31 UTC
Mfume Apocal wrote:
Lili Lu wrote:

Quite possibly. It is not the same as Mfume's retorts about more than one logi and faction fits. Here they limited a specific module. Quite a different thing. However, based on past performance, and it not being a gallente ewar which of course must be nerfed into the stone age right away, I doubt the nerf whatever form it might take will come very quickly.


My point was that using the AT rules as examples of TQ balancing makes you a very silly person. Especially when everywhere else in EVE you're allowed to bring +1 dude and +1 dude can in many cases make up for any reasonable skill disparity that may be involved.

Yes I know what you were trying to say. But the guy still has a valid supposition. They were concerned enough to limit it to one per ship. It is more akin to only having one mwd operate on your ship. Also, it more like saying only one painter or one propulsion mod even as opposed to more than one logi not allowed. So the transfer of this to tranquility is more likely. But as I said, I wouldn't be betting that it will hit tranquility any time "soon" even if it is being contemplated.
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#47 - 2012-07-04 03:31:24 UTC
Major Killz wrote:

Limiting modules is alot easier than limiting gameplay. BLOBS happen and will always happen. Limiting a pilot to only being able to fit 1 ancillary shield booster isn't a big thing.

Off grid boosting is not a big deal. However, it's like flying around with a falcon in my opinion. Lame, but not a big deal. Reflects poorly on the pilot more than anything else.

However that statement in itself is objective. Not base on any fact, because there are really good pilots who never used a scout or T3 booster in the past. Are still good now and will continue to be good.



Small/medium/large ancillary shield boosters aren't overpowered when used in tandem. With their shorter duration they "hiccup" much more often and for longer than the XL ones do.

What's the beef with offgrid boosting? It's status quo now.

Oh sure, it's annoying when they have it and you don't. Consider though, that if it was removed....

The blob will still have their boosts, because they can afford to have one guy reship. That solo guy taking down gangs will lose that ability. Nerfing active tanks is a direct attack on solo/extremely-small-gang pvp.
Veryez
Hidden Agenda
Deep Space Engineering
#48 - 2012-07-04 03:45:28 UTC
CCP finally does something to boost active tanking (6 years after 'relevations' nerfed active tanking to near uselessness and wrecked ship balance for years) and you want it nerfed??? HTFU.

Using a double boosted setup is still just buying you some time as you will run out of cap boosters and then die very quickly.
Cambarus
The Baros Syndicate
#49 - 2012-07-04 06:10:15 UTC
Lili Lu wrote:
Mfume Apocal wrote:
Lili Lu wrote:

Quite possibly. It is not the same as Mfume's retorts about more than one logi and faction fits. Here they limited a specific module. Quite a different thing. However, based on past performance, and it not being a gallente ewar which of course must be nerfed into the stone age right away, I doubt the nerf whatever form it might take will come very quickly.


My point was that using the AT rules as examples of TQ balancing makes you a very silly person. Especially when everywhere else in EVE you're allowed to bring +1 dude and +1 dude can in many cases make up for any reasonable skill disparity that may be involved.

Yes I know what you were trying to say. But the guy still has a valid supposition. They were concerned enough to limit it to one per ship. It is more akin to only having one mwd operate on your ship. Also, it more like saying only one painter or one propulsion mod even as opposed to more than one logi not allowed. So the transfer of this to tranquility is more likely. But as I said, I wouldn't be betting that it will hit tranquility any time "soon" even if it is being contemplated.

The whole idea behind the mods is that they're supposed to dominate in small gang pvp while being virtually useless in larger gangs, so CCP saying that they don't want more than one fit in fights where either side is only ever going to have a handful of people isn't really proof of anything, much less that they will be nerfing ASBs any time soon.

Basically they limited them for the same reason they limited logis: It would make the fights boring to watch, with neither side losing any ships for the first 5 minutes of every fight.
Bouh Revetoile
In Wreck we thrust
#50 - 2012-07-04 08:23:05 UTC
The module is fine ! It is exactly what active tanking should be !

The problem is capacitor active tanking which is too bad and need a buff ! An active tank should be at least half as effective as a logi ; asb is, capacitor active tank is not.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#51 - 2012-07-04 08:32:07 UTC  |  Edited by: Rel'k Bloodlor
Strider Hiryu wrote:
Paikis wrote:
Lin-Young Borovskova wrote:
hope we get same thing with armor reps some day, that would be simply awesome.


That would be simply silly.

That would make armor better at buffer tanking, and as good at active tanking.

Shields are better at active tanking and got cap-free active tanks with some severe downsides. Armor tanks are better at buffer tanking, so tell you what, you can have Ancilliary Armor Plates. Put cap boosters into them and your plates wont use cap.

Deal?


Worst post ever.

If you want to make stupid generalizations about the diffrences between armor and sheild tanking, well ok then.

1. Give armor a passive regen
2. Armor gets repped apon docking
3. Remote + Local armor repairers repair at start of cycle instead of end
4. Midslot Damage mods for armor tankers.

Deal?


1.ok lose 20% of your armor HP
2. set all resist to a static with a 0% and not diff per race
3. increase cap use of armor reppers
4.low slot Ewar mods
5.shields get an adaptive plate
6.no slave set
7.all armour ships lose a mid slot or can't use prop mods

deal?
or we stay diffrent and still be friends :)




what you armor kids really need is a new set of plates that have a different draw back like cap re-gen amount or some thing so you can have your speeds back for a price.

that and make armor reppers repair over the duration of the activation so they are a little more forgiving, it took me like 3 months to figure out that you have to turn them on one your in low shields(forgive me Im caladri).

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

Bouh Revetoile
In Wreck we thrust
#52 - 2012-07-04 12:00:50 UTC
Because obviously your shield drawback are already terrible of course...

This is also a problem : you can't touch shield buffer, or a hord of people will come with tears and rage just to avoid changing their habit.

Armor buffer is not even so better than shield buffer because you need more slot for armor than shield ; that is the gift of the adaptive hardener. 1600mm plate vs LSE is the equivalent of XL shield booster VS LAR : use one more, and... oops, no, armor reper only advantage is cap usage, and fiting is so insane it's not even comparable to 2LSE vs one 1600mm plate. Oh, and I forgot the shield boost amplifier...

Shield buffer lack a real drawback to be on par with armor buffer (the med slot use is not one because armor use low slots which are as important as mid slots are.

Active tanking need a severe buff to be on par with this ancillary shield booster and buffer tank.

Shield and armor can be different without so many incentive to fit shield. When you see even amarr ship shield tank, you cannot deny there is a problem with armor tanking.
Major Killz
inglorious bastards.
#53 - 2012-07-04 12:19:30 UTC  |  Edited by: Major Killz
Templar Dane wrote:
Major Killz wrote:

Limiting modules is alot easier than limiting gameplay. BLOBS happen and will always happen. Limiting a pilot to only being able to fit 1 ancillary shield booster isn't a big thing.

Off grid boosting is not a big deal. However, it's like flying around with a falcon in my opinion. Lame, but not a big deal. Reflects poorly on the pilot more than anything else.

However that statement in itself is objective. Not base on any fact, because there are really good pilots who never used a scout or T3 booster in the past. Are still good now and will continue to be good.



Small/medium/large ancillary shield boosters aren't overpowered when used in tandem. With their shorter duration they "hiccup" much more often and for longer than the XL ones do.

What's the beef with offgrid boosting? It's status quo now.

Oh sure, it's annoying when they have it and you don't. Consider though, that if it was removed....

The blob will still have their boosts, because they can afford to have one guy reship. That solo guy taking down gangs will lose that ability. Nerfing active tanks is a direct attack on solo/extremely-small-gang pvp.


Welcome to the Caldari milltia. I hope you guys do well.

I'm not worried about smalls. Provided you're able to do enough damage they can be pressed hard. Which in the end means a bonused Incursus with dual armor repair is superior to a Dual small ASB merlin. There are other setups that are not widely know which I have no interest in helping others aware of @tm that I'm worried about. The large ASB or @tleast using 2 of them is not a big deal even on bonused ships. Again, provided you have the damage to push them. By that I mean; forcing the pilot to active both @ the same time. The outcome can be lulz.

I've used active tanked ships for a very long time and they didn't need a boost. Like I said. I'm not to sure with regard to this module. Making engagements last longer is not a good thing for small gang and solo pvpers. That gives pilots time for their "BLOB" to arrive. So anything helping tank is a direct nerf to small gang and solo pvp. While things that decrease the time it takes to destroy a target is of benifit. Small gang is gurrilla warfare. Removing soft targets kinda makes that difficult = /

In anycase. Not a big deal, but a interesting discussion.

[u]Ich bin ein Pirat ![/u]

Lili Lu
#54 - 2012-07-04 13:51:38 UTC  |  Edited by: Lili Lu
Cambarus wrote:
Lili Lu wrote:
Mfume Apocal wrote:
Lili Lu wrote:

Quite possibly. It is not the same as Mfume's retorts about more than one logi and faction fits. Here they limited a specific module. Quite a different thing. However, based on past performance, and it not being a gallente ewar which of course must be nerfed into the stone age right away, I doubt the nerf whatever form it might take will come very quickly.


My point was that using the AT rules as examples of TQ balancing makes you a very silly person. Especially when everywhere else in EVE you're allowed to bring +1 dude and +1 dude can in many cases make up for any reasonable skill disparity that may be involved.

Yes I know what you were trying to say. But the guy still has a valid supposition. They were concerned enough to limit it to one per ship. It is more akin to only having one mwd operate on your ship. Also, it more like saying only one painter or one propulsion mod even as opposed to more than one logi not allowed. So the transfer of this to tranquility is more likely. But as I said, I wouldn't be betting that it will hit tranquility any time "soon" even if it is being contemplated.

The whole idea behind the mods is that they're supposed to dominate in small gang pvp while being virtually useless in larger gangs, so CCP saying that they don't want more than one fit in fights where either side is only ever going to have a handful of people isn't really proof of anything, much less that they will be nerfing ASBs any time soon.

Basically they limited them for the same reason they limited logis: It would make the fights boring to watch, with neither side losing any ships for the first 5 minutes of every fight.

Ok, first off, where did I say that the AT limitation was "proof" of anything? I purposely used the words "supposition" "likely" "if . . . contemplated." FFS, read what is written not what you want to argue against.

All I was trying to point out is that the guy who originally theorized the one per ship limit would reach tranquility for everyone was engaging in reasonable speculation and was not being an idiot. Regardless, that they were concerned enough about the impact of the module in the AT does suggest that they recognize a problem. The magnitude of the problem in their eyes is something we don't know yet. But again as I keep repeating, don't cry over a possible impending nerf. Based on past performance it may take years before they do anything.

edit- exception being damps. one AT with heavy damp use and damps into the stone age Roll meanwhile how many ATs have we had now with heavy ecm boat use.Ugh
Lin-Young Borovskova
Doomheim
#55 - 2012-07-04 14:39:39 UTC
Rel'k Bloodlor wrote:
Strider Hiryu wrote:
Paikis wrote:
Lin-Young Borovskova wrote:
hope we get same thing with armor reps some day, that would be simply awesome.


That would be simply silly.

That would make armor better at buffer tanking, and as good at active tanking.

Shields are better at active tanking and got cap-free active tanks with some severe downsides. Armor tanks are better at buffer tanking, so tell you what, you can have Ancilliary Armor Plates. Put cap boosters into them and your plates wont use cap.

Deal?


Worst post ever.

If you want to make stupid generalizations about the diffrences between armor and sheild tanking, well ok then.

1. Give armor a passive regen
2. Armor gets repped apon docking
3. Remote + Local armor repairers repair at start of cycle instead of end
4. Midslot Damage mods for armor tankers.

Deal?


1.ok lose 20% of your armor HP
2. set all resist to a static with a 0% and not diff per race
3. increase cap use of armor reppers
4.low slot Ewar mods
5.shields get an adaptive plate
6.no slave set
7.all armour ships lose a mid slot or can't use prop mods

deal?
or we stay diffrent and still be friends :)




what you armor kids really need is a new set of plates that have a different draw back like cap re-gen amount or some thing so you can have your speeds back for a price.

that and make armor reppers repair over the duration of the activation so they are a little more forgiving, it took me like 3 months to figure out that you have to turn them on one your in low shields(forgive me Im caladri).



Your perception of shield/armor balance is completely wrong, I can fly shield and armor ships, most of sub capital ships and will always choose shield fits because of small stuff you can't or seem not willing to realise.

There's an obvious problem with armor tanking, be it buffet or active tanking, you don't want or can't admit it it's not much of a problem when CCP it self recognised Armor tanking is in need of changes. Seems they're smarter than you, and without doubt, me.

brb

Plug5
Cause For Concern
Ad Nauseam .
#56 - 2012-07-04 15:26:36 UTC
Hi guys,

Just thought Id add to the debate and give my opinion.
The new boosters do seem a little bit overpowered, but I have to say that having both flown with them and fought against them they really have opened more avenues for pvp and in my opinion they have added to the whole pvp experience.

The only change i would consider is making them suseptable to neuting. Once the ships main cap reserve has perished I think it would be an idea to start eating away at the cap booster inside the shield booster itself, maybe not at the same rate but maybe a 50% the rate at which a neut drains the main cap reserve. This would make using the larger cap charges more appealing as well as it would take longer to lose a charge. At present neuts have no effect on the ships boosting ability and with the way things are moving towards these new shield booster I dont think ships such as the curse really having much effect on the battlefield against ASB ships. If 2 booster are present on the ship then the neut could randomly pick a booster to drain next.

Anyway thats my input on the matter.

Plugs
Cambarus
The Baros Syndicate
#57 - 2012-07-04 15:59:52 UTC
Lili Lu wrote:

Ok, first off, where did I say that the AT limitation was "proof" of anything? I purposely used the words "supposition" "likely" "if . . . contemplated." FFS, read what is written not what you want to argue against.
Had I used the word "evidence" instead of proof would that have made you happy? Quit arguing semantics, the point remains unchanged. CCP doesn't like crazy amounts of tank in their ATs because then no one would die within the first 5 minutes of each fight, making them boring. The AT is also an area where things like multiple ASB ships are at their absolute best, and really can't be compared to tq in ANY way. The tactics are completely different, and certain rules need to be imposed to reflect this. It has nothing to do with tq balance. Period.
Lili Lu wrote:

All I was trying to point out is that the guy who originally theorized the one per ship limit would reach tranquility for everyone was engaging in reasonable speculation and was not being an idiot. Regardless, that they were concerned enough about the impact of the module in the AT does suggest that they recognize a problem. The magnitude of the problem in their eyes is something we don't know yet. But again as I keep repeating, don't cry over a possible impending nerf. Based on past performance it may take years before they do anything.

Except it doesn't. As was already pointed out: they have several rules/limitations that have nothing to do with how they perceive in game balance to be, the most notable being faction mods/pirate implants.
Lili Lu wrote:

edit- exception being damps. one AT with heavy damp use and damps into the stone age Roll meanwhile how many ATs have we had now with heavy ecm boat use.Ugh

Damps were fit on damn near every ship with a spare mid for an absurdly long time. They needed a nerf. The nerf was too much (or at least needed an accompanying damp boat bonus buff), but it was still a needed nerf. Damps were basically what neuts are now, which I'll get to in a moment:

Plug5 wrote:

The only change i would consider is making them suseptable to neuting. Once the ships main cap reserve has perished I think it would be an idea to start eating away at the cap booster inside the shield booster itself, maybe not at the same rate but maybe a 50% the rate at which a neut drains the main cap reserve.

This would make using the larger cap charges more appealing as well as it would take longer to lose a charge. At present neuts have no effect on the ships boosting ability and with the way things are moving towards these new shield booster I dont think ships such as the curse really having much effect on the battlefield against ASB ships. If 2 booster are present on the ship then the neut could randomly pick a booster to drain next.

Anyway thats my input on the matter.

Plugs

Now I feel the need to ask: what exactly do you think CCP was thinking when they came up with the idea behind ASBs? I may be wrong in saying this, but I'm pretty sure their whole reason for being was that CCP wanted to make active tanking viable, despite the absurd proliferation of neuts. Neuts get fit to damn near every ship with a spare high (and the list of ships to which this applies is very, very long) and tend to make active tanking damn near impossible, even in smaller gangs. CCP introduced ASBs specifically to COUNTER the smaller gang, neut heavy setups, allowing active tanking to be useful again. If you let neuts affect ASBs, you're literally negating the whole reason they were brought in in the first place.

It's nice to see CCP making a change to the game that lets active tanking become more or less on par with buffer tanking in small gang pvp, now if only they'd let armor in on the fun =\ (or at least go through with that change that gets rid of the speed penalty on active tanking rigs)
Plug5
Cause For Concern
Ad Nauseam .
#58 - 2012-07-04 16:10:08 UTC
Hi,

I dont beleive you are taking away the effect of the boosters by allowing them to be neuted. As I said, reduce the effects on the neuts once the ships main cap reserve has emptied and slowly start chipping away at the cap boosters. As i said maybe reduce the effectivness of the neuts by 50%. The shield booster would still be able to run but wouldnt last as long before it needs to be reloaded. A large ASB can hold 13 navy 150's i beleive, it would take a while to get through all those. And if for instance a cyclone with 2 of these fitted (26 loaded charges) did come up against several ships in the same class which did have a neut or 2 fitted then is it really unrealistic to think the cyclone might struggle anyway.
Lin-Young Borovskova
Doomheim
#59 - 2012-07-04 16:18:47 UTC
Plug5 wrote:
Hi,

I dont beleive you are taking away the effect of the boosters by allowing them to be neuted. As I said, reduce the effects on the neuts once the ships main cap reserve has emptied and slowly start chipping away at the cap boosters. As i said maybe reduce the effectivness of the neuts by 50%. The shield booster would still be able to run but wouldnt last as long before it needs to be reloaded. A large ASB can hold 13 navy 150's i beleive, it would take a while to get through all those. And if for instance a cyclone with 2 of these fitted (26 loaded charges) did come up against several ships in the same class which did have a neut or 2 fitted then is it really unrealistic to think the cyclone might struggle anyway.



You can always use neuts to shut either guns or hardeners witch WILL have considerable effects on your target, he will be able to maintain reps as long has he still have cap boost charges but then it's another space dust.

The major and important stuff that makes this module so important it's the fact it aloud huge number of ships close to useless come to the field and actually be handy assets now, this is simply awesome.
I still believe the amount of rep is a little OP, specially when you fit more than one, but this will probably be balanced soon. It's too obvious this can't remain as.

brb

Cambarus
The Baros Syndicate
#60 - 2012-07-04 16:35:20 UTC
Plug5 wrote:
Hi,

I dont beleive you are taking away the effect of the boosters by allowing them to be neuted. As I said, reduce the effects on the neuts once the ships main cap reserve has emptied and slowly start chipping away at the cap boosters. As i said maybe reduce the effectivness of the neuts by 50%. The shield booster would still be able to run but wouldnt last as long before it needs to be reloaded. A large ASB can hold 13 navy 150's i beleive, it would take a while to get through all those. And if for instance a cyclone with 2 of these fitted (26 loaded charges) did come up against several ships in the same class which did have a neut or 2 fitted then is it really unrealistic to think the cyclone might struggle anyway.

A large ASB will run out of charges in 52 seconds, That is not a very long time before its tank shuts down, but you're still ignoring the key point here:

The proliferation of neuts makes active tanking useless the vast majority of the time. CCP introduced ASBs specifically to introduce an active tank that could COUNTER neuts. The curse SHOULD be useless against ASB fit ships, because the curse is the epitome of what they were made to counter. So no, neuts should not affect ASBs, not by 50%, not by 25%, not at all.