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Ancillary Shield Booster: WTF?

Author
Gorinia Sanford
Royal Amarr Institute
Amarr Empire
#101 - 2012-07-09 04:02:27 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.


Quit your whining.
Cpt Branko
The Scope
Gallente Federation
#102 - 2012-07-09 06:36:56 UTC  |  Edited by: Cpt Branko
Mfume Apocal wrote:

People get away with 2 slot + 2 or 3 rig shield tanks because most people playing EVE are unwilling or unable to bring bonused webs to their gangs. Also years of nerfing unbonused EWAR made shield tanking more and more desirable because midslots are less valuble if you can't damp, 90% web or multispec people to death.


The reason armour buffer Hurricane is not so predominantly common today isn't that it has worse tank (which I agree is not true, esp. for us with slaves), it is because an armour cane more or less has to go balls-deep. Sure, it can win vs anything you'd realistically engage anyway, but the big problem is if it's a trap, you're dead, your one and only option is trying to burn something down before extra hostiles land (which sometimes works, provided you didn't engage an EHP monster or a hypothetical ASB supertank).

On the other hand, fighting out of webrange enables you to spring a trap and get away, so you live with having less EHP, doing less damage (at ranges you want to be in a shieldfit), and lack of actually very very useful midslots (for solo/2-5 people gang).

Now, imagine, if you make it quite easy for a ship to tank another ship for a minute or two minutes, what is the result? Will more people fly close-range ships, and risk being tackled balls-deep in web+scrambler range for over two minutes? Only station huggers where they can deagress & dock, or bait & blobbers profit from increased tanking ability.

The rest will just fly longer-ranged kiting ships more, resulting in less, not more, viable fits.
Klown Walk
Science and Trade Institute
Caldari State
#103 - 2012-07-09 09:58:55 UTC
You have no good arguments so far, based it all on AT or 1v1. The best counter is neuts or bring more dps, doesn´t take that much to break a asb tank.
Cpt Branko
The Scope
Gallente Federation
#104 - 2012-07-09 10:56:28 UTC
Klown Walk wrote:
The best counter is ... bring more dps


Yes, sherlock, the best counter to virtually anything is "bring more DPS / ECM (if small scale situation)". So?

Nobody serious is going to base discussion on alliance tournament, since it's best understood as a sport within EVE. However, when you discuss tanking and it's role in small engagements (not the my 50 BS small gang nonsense), we're talking about 1-5 ships which are not realistically going to be all high damage BS, either.

Naturally, "more DPS" is the universal answer. But when we talk about anything more then 5 people an active tank is just irrelevant because of sheer mechanics, since a personal tank is only useful when you are being actually shot, while remote repping is useful when any of your gangmates are being shot, and DPS is useful always.

People which go in ten man gangs, for them, an active tank is a waste of database space. And that is fine, too. However, what are you even doing in this discussion? Your solo kills are either frigates, which is fine and fun, but anything larger and you're in 5-50+ man gangs. Active tanks mean nothing to you, except for PVE.




Bouh Revetoile
In Wreck we thrust
#105 - 2012-07-09 11:59:31 UTC
ASB is not a lot more powerful than a big active armor of shield tank. Its main advantage is that it use less slots, so it doesn't gimp your fit.

If we look at BC, their ASB tank is not so much more effective than the one of triple rep myrm or some cyclone fit ; even more so if we consider the reload time of ASB.

As I said, standard dps value for subBS is at least 500. That mean than no subBS will tank more than 2 ships. So the only fights which will really take longer will be those involving one or two ships in each side. These fights tend to be *very* fast : between one and two minutes ; with this ASB, they would last one or two minutes more. The window is still open IMO.
Cpt Branko
The Scope
Gallente Federation
#106 - 2012-07-09 14:09:18 UTC  |  Edited by: Cpt Branko
Bouh Revetoile wrote:

If we look at BC, their ASB tank is not so much more effective than the one of triple rep myrm or some cyclone fit ; even more so if we consider the reload time of ASB.


You see, a Myrmidon with three reps is bad as a generic PVP ship. It's slow, short ranged, and has bad DPS. Those three combined make it's EFT superiority to other BCs (as if BC 1v1s are the norm) go to waste on TQ.

Cyclone is actually a better active tanked ship, although naturally it does have weaknesses. It is an example of a sensibly designed active tank ship; it has enough slots and fitting for a decent tank, decent DPS, tackle and mobility, and if boosted to Tier 2 standards would be quite great. If more ships which are designed to tank were designed along the lines of the Cyclone, they would be perfectly viable.

Active armour tanks have no viable sub-BS ship because of the specific problems of armour-tanking (being more slot intensive and nerfing speed on top).

Bouh Revetoile wrote:

with this ASB, they would last one or two minutes more


Even if we accept the rest of the post, this is the problem with boosting tank. Naturally any tank will fall eventually, it's a matter of when, but extending fights is a bad thing.

If you want more viable fits, then what needs looking at is specific woes of active armour tanking for one (where the main problem are slot and fitting, and loss of speed from active rigs), and easing fitting and cap of active shield tanks. The amount tanked is largely fine (bit on the low-end on unbonused ships, but arguments could still be made for active tanks if they didn't gimp your fit horribly).
Bouh Revetoile
In Wreck we thrust
#107 - 2012-07-09 15:19:20 UTC
I realize I didn't finished my reasoning here and lost myself. Being active tanking module, it is not suited for gang larger than 5. If you are fighting a gang with ships using this module, odds are you are fighting a small gang which is already there and no reinforcement will come, they are bait, or they have cought you. In these situations, fight could be ten minutes longer that would not change the outcome of the battle ; indeed chances of someone else coming rise, but this someone else will most probably not be with either of the team already on the field.

The advantage of the ASB, and why I would like to buff active tank is that with these values you have an advantage over a buffer ship : your ship designed for solo or very small gang is now better for this than a buffer ship which is better suited for fleet or remote rep supported gang. Each kind of tank would now have its own area instead of the buffer being better in almost any situations. The active tank niche already exist indeed, but it's a tiny one ; ASB values extend this niche to a reasonable size.

For the myrmidon, I seen some people using it triple reped to fight small gang alone : you don't need to run after the ennemy when he come by itself, and it absolutely not have a bad dps grace to its drones. The problem speed then is not one of the myrmidon but of armour tanking, and I agree on this : rig penalties on armour rig are completely silly, at least for active tank.
Jerick Ludhowe
Internet Tuff Guys
#108 - 2012-07-09 15:23:07 UTC
Cpt Branko wrote:


Even if we accept the rest of the post, this is the problem with boosting tank. Naturally any tank will fall eventually, it's a matter of when, but extending fights is a bad thing.

If you want more viable fits, then what needs looking at is specific woes of active armour tanking for one (where the main problem are slot and fitting, and loss of speed from active rigs), and easing fitting and cap of active shield tanks. The amount tanked is largely fine (bit on the low-end on unbonused ships, but arguments could still be made for active tanks if they didn't gimp your fit horribly).


I'd argue that some of the "potential" changes to slot numbers and layouts of some of the tier 1 bcs, and field commands address some of the concerns you have posted here. While total speculation, the 10% rep bonus per level present on the new incursus may make it's way to some of the other t1 Gallente lineup. If these speculated changes go live I can assure you that they will have a very significant impact on active armor tanking on specialized hulls which brings me to the followup point...

On unbonused hulls buffer tanking with the usage of resists and plates is almost always superior due to the nature of local vs remote reps in pvp but also because i believe these modules are not adequately balanced. You will only be able to achieve proper armor tanking balance when both passive and active fits are viable on an unbonused hull. This means that adjustments to fitting cost, cap consumption, and overheat bonus may inevitably need to be looked at.
Cpt Branko
The Scope
Gallente Federation
#109 - 2012-07-10 07:54:19 UTC  |  Edited by: Cpt Branko
Bouh Revetoile wrote:
I realize I didn't finished my reasoning here and lost myself. Being active tanking module, it is not suited for gang larger than 5. If you are fighting a gang with ships using this module, odds are you are fighting a small gang which is already there and no reinforcement will come, they are bait, or they have cought you.
In these situations, fight could be ten minutes longer that would not change the outcome of the battle ; indeed chances of someone else coming rise, but this someone else will most probably not be with either of the team already on the field.


See, this is the part I don't agree with. It is often possible (because people are either being stupid, which is common, or because they think they would not get the fight if all ships were on grid together) to catch one ship before the rest of the gang arrives. Extending the fight makes a massive difference there.

It is also the case when killing people who have friends a few systems away (which is very common), where the difference between a fight lasting two minutes and lasting ten is huge.

And the case of killing people in populated places, etc.

I mean, of course, all these things can still be done, except now you're going to end nanoing it up even more then now, so you can bugger off if reinforcements start arriving.

But that doesn't increase the number of viable fits, and the strong incentive to nano it instead of tanking was already there. When I was in low-sec, I would spend far more time in my LG snake clone then the HG slaves which ended up mostly taken out when we'd have an "let us bring two 3+ bil ships and fight gangs" night or plated BS roam.

Increasing the incentive to do that means even less tanks and less fighting up close then now.


Jerick Ludhowe wrote:
You will only be able to achieve proper armor tanking balance when both passive and active fits are viable on an unbonused hull. This means that adjustments to fitting cost, cap consumption, and overheat bonus may inevitably need to be looked at.


I agree.

Although I think slots is the most critical problem (active armour tank takes one lowslot too many I'd say), because on sub-BS it is slots which along with fitting are the reason you won't fit an active tank on an unbonused hull.

I think it's a better approach then just boosting the hulls meant to do it.

I would actually like to throw together some active armour rep fits now and then, but 498 powergrid & 5 lowslots (plus a mid, but that's ok really) for 2x MAR and a cap booster is too much for any medium ship.
Cloned S0ul
POCKOCMOC Inc.
#110 - 2012-07-10 09:24:40 UTC  |  Edited by: Cloned S0ul
Finaly tank ability with ancilary shiled booster (for shor period of time) is compared to other dual LAR or +100k ehp on armor ships, and most post are like.

OMG im not more so cool while solo, CCP hurt my feeling, was ok to got 130.000ehp or dual lar with full cargo of cap boosters but no more , meh meh CCP plese nerf those module this is unfair, before patch i always laugh in enemy face while solo but not anymore im so sad Roll
Patrakele
Sebiestor Tribe
Minmatar Republic
#111 - 2012-07-10 10:16:02 UTC
The age of armor us over! Let a new age of shields begin!
Lin-Young Borovskova
Doomheim
#112 - 2012-07-10 10:39:16 UTC
Patrakele wrote:
The age of armor us over! Let a new age of shields begin!


It's already that way after the first Eve beta version about 6 or 7 years ago, you just re sub right? Lol

brb

Cpt Branko
The Scope
Gallente Federation
#113 - 2012-07-10 10:45:54 UTC  |  Edited by: Cpt Branko
What age of armour?

It's been light shield tank (buffer) with range, DPS and speed game since... Dominion at least and before, actually. Dual-LAR tanks? Don't joke.

The irony is that buffing tanks will make it more of a game of light shield buffer with range, DPS and speed and make tanks less viable in the end.

It is actually funny, now I look at my losses, that it appears that I only fly armour despite being in shield fits / with snakes 80+% of the time, because most losses are of armour fits. Granted, they can (but only sometimes) do what ranged shieldfits can't do, resulting in some quite epic fights, but you also tend to lose them far more often then you lose a shieldfit which fights out of webrange.

Again, for those who don't get it:

This is because, if you attack random tanky ship, this is what happens every, say, tenth time (provided you don't engage obvious bait, but still get surprised sometimes):

case 1: (tanked ship): oh nice... oh crap local +10... overheat guns...
spend remaining minute jammed by two falcons and spam warp to save pod.

case 2: (shield buffer nano fit): oh nice... oh, local +10... heat MWD... bye worthless blobbers, lol

Now, if tanky ship becomes tankier still, guess WHICH type of pvp will be discouraged?
Major Killz
inglorious bastards.
#114 - 2012-07-10 12:11:27 UTC
Armor has only really suffered in 2 ship classes; battlecruiser and cruisers. There's some debate whether a bunch of Rokhs are supperior to a bunch of Abaddons (Rokhs are superior in 0.0 IMO). Armor battleships are still dominate and have been for ages and will continue to be.

Armor setups are also viable with most Frigates and destroyers. Mainly because of the relative level of small weapon systems projected damage and destroyer and frigate velocity.

If CCP scaled frigate uniformaty to cruiser class. Then blasters would have as much effective range (applied and projected damage) as autocannons and 70 - 80% of the effective range of lasers. The aforementioned would be with null and barrage ammunition alone. No use of mulitple tracking enhancer.

I made this argument awhile ago, with regard to uniformity. CCP has done the aforementioned to a certain extent with the changes to Null ammunition. You can now do as much effective damage as a shield-Rupture @ 24,000m in a Thorax.

Armor cannot be as effective as shield with regard to cruisers and battlecruisers. For the most part, these ships excel @ skirmish warfare and few excel @ conventional warfare. What do I mean? Only the Drake and to a lesser extent a Naga excel @ slug matches with battleships. both ships have it all in thier class. A large amount of effective hit-points, projected and applied damage and velocity.

The other battlecruisers have far less effective hit-points and projected and applied damage. That leaves them only one option. Hit and run tactics (skirmish). These ships have ALOT of damage and high velocity (Hurricane, Harbinger, Talos, Oracle, Tornado).

As far as Ancillary Shield Booster. Like I've said. Increased defense is not a boost to small gang and solo pvp. It's a NERF. Cpt Branko has Articulated that point alot better than I have, but I've made that argument forever. Especially with frigates. Trying to go threw ships with alot of defense takes time. The less time a solo pvper has to destroy a ship the better. It's not rocket science, just fact. Large defensive setups encourages Blobing. So, limiting these modules to one per ship seems like the correct move.


- end of transmission

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

Major Killz
inglorious bastards.
#115 - 2012-07-10 12:45:45 UTC  |  Edited by: Major Killz
Continued...

BTW. Alot of the arguments for an increase of active defense was and is still being made by ret@rds. They want it to be viable in fleets, but don't take into account alpha. Which shows how deluded or inexperienced or just d*mb they are.

One of the only ships effective in fleets with a active defense is a Rattlesnake. The hit points is there so, when it takes the a volley it doesn't blow away in the wind. Then it can shield boost nearly all the effective hit points it's just lost in a single duration, instantly.

That's what it takes. A ship like a Abaddon, Rokh, Proteus, Legion or Tengu with enough hit points and resistence. Then you add active repair or shield modules and then active defense setups would be viable in fleets.

Understand that increasing a ships hit points or ability to generate hit points actively. Hurts solo and small gang pvp, not help it. I've also had engagements with other active ships in one myself and it's boring as hell. It's something I try to avoid as much as possible. most of the pilots who wanted a boost to active tank don't even pvp in small gangs and don't solo. Many are clueless.


- end of retransmission

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

Bouh Revetoile
In Wreck we thrust
#116 - 2012-07-10 12:49:39 UTC
And what can discourage blobbing ?

No matter what you do, blobbing will always exists in EVE. And as I said, if you have a 10+ local spike while fighting someone, either your target is a bait or they are neither with you or your oponent and you will both leave the field simultaneously.

On the other hand, active tank is, by design, a burst tank more effective for short and low scale fights or skirmish (hit and run, burst while hiting, rest while running). As I said, problem would appear if any ship would use this module, but nobody will unless they are solo pvper, or would see some triple rep hyperion in armor fleets.

But let's consider you are right and better active tanking promote blobbing ; what can solve the problem ?
Major Killz
inglorious bastards.
#117 - 2012-07-10 13:13:03 UTC
Poor choice of words because I've always argued you cannot stop blobing and I don't care to stop it. Waste of time imo. However what i should have said is;

It increases blobing and that's no longer small gang or solo pvp. Which is one of the arguments for the development of this module. I'm not trying to go into what is blobing and what is not. This module will enable a single ship to last alot longer. Which is terrible for solo and small gang pvp. Which depends on hit and run tactics. HITTING HARD AND GETTING OUT BEFORE Z BLOB arrives...

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

Bouh Revetoile
In Wreck we thrust
#118 - 2012-07-10 13:21:34 UTC
Call it whatever yuou want, the question remain : what could be a solution ?

And as I said, if someone is with a blob, he will not have an active tank, because he will have logi. This module allow small gang to not bring a logi, hence to have more dps. I don't really know about solo even if I think that won't change a lot as I already explained, but it's certainly a godsend for small gangs.
Jerick Ludhowe
Internet Tuff Guys
#119 - 2012-07-10 13:55:36 UTC  |  Edited by: Jerick Ludhowe
Cpt Branko wrote:

I agree.

Although I think slots is the most critical problem (active armour tank takes one lowslot too many I'd say), because on sub-BS it is slots which along with fitting are the reason you won't fit an active tank on an unbonused hull.

I think it's a better approach then just boosting the hulls meant to do it.

I would actually like to throw together some active armour rep fits now and then, but 498 powergrid & 5 lowslots (plus a mid, but that's ok really) for 2x MAR and a cap booster is too much for any medium ship.


For sure man, can't argue with you on this one. Active tanking most certainly does require a significantly larger number of slots. I personally don't even feel that a 5 slot dbl rep tank is even that substantial, if you really want to get something that can stand up to 1 or maybe 2 ships of comparable class you usually need a 6 slot tank with bonuses or some exiles and a reasonable off grid booster. You also often need not just a single but a dbl cap injector if you intend to not be 100% vulnerable to nuets putting the number of slots from 7-8. It truly is a significant disadvantage Ugh.

There are allot of ways we can get these two types of tanking in line. Removing required number of slots is going to be difficult unless we just dbl the effectiveness of reppers which is going to cause far more issues than it solves. Increasing the effectiveness of other armor tanking mods to reduce total number of slots is also not an answer as it will just have a more significant impact on buffer tanks that are already superior. So we come to the same conclusion people have been complaining about for years, need MOAR slots.

Bouh Revetoile wrote:


And what can discourage blobbing ?



I'd argue that the best solution for overall game play would be the addition of a LOS check before your guns can fire on your target... The truth of the matter is that implementing this is not nearly as complicated as the opponents of this idea would have you believe however it would require a vast amount of balance changes as well as the addition of far more streamlined hit boxes on asteroids, stations and more or less all celestial bodies.

The main problem with implementing this idea is not the tech, but more the hyper conservative (real definition, not political) nature of the eve community. Vast proposed changes like this are usually shot down by individuals before they actually give the idea a good out of the box think around. Meh, what can you do.
Cpt Branko
The Scope
Gallente Federation
#120 - 2012-07-10 14:22:16 UTC  |  Edited by: Cpt Branko
Bouh Revetoile wrote:

But let's consider you are right and better active tanking promote blobbing ; what can solve the problem ?


An easier to fit active tank (which takes one less lowslot, for armour). If you look at medium ships (which are very common), the 350-400 DPS active tank you get on an average with an active armour BC isn't that bad. It outdoes a buffertank in situations where you receive less then 800 DPS or so, bonused ships even more. While it's not uncommon for even medium ships to do more point blank, none of them come even close at range.

The reason why they are bad however are excessive fitting costs, and excessive use of slots (an active armour tank uses 5 lowslots, which leaves you with only one damage mod, which simply does not work). If you could make a ranged fit with an active tank, it would be actually quite useful. Even in (very small) gangs.

As for battleships, while reducing fitting costs and slot use could also help, I doubt it would do too much. If your BS gang is very small, you want the midslots (eg. Typhoon wants a painter, everyone would like to throw on an ECCM because what if Falcon, then you are BS so you need plenty of webs because what if we engage afterburning cruisers, etc), and if it's bigger gang, you want plates for the EHP, and remote reps.

As for how to reduce the number of slots required, it's quite easy: make "two in one" reppers which have the fitting requirements of a single current repper* but with the caveat that no other tanking modules can simultaneously be active. So you can't make broken ridiculous tanks, but can squeeze a current 5 slot tank which is not something special into 4 slots and less fitting cost. Reduce capacitor booster fitting requirements somewhat, also, to reduce the overall fitting costs of (all) tanks. Active shield tanks just need a slight-ish fitting reduction (and again, cap booster fitting reduction); perhaps less cap requirements would be also nice.

* Which could stand to have their fitting requirements lowered as well as cap consumption, for possible use in plate+rep fits.