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Ancillary Shield Booster: WTF?

Author
Lili Lu
#61 - 2012-07-04 18:02:20 UTC  |  Edited by: Lili Lu
Cambarus wrote:
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.

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.

Of course it's an articficial combat environment inside an artificial combat environment P due to the extra rules. But neither you nor the fellow who originally theorized that this limitation might get imported to the game really knows what CCP is considering with ASB. So it's perfectly fine for him to speculate. Apparently his speculation angers you. Too bad. Anyway, take a look at your statement below concerning damps and substitute ancilliary shield booster for it.

Cambarus wrote:
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

Seems to me there is quite a lot of ASB usage (and only one per ship) in the AT. I certainly am not advocating a knee jerk reaction like they did with damps and killing damp boats, but it is not beyond the realm of possibility that ASBs will get a nerf coming out of this (in 2014). A nerf could take a number of forms or severity. If they do, I hope they don't kill the mod as surely as they pre-nerfed the adaptive armor hardener.What?

Yes to you though concerning damp boats having got shafted from the kneejerk nerf. Both times they nerfed ecm they always gave an immediate rebuff back to ecm boats. But damp boats, no rebuff. Nos/Neut boats, no rebuff for nos nerf, cap battery buff, or ASB introduction. Web boats, no rebuff for the rapier and hugi for the web nerf. And ships with TD and painter bonuses are still waiting for their buffs (TD affecting missiles and painters just more strengthQuestion).

Cambarus wrote:
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)

Except they could just nerf the mods and buff the specialized ships, like they did with ecm. I see nothing wrong if an ASB fit ship can have powerful tanking and laugh at neuts on unbonused ships, but still fear a sentinel, curse, pilgrim, or blood raider ship.Blink Do those bunsed ships need to drop the boost amount of the ASB or is it enough that they can turn off the shield hardeners and render the ASB somewhat irrelevant. I don't know. But certainly raw neuts could get nerfed but bonused ships buffed back to compensate.
Lili Lu
#62 - 2012-07-04 18:08:31 UTC
Cambarus wrote:
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.

Your third and fourth sentence do not necessarilly follow from your first two sentences.
Major Killz
inglorious bastards.
#63 - 2012-07-04 19:18:41 UTC
WTF is that dude on about? "There are neutralizers so I'm not able to use ships with active defense" (paraphrased something stupid)?

It's like those fools who've been saying solo pvp is impossible or dead for years (since I've been playing). You know what really makes using active defense setups difficult? Answer: Ecm drones and Ecm ships.

I've almost never lost a ship with active defense to multiple ships using neutralizers.

One more thing! ROFL Jackie chan reference achieved = )

I've noticed many pilots are starting to circulate this nonsense about "ships not useful before are now useful with this module". Yeah!? What ships are those? I have yet heard or read an example of this. That whole argument is not factually correct. From what I've seen and what I've been doing. The new module tends to replace, upgrade, or just added as another setup in most cases. They tend to be used on the same ships that are most effective.

So no! It's not helping "useless ships". On the other hand. The new drone damage module has made 1 - 3 ships viable. 2 of those were considered viable before. One was not (Worm).

Please...


- end of transmission

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

Tankn00blicus
Aliastra
Gallente Federation
#64 - 2012-07-04 19:25:23 UTC
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?
How about we make Gallente not specialized in active armor tanking then?
Cambarus
The Baros Syndicate
#65 - 2012-07-04 19:57:02 UTC
Lili Lu wrote:

Of course it's an articficial combat environment inside an artificial combat environment P due to the extra rules. But neither you nor the fellow who originally theorized that this limitation might get imported to the game really knows what CCP is considering with ASB. So it's perfectly fine for him to speculate. Apparently his speculation angers you. Too bad. Anyway, take a look at your statement below concerning damps and substitute ancilliary shield booster for it.
Speculation doesn't anger me, but this particular bit of speculation is completely baseless. Claiming that they MIGHT be looking into something is pointless, since they MIGHT be looking into countless things, from buffing missiles to removing supercaps from the game.
Lili Lu wrote:

Seems to me there is quite a lot of ASB usage (and only one per ship) in the AT. I certainly am not advocating a knee jerk reaction like they did with damps and killing damp boats, but it is not beyond the realm of possibility that ASBs will get a nerf coming out of this (in 2014).
Yes to you though concerning damp boats having got shafted from the kneejerk nerf.Nos/Neut boats, no rebuff for nos nerf, cap battery buff, or ASB introduction. Web boats, no rebuff for the rapier and hugi for the web nerf. And ships with TD and painter bonuses are still waiting for their buffs (TD affecting missiles and painters just more strengthQuestion).

As I said before, commenting on things that will maybe possibly happen is pointless, as that sort of logic can be applied to literally any possible change you can imagine. The issue here is moreso whether or not their limiting the number of mods in the AT is an indication that they're planning to nerf them, and it just isn't. Balance in the AT has nothing to do with balance in TQ,
Claiming that CCP might make changes to the ASB = fine.
Claiming that the rules they put in to the AT do anything to affect the likelihood of this happening = not fine.

CCP has a history of putting limits on things that buff up tanks in tournaments, because in that tiny area, with so few people, the overly tanky setups are absurdly boring to watch. It was the explicit reason behind banning more than one logi, I would imagine it was also the reason behind banning faction mods and pirate implants, as both offer a massive improvement to tank compared to dps output.

Lili Lu wrote:

Except they could just nerf the mods and buff the specialized ships, like they did with ecm. I see nothing wrong if an ASB fit ship can have powerful tanking and laugh at neuts on unbonused ships, but still fear a sentinel, curse, pilgrim, or blood raider ship.Blink Do those bunsed ships need to drop the boost amount of the ASB or is it enough that they can turn off the shield hardeners and render the ASB somewhat irrelevant. I don't know. But certainly raw neuts could get nerfed but bonused ships buffed back to compensate.
I would LOVE to see neuts get nerfed, as they're hands down the biggest problem with active tanking ships (unbonused neuts mind you, the specialized neut using ships are fine as they are) But in lieu of that introducing a mod that tanks well even while getting neuted is a reasonable move (and involves less whining than nerfing a mod that gets fit in 90% of all utility highs, despite that very fact being a pretty damn good indicator that they need a nerf)

Lili Lu wrote:
Cambarus wrote:
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.

Your third and fourth sentence do not necessarilly follow from your first two sentences.

Would you prefer I put them in a separate paragraph? I would think that CCP specifically making an active tank mod that doesn't get affected by neuts implied that they wanted a sort of active tanked setup that could counter neut using ships, and that's a MUCH smaller leap in logic than the one you've been so doggedly defending.
Cambarus
The Baros Syndicate
#66 - 2012-07-04 20:02:27 UTC
Tankn00blicus 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?
How about we make Gallente not specialized in active armor tanking then?

I would have gone with the much more obvious question: Since when is armor buffer tanking inherently better than shield buffer tanking?
Drakes, maelstroms, canes, vagabonds, are these not all good ships that get shield buffered? Is an MSE not the go-to mod for frigate sized tanking?

No, armor and shields are already on even footing for buffer tanks, but because of the speed drawbacks and lower repping power, AND more slots needed, active armor tanking tends to take a backseat to shield tanking (it is possible to make it work, but you have to get pretty freaky with your ship fitting)
Mfume Apocal
Brutor Tribe
Minmatar Republic
#67 - 2012-07-04 20:04:23 UTC
Cambarus wrote:

I would have gone with the much more obvious question: Since when is armor buffer tanking inherently better than shield buffer tanking?


Since 1600mm plates offer roughly 2x the benefit of a LSE?
drdxie
#68 - 2012-07-04 20:15:43 UTC
Munchmi Coochi wrote:
Maybe pilots should be limited to fitting only one Ancillary Shield Booster. The modules do seem overpowered and have messed with the solo and small gang dynamics of the game.

If CCP does limit these modules in the way I described above. Reducing the modules Cycle time - 30 or 45 seconds seems optimum.



Yea and lets ban blobbing, and bringing logi to a small gang fight if the other fleet doesn't have one and lets ban capital and Super cap hotdrops cause my 5 man BC gang can't win and lets ban technetium cause my null space doesn't have it lets ban... blah blah..

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

Klown Walk
Science and Trade Institute
Caldari State
#69 - 2012-07-04 21:14:06 UTC
Only one ecm module on each ship plz, ecm is so op and there is no way to counter it.
Lili Lu
#70 - 2012-07-04 21:53:06 UTC
Cambarus wrote:
Speculation doesn't anger me, but this particular bit of speculation is completely baseless. Claiming that they MIGHT be looking into something is pointless, since they MIGHT be looking into countless things, from buffing missiles to removing supercaps from the game.
Reductio ad absurdum

Cambarus wrote:
As I said before, commenting on things that will maybe possibly happen is pointless, as that sort of logic can be applied to literally any possible change you can imagine. The issue here is moreso whether or not their limiting the number of mods in the AT is an indication that they're planning to nerf them, and it just isn't. Balance in the AT has nothing to do with balance in TQ, Claiming that CCP might make changes to the ASB = fine. Claiming that the rules they put in to the AT do anything to affect the likelihood of this happening = not fine.

CCP has a history of putting limits on things that buff up tanks in tournaments, because in that tiny area, with so few people, the overly tanky setups are absurdly boring to watch. It was the explicit reason behind banning more than one logi, I would imagine it was also the reason behind banning faction mods and pirate implants, as both offer a massive improvement to tank compared to dps output.
and nerfing damps ~

Cambarus wrote:
I would LOVE to see neuts get nerfed, as they're hands down the biggest problem with active tanking ships (unbonused neuts mind you, the specialized neut using ships are fine as they are) But in lieu of that introducing a mod that tanks well even while getting neuted is a reasonable move (and involves less whining than nerfing a mod that gets fit in 90% of all utility highs, despite that very fact being a pretty damn good indicator that they need a nerf)

Would you prefer I put them in a separate paragraph? I would think that CCP specifically making an active tank mod that doesn't get affected by neuts implied that they wanted a sort of active tanked setup that could counter neut using ships, and that's a MUCH smaller leap in logic than the one you've been so doggedly defending.

the game needs more mods for utility highs tbh. and I won't argue that neuts for unspecialized ships could use some alteration to make neuts less used. Your leap though is that the ASB was specifically to counter neuts. The only thing we know is that they were responding to folks complaints that active tanking is not strong enough. Meanwhile active armor got nothing and is still very subject to neuting and the adaptive hardener weaksauce such as it is is not immune to neuting. Odd set of stuff they are introducing piecemeal. Regardless, neut boats are getting indirectly hit. Not sure why they would think there is a problem there.
Cambarus
The Baros Syndicate
#71 - 2012-07-04 22:17:40 UTC
Lili Lu wrote:
Reductio ad absurdum
You do know that a reductio ad absurdum isn't a fallacy don't you?

Lili Lu wrote:

and nerfing damps ~
Damps were as prevalent before the nerf as neuts are now, which given that unlike neuts there were an abundance of alternatives for spare mids was pretty much proof that they needed a nerf. Their problem was that literally EVERYONE had to fit them, the ASB equivalent for this would be seeing ASBs on armor tanked ships.

Lili Lu wrote:

Your leap though is that the ASB was specifically to counter neuts. The only thing we know is that they were responding to folks complaints that active tanking is not strong enough. Meanwhile active armor got nothing and is still very subject to neuting and the adaptive hardener weaksauce such as it is is not immune to neuting. Odd set of stuff they are introducing piecemeal. Regardless, neut boats are getting indirectly hit. Not sure why they would think there is a problem there.

[/quote] As I said earlier, it is a MUCH smaller leap to assume that the mod that allows people to active tank while being immune to neuting was introduced as a counter to neuting than it is to assume that a nerf is incoming because CCP put in a rule for the AT, which traditionally has no effect on TQ balance.

Mfume Apocal wrote:
Cambarus wrote:

I would have gone with the much more obvious question: Since when is armor buffer tanking inherently better than shield buffer tanking?


Since 1600mm plates offer roughly 2x the benefit of a LSE?

1600s also use 3 times the power grid and make anything using them slow as ****. I'd wager that at least half of the good buffer fits out there use shields instead of armor, so comparing a single mod to another single mod doesn't really prove anything anyway.
Mardy B
F.T.L.
Ghosts from the Abyss
#72 - 2012-07-04 22:21:40 UTC
Mod kicks ass in principle making some shield tankers viable. Couple of problems however the grid requirements for them needs increasing i think being able to fit XLASB to a clone giving it 1000+ dps tank with 400+ dps plus point and MWDis SILLY.

And for those boohooing about armor vs shield and i have seen a fair bit of it around while plates give more hp than SE's i'm pretty sure its impossible to fit a LARII to anything other than a BS while the same is not true about XLSB's conversely. Also invuln fields are omni and overloadable but EANM's are omni and don't require cap. They are different with benefits and drawbacks just get over it
Mfume Apocal
Brutor Tribe
Minmatar Republic
#73 - 2012-07-04 23:51:02 UTC  |  Edited by: Mfume Apocal
Cambarus wrote:
1600s also use 3 times the power grid and make anything using them slow as ****. I'd wager that at least half of the good buffer fits out there use shields instead of armor, so comparing a single mod to another single mod doesn't really prove anything anyway.


Shield tanked Hurricane has 48K EHP.
Armor tanked Hurricane has 70K EHP.

You trade speed for more buffer. I just use the Hurricane because it was, off the top of my head, the most common ship that can go either way in terms of tanking.
Cambarus
The Baros Syndicate
#74 - 2012-07-05 00:04:10 UTC
Mfume Apocal wrote:
Cambarus wrote:
1600s also use 3 times the power grid and make anything using them slow as ****. I'd wager that at least half of the good buffer fits out there use shields instead of armor, so comparing a single mod to another single mod doesn't really prove anything anyway.


Shield tanked Hurricane has 48K EHP.
Armor tanked Hurricane has 70K EHP.

You trade speed for more buffer. I just use the Hurricane because it was, off the top of my head, the most common ship that can go either way in terms of tanking.

Highlighted the important bit. You also get more DPS out of a shield tanked cane. Point being; there's less of a difference between buffer tanked shield and armor ships than there is between their active counterparts.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#75 - 2012-07-05 01:48:25 UTC
MY GOD, YOU MEAN THERE ARE TRADEOFFS IN THIS GAME??? WHAT IS THIS MADNESS???
Cambarus
The Baros Syndicate
#76 - 2012-07-05 02:15:29 UTC  |  Edited by: Cambarus
Mfume Apocal wrote:
MY GOD, YOU MEAN THERE ARE TRADEOFFS IN THIS GAME??? WHAT IS THIS MADNESS???

Between buffer tanks yes, not so much for active tanks. Active shields get better burst repping, can be made viable with fewer slots, and (most importantly) don't slow down your ship. Basically all the upsides of active armor tanking are made for larger engagements (sustainability wrt cap, rep over long periods of time, resists) while active tanking itself is not. This makes active shield tanking MUCH better than active armor tanking, while for buffer tanks the 2 are similar in performance with, as you say, tradeoffs.

As I've said before, I'd be happy if they just removed the damn penalties off of active tanking rigs. I wouldn't mind seeing an armor equivalent of the ASB (though tbh I think it should have been an armor mod in the first place, heavy cap use is supposed to be one of the downsides to shield tanking) but it's not really needed per se.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#77 - 2012-07-05 04:04:11 UTC  |  Edited by: Mfume Apocal
Cambarus wrote:

Between buffer tanks yes, not so much for active tanks.


Hey let me quote what you were saying before:

Cambarus wrote:

I would have gone with the much more obvious question: Since when is armor buffer tanking inherently better than shield buffer tanking?


In case you missed it:

Cambarus wrote:

when is armor buffer tanking inherently better than shield buffer tanking?


Armor giving more buffer with shield being better active is fine with me.
Cambarus
The Baros Syndicate
#78 - 2012-07-05 04:40:58 UTC
Mfume Apocal wrote:

Armor giving more buffer with shield being better active is fine with me.

This post amuses me, because it contains an oh-so-subtle nod towards what MY point is, and I don't think you even notice it.

Armor gives more buffer. Shields give a better active tank.

Don't see it? Here, let me help:

Armor gives more buffer. Shields give a better active tank.

Despite armor tanked ships having more buffer, shield buffer tanked ships aren't actually any worse, as they gain advantages in other areas besides raw tank (meaning speed and DPS).

Now with active tanking, shield tanked ships STILL get those advantages, but they ALSO get more actual tank, and the only advantages armor ships get are pretty useless for the type of pvp in which the ships get used (small engagements mainly)

Shield buffer tanking is just as good as armor buffer tanking because you're trading raw tank for other, equally useful attributes.

Active armor tanking is NOT as good as shield active tanking, because there are no real downsides to going with shields, nor is there any reason to want an armor tanker instead. If the speed nerf from armor rigs didn't apply to active rigs, this wouldn't be so much of an issue, but claiming that it's a trade off when one side has all the advantages is just silly.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#79 - 2012-07-05 04:50:46 UTC
Cambarus wrote:
Shield buffer tanking is just as good as armor buffer tanking because you're trading raw tank for other, equally useful attributes.


What is and is not useful is situational. You could fairly say that speed matters a lot solo, but elsewhere it doesn't really mean ****. Sometimes your individual DPS doesn't even matter, just the ability to tank and that's when you look at armor.

Admiral Lazaraus
Failed Diplomacy
#80 - 2012-07-05 07:47:16 UTC
Bump