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Ancillary Shield Booster: WTF?

Author
Bouh Revetoile
In Wreck we thrust
#121 - 2012-07-10 14:38:04 UTC
Plain buff to armor reper could be enough for the slot problem IMO : less cap consumption to free the second cap booster and more armor reped per cycle to free some resist mods.

Line of Sight though, you don't seem to know the computer resources trajectory calculation ask. Servers already have tidi without these ; with such calculations, tidi would appear in a with 70 men pewpewing, if not before that. That would be a great thing, but unless CCP buy some supercomputers, that's only a dream.
Seishi Maru
doMAL S.A.
#122 - 2012-07-10 15:01:59 UTC
Lin-Young Borovskova wrote:
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



Lies! For a long time after the stack nerf implementation shield tank was considered non doable for PVP. The first shield tanked PVP ship commonly used after the stack nerf implementation was the vagabond and other speed tankign ships like nanophoon. Back then if you could nto git MWD, Injector, Web and disruptor in mids you were considered WORTHLESS in PVP because everyone was expected to carry tackle!

Only with the tier 2 BC that buffer shield tanking arose to be something meaningful, but even so secondary. Active tankign on that age started to be considered stupid and massive armor tank buffers were the NORM! Undeniable and absolute norm on PVP, specially battleship size. The shield tanking only took a rightful place in combat when the type of engagements became so that tackling became a secondary concern and just amassing huge amounts of firepower so that you needed less shisp to instantly POP a given target.

Peopel seems to have amazingly short memories in here.
Cambarus
The Baros Syndicate
#123 - 2012-07-10 15:33:57 UTC
Seishi Maru wrote:
[
Lies! For a long time after the stack nerf implementation shield tank was considered non doable for PVP. The first shield tanked PVP ship commonly used after the stack nerf implementation was the vagabond and other speed tankign ships like nanophoon. Back then if you could nto git MWD, Injector, Web and disruptor in mids you were considered WORTHLESS in PVP because everyone was expected to carry tackle!

Only with the tier 2 BC that buffer shield tanking arose to be something meaningful, but even so secondary. Active tankign on that age started to be considered stupid and massive armor tank buffers were the NORM! Undeniable and absolute norm on PVP, specially battleship size. The shield tanking only took a rightful place in combat when the type of engagements became so that tackling became a secondary concern and just amassing huge amounts of firepower so that you needed less shisp to instantly POP a given target.

Peopel seems to have amazingly short memories in here.
Was this before, or after the 3 or so years of nanobullshit where everyone and their dog flew shield buffered nano ships of literally every race? And if it was after, was it then before or after everyone and their dog was flying drakes? Maelstroms? Tengus?
Seishi Maru
doMAL S.A.
#124 - 2012-07-10 15:58:22 UTC  |  Edited by: Seishi Maru
Cambarus wrote:
Seishi Maru wrote:
[
Lies! For a long time after the stack nerf implementation shield tank was considered non doable for PVP. The first shield tanked PVP ship commonly used after the stack nerf implementation was the vagabond and other speed tankign ships like nanophoon. Back then if you could nto git MWD, Injector, Web and disruptor in mids you were considered WORTHLESS in PVP because everyone was expected to carry tackle!

Only with the tier 2 BC that buffer shield tanking arose to be something meaningful, but even so secondary. Active tankign on that age started to be considered stupid and massive armor tank buffers were the NORM! Undeniable and absolute norm on PVP, specially battleship size. The shield tanking only took a rightful place in combat when the type of engagements became so that tackling became a secondary concern and just amassing huge amounts of firepower so that you needed less shisp to instantly POP a given target.

Peopel seems to have amazingly short memories in here.
Was this before, or after the 3 or so years of nanobullshit where everyone and their dog flew shield buffered nano ships of literally every race? And if it was after, was it then before or after everyone and their dog was flying drakes? Maelstroms? Tengus?



Irrelevant. But its still tru that are lies that shield tanking are the norm since beta. Both before and after the nano age armor was the rule. BEfore the nano age, beleive it or not active armor was very used. After the nano age super plated was the norm specially due to AOE doomsdays.

Also the nano age was half a year on its first occurrence when polycarbons were introduiced. The second nano age was longer but much less predominant. Even so it dit not encompass more than 1 and half year.
Cambarus
The Baros Syndicate
#125 - 2012-07-10 16:05:28 UTC
Seishi Maru wrote:

Irrelevant. But its still tru that are lies that shield tanking are the norm since beta. Both before and after the nano age armor was the rule. BEfore the nano age, beleive it or not active armor was very used. After the nano age super plated was the norm specially due to AOE doomsdays.

Heavily plated ships were only the norm for large fleet fights. Smaller gangs have preferred shield tanks since at least 07, if not earlier. Active tanking stopped being a big thing because CCP went and gave damn near every ship in the game a massive buffer increase, not to mention the increase in population as a whole making active tanking less attractive.

Not that it matters, because "before the nano age" was upwards of 6 years ago. So much has changed since then, and shields have been more used than armor for so long now that it'd be silly to argue that shields haven't been used for long enough for it to warrant giving them even MORE of an advantage over armor, especially when it comes to active tanking, where XLSB setups have reigned supreme even longer than shield buffer ships in fleets have.
Jerick Ludhowe
Internet Tuff Guys
#126 - 2012-07-10 19:38:55 UTC
Bouh Revetoile wrote:


Line of Sight though, you don't seem to know the computer resources trajectory calculation ask. Servers already have tidi without these ; with such calculations, tidi would appear in a with 70 men pewpewing, if not before that. That would be a great thing, but unless CCP buy some supercomputers, that's only a dream.


There does not need to be any trajectory calculations. What I'm proposing is not something akin to a fps where "projectiles" are given physical properties determining distance and time of flight. Instead a line can be "drawn" between the firing ship and the target, if any celestial body intersects this line then the firing cycle will not complete. Celestial bodies do not move in eve so no movement checks are needed for objects that will potentially intersect this line.
Cpt Branko
The Scope
Gallente Federation
#127 - 2012-07-11 06:30:46 UTC  |  Edited by: Cpt Branko
Cambarus wrote:

Not that it matters, because "before the nano age" was upwards of 6 years ago.


Something like that. I started playing 5 years ago (in 2007), when there was already nano-everything flying around. There were naturally armour tanks, even active armour tanks from what I recall.

Anyway, if I recall correctly, the final big nano nerf also introduced the MWD-stopping effect for scramblers, making one-slot tackle closerange ships possible, ergo giving rise to shield buffer + gank on just about anything, which was not possible before it.

Outside the world of battleship gangs, shieldtanks have been preferred for a long time now. Especially after Dominion which gave Minmatar falloff-boosting tracking enhancers, ammo buffs, and good artillery. I increasingly started switching to shield fits personally after Dominion, because they were boosted so much.

Don't know what/if anything significant happened after Incarna, since I unsubscribed soon after, but from what I see no major changes happened, except already present trends (towards shieldtanking) getting stronger, with even large entities fielding Drake blobs. Hardly surprising.

Btw, you guys are forgetting the boost active tanks received with drugs and overheating. Overheating (esp. on shields, because you can overheat more modules) increased tank more then gank. There are no "damage drugs", either. However nothing changed about viability of fitting an active tank, and people were using more and more high-DPS fits, mainly because the overall quality of fits improved, with time.
Takeshi Yamato
Ministry of War
Amarr Empire
#128 - 2012-07-11 09:44:03 UTC  |  Edited by: Takeshi Yamato
These new Ancillary Shield Boosters are just stupid.

Buffing active tanking in PvP yes, but not by making the existing shield boosters and armor reps obsolete and introducing a bunch of new problems.
Lin-Young Borovskova
Doomheim
#129 - 2012-07-11 17:13:43 UTC
Takeshi Yamato wrote:
These new Ancillary Shield Boosters are just stupid.

Buffing active tanking in PvP yes, but not by making the existing shield boosters and armor reps obsolete and introducing a bunch of new problems.



I can not agree completely with you. Yes I think The amount of rep and specially Xl-ASB is completely ridiculous but so are DED Space SB already.
I do think it's stupid the same mod can fit different type of charges and reps same amount with smaller one, this needs adjustment, has the total with largest charge seems a little bit too important because flying with neutral booster, Falcon, or combat boosters today is almost the standard, except some rare individuals extremely skilled.

The mod it self doesn't seem being too op if you just consider raw numbers but then people must remind them selves it's Eve and fight it's not a matter of whatever internet honour but a matter of win at any cost, so every one and his dog/grandma/whatever will to the lightest gang use at least combat booster, maybe double A-SB, some ewar (drones mods whatever) and at this right moment this mods becomes really overpowered because there's simply no way for an organised and experienced group to loose any ship against larger group even without logistics.

I can't and will not stop repeating my self, this mod is absolutely awesome but, needs some work to make it less op when numbers start growing -who needs better tank with those?-all you need is gank, that's why this can become a problem and actually encourage larger numbers, in a few months people will stop undock if they're alone or just two because they will know if "x" or "y" is around they have no chance at all.

The question is, do we want to encourage small gang/solo pvp with this mod (with some tweaks to make it less op) or encourage numbers games?
Because this is exactly what's happening, I see people in Null avoid small fights unless they outnumber at least 3/1 because of this (not all groups bring logis right?)

brb

DeadPool MercWithAMouth
Caldari Provisions
Caldari State
#130 - 2012-07-11 19:42:38 UTC
I've noticed a lot of people referencing TQ in the forums, and people must realize that TQ isn't an example of balance (ships or anything for that matter). Characters would kill their own mothers to win a fleet battle (and thus will ruin eve with identical ASB fits from now till ever) . Armor tanking was difficult before and now is simply worthless (ill never kill a tengu w/ my myrmidon again Sad ). I will never be able to impress anyone by my tank again (in any ship). Hero tanking is a thing of the past; now its just "damn i'm lucky his boosters ran out first". My one greatest hope, is they nurf the crap out of the ASB any one caught using it will die horribly like every cheater should.
Angsty Teenager
Broski North
#131 - 2012-07-12 06:10:27 UTC
These modules are fun, but I really think that they should be removed altogether from the game tbh.

Right now, they are better than even deadspace normal shield boosters, provide unneutable tank and provide such high burst tank that outside of large fleet fights, it's more effective to fit resists + an ASB than buffer. You simply will be able to use most of the charges in your ASB before you die outside of getting immediately alpahed, and since they boost such a ridiculous amount, the amount of total shield you gain will give you an effective EHP that is greater than if you simply fit invuls + LSE's.

The module has managed to grandfather both active (typical active w/ a cap plus non-ASB booster), and buffer shield tanking, as well as active armor tanking, all at the same time.

It's honestly quite ridiculous.
Bouh Revetoile
In Wreck we thrust
#132 - 2012-07-12 08:30:59 UTC
People should read a thread before posting in it...

1. Blob will always be appealing, ASB have not change this fact, and nothing will ever change it.

2. ASB is useless if your ennemies are more than 6 or 7. People saying the module is obsoleting buffer don't know about alpha or about the power of logistic ships.

3. Three or four ships can kill any ASB subcap fit in less than two minutes.

According to this, the only scale where this module can be a problem is for 1 or 2 ships on each side where lenght of fight will be significantly increased.

IMO, this is not a problem, because the module allow active tanking to be viable for up to seven men gangs where it free up a logi pilot for a dps ship, which every one agree it's key for small gangs. On the other hand, ASB fit are not so much more powerful than active tanking fit some solo/duo pvper use, but free them some slots. If the module were balanced with capacitor active tank, that would not be a problem ; the problem is that capacitor active tank need a buff.

As Cpt Branko says, fitting are crazy for active tank module and need to be reduced. IMO, they could also use a buff to efficiency (more hp repaired).
Angsty Teenager
Broski North
#133 - 2012-07-12 21:06:53 UTC
Bouh Revetoile wrote:
3. Three or four ships can kill any ASB subcap fit in less than two minutes.


Wrong. And this is what I have issue with. I have and fly a dual XLASB maelstrom that tanks 4000dps per ASB without crystals (I fly it with a blue pill and tengu links). I can quite easily tank ~10 or so drakes or the like (that's just what happens to be undocked on me typically) until I run out of cap charges. By the time I do though, i can either deaggro or kill them.

I have no problem with ships tanking many other ships for extended periods of time--the game should allow for this (and it does through expensive modules and/or proper piloting that abuses speed and sig), but I think that the access to this ability that ASBs give is FAR too cheap.

If you limited it to 1 ASB per ship, then you would stop obsoleting current shield tanking modules--but at the same time this doesn't solve the issue of the ASB's providing enough burst tank to be able to tank 4 guys long enough for the booster to pay off over having fit an LSE, so you still need to make buffer unobsolete.

I'll provide an example.

Let's look at two different hurricane fits. The hurricane gets neither a bonus to buffer or to active tanking, and is a commonly used ship that is typically shield buffer fit.

The shield buffer is fit with 2 LSE's, 2 CDFE"s, 1 Anti-EM rig, and 1 T2 DCU. There are no links or implants. This gives it 46753 omni ehp with all V skills.

The ASB fit is fit with 1 XLASB, 1 invul, 2 Anti-EM rigs,1 Anti-Therm Rig and 1 T2 DCU. Again, no links, implants or pills. This gives it 33518 omni ehp with all V skills, along with a 722dps omni tank.

Lets say each hurricane gets into a scenario where it jumps a gate into 5 drakes, each of which does roughly 500dps (we'll call it 500 exactly after missile damage mitiagation via sig etc...) So we have 2500dps being applied to the hurricane. For the sake of calculations we will assume it is omnidamage.

Looking at the shield buffer fit, we see that 46753/2500 = 18.7012 seconds. So the Hurricane will die in 18.7 seconds.

Looking at the active fit, we see that we have a more complex equation. The longer the hurricane lives, the more boost cycles go off, and the more damage it tanks. The hurricane decides to overload his invul and shield booster--giving him 34929 ehp and 1011dps omnitank. This means that 1011dps out of the 2500dps being applied is mitigated altogether, so only 1489dps is actually being applied to the hurricane. This only holds as long as the ASB is running though, and overloaded, it's cycle time is 3.4 seconds, and assuming 13 loaded charges, this means it will hold out for 45.56 seconds.

So. Now we look at the 34929ehp divided by the 1489 incoming dps after the mitigation via the ASB, and see that 34929/1489 = 23.4580 seconds. This is short enough that your ASB won't run out of charges and is also almost 5 seconds longer than the buffer hurricane held out. Now, the ASB fit will live longer than the buffer fit as the dps goes down, and the buffer fit will live longer comparitivaly as the overall dps increases. Clearly the ASB is not meant for fleet fights--but even vs 2500dps as seen here, it's better than a buffer tank--and this is withoutcrystals, or blue pill which all affect active tank and not buffer, and also without links, which help active tanks more than buffer tanks.

The only reason not to use an XLASB on the hurricane thus based on this example is if you expect a large amount of low dps fights in hostile space and you won't be able to buy new cap boosters, or becuase of the fact that you sacrifice some dps/range to fit the XLASB on the hurricane. But the dps/range loss is not super large, and on some other ships, it's non-existent. The secondary benefit of ASBs over buffer fits that use active hardeners, is that if needed ASB fits can work with shield boost amps instead of invuls, thus leading to a completely cap independant tank which is extremely useful.

I should also mention that ships that active get a bonus to shield boost amount benefit even more significantly by fitting ASBs over buffer, (ex: Cyclone).
Iam Widdershins
Project Nemesis
#134 - 2012-07-12 23:17:11 UTC
I'm a bit late to the party, but I can give my take on it.

Single ASB are not a problem at all. They provide an option for shield buffer on an equivalent level to armor buffer ships of the same hull or class, with some equivalent sacrifices made in speed and damage to allow for the modules' difficult fitting requirements. It means that every race's first tier battlecruiser can get around 100k EHP when buffer tanked, and I think that's great. And of course it only really functions in a small gang environment as they are incredibly susceptible to burst damage and alpha, and that's a suitable drawback as well.

Now I do see a lot of people complaining about the Brutix and active armor tanks; the way I've seen it for years now, the Brutix hull (and the Myrmidon, and probably the Hyperion) is in dire need of an increase to its active tanking bonus, probably up to 10% per level. As it stands the Brutix cannot fit an active armor tank suitable to fight off much more than weak HACs and T1 cruisers, and as it's been pointed out the shield buffer Brutix remains probably the strongest contender for for the all-around best fit. Therefore I see using the Brutix's active armor tank as a very poor example to compare to, say, the Cyclone (a ship formerly best known not for being powerful but simply for being better than people would generally expect which is now truly formidable in its own right) and that such comparisons are simply not fair for reasons that are beyond the scope of the discussion of ASB.

Generally speaking though, I see no issues with active armor tanking either in PVE or PVP, and no serious need for big changes or new modules there; the new armor hardener even makes an excellent supplement to the missioning Dominix in place of an EANM or Damage control.

The big question on everyone's mind is of course the use of dual ASB, particularly the use of dual XASB on ships with formidable shield bonuses and/or mid-slot counts, ships that were already strong tankers and can now field shockingly powerful tanks that are nearly impossible to beat without simply wearing them down. This includes the Maelstrom, most Scorpion hulls, to an extent the Nightmare and the Rokh, as well as the Vargur and Golem. Certain battlecruiser hulls can also fit it fairly effectively, such as the Sleipnir, the Cyclone, and certain T3 cruisers (though largely at the expense of their general usefulness in a fight). The Maelstrom is probably the most notable as it is the cheapest and most viable of the above options, able to field a nearly capacitor-independent tank (larger than the traditional X-Large tank) for at least five minutes and gaining a web over its traditional incarnation. It is also less expensive.

Many people feel this is quite a bit overpowered, and in truth it does present some issues with 1v1 or small gang fights as there are virtually no alternatives to dealing with the tank other than sheer DPS or massive alpha. While a single ASB can be overturned much the same way you would finish off an armor buffered ship, as long as you are dealing damage slower than their reps can repair you may have to deal well over half a million raw damage to take out a single ship -- as all the while it is fighting back at full capacity -- without options for alternative warfare to end the fight before they are out of charges.

Do note that they are extremely capable and can yield some very impressive performance, but at the same time they actually do not benefit from gang links the same way that traditional capacitor-dependent active tanks do and with a full complement of drugs, implants, and gang links a traditional tank will often be as strong or stronger with slightly fewer charges used (in exchange for capacitor vulnerability).

While dual ASB is not great in larger fights as it generally means you have anemic resists and mediocre-to-poor buffer, a single pilot solidly outfit can probably take on four to twelve enemy ships without great concern with a ship costing under 300 million isk, and in the end it is up to CCP to decide if this is desirable or not. I myself suspect that it is probably fine but may need tweaking, and there are a number of possible ways to do this without making it impossible to fit more than one:

Perhaps:
  • fitting additional ASB could add on to the reload time of all fitted ASB by 10 or 15 seconds for each additional module.
  • their boosting strength could have a stacking penalty applied.
  • fitting multiple ASB would require a very small amount of capacitor to activate when charges are loaded (say maybe 20 for an x-large) instead of none.
  • their boost amount could be reduced or their reload time increased by a fraction when your ship is below 5 percent capacitor

  • Pick one of the above.

    I would really like to see there be a subtle and elegant way to restrict their usage rather than an ugly hard limit to the number of modules that can be fitted; I also think it would be good to see that incorporate some way for them to be reasonably countered other than by bringing bulk DPS and alpha and just beating them down through sheer brute force.

    Lobbying for your right to delete your signature

    Hannott Thanos
    Squadron 15
    #135 - 2012-07-13 00:01:05 UTC
    http://eve.battleclinic.com/killboard/killmail.php?id=16939800

    Hi

    while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

         _myShip.FireAllGuns(CurrentSelectedTarget);

    }

    Iam Widdershins
    Project Nemesis
    #136 - 2012-07-13 00:10:40 UTC
    Hannott Thanos wrote:
    http://eve.battleclinic.com/killboard/killmail.php?id=16939800

    Hi


    Gosh, that's not a very good fit. You had enough DPS to break him either way, though.

    Lobbying for your right to delete your signature

    Vimsy Vortis
    Shoulda Checked Local
    Break-A-Wish Foundation
    #137 - 2012-07-13 00:24:37 UTC  |  Edited by: Vimsy Vortis
    I don't think the issue with the Myrmidon, Brutix and Hyperion is that their bonus isn't big enough. I think it's that armor repairers are really awful modules that require far too much everything for the quantity of armor they put out per cycle, I mean they are pretty much only viable on either ships with T2 resists or that have bonuses to them.
    Iam Widdershins
    Project Nemesis
    #138 - 2012-07-13 00:34:37 UTC
    Vimsy Vortis wrote:
    I don't think the issue with the Myrmidon, Brutix and Hyperion is that their bonus isn't big enough. I think it's that armor repairers are really awful modules that require far too much everything for the quantity of armor they put out per cycle, I mean they are pretty much only viable on either ships with T2 resists or that have bonuses to them.


    I kind of agree. The Myrmidon does seem good enough in general, mostly because it can dedicate its entire low rack to tank without worrying overmuch about damage output, but the others definitely need more. The Astarte especially is incredibly underwhelming, and I can find no good reason to fly a dual rep Astarte.

    As for armor reps, you kind of have a point there as well, at least for medium ships. Part of this problem stems from the existence of battlecruisers, which can hit cruisers and each other very solidly for large amounts of damage more than battleships can. Battleships can get decent tanks out of dual rep; the Typhoon is pretty good, the Dominix is quite adequate, there's nothing wrong with the Tempest, and the Megathron is actually just as good as the Hyperion with its extra lowslot. In medium format though, there are a limited number of ships worth putting an active armor tank on, the Stabber Fleet Issue being one of the main exceptions as long as we're talking about armor bonuses.

    Anyway, do keep in mind that there aren't very many ships that are good in PVP with active shield, either. Plus, armor and shield are made to be completely different; armor has a strong bent towards buffer and resists, shield has a bent towards active tanking, recharge, and burst tanks. I don't think there's a huge problem with there being only a limited number of ships good with active armor, but I do think that the Brutix hull and Hyperion could at least use a boost.

    Lobbying for your right to delete your signature

    Cpt Branko
    The Scope
    Gallente Federation
    #139 - 2012-07-13 06:49:38 UTC
    Brutix suffers from Tieritis. That is, it is lacking in slots (and raw stats) to it's Tier 2 counterparts. However, CCP is going to fix tiers eventually... and a 6 lowslot Brutix would be a decent ship, with enough fitting. However, again, not in a rep fit.

    Of course, it wouldn't make active tank on it good, because you need 5 lowslots slots to active armour tank and so much fitting the Brutix is limited to Electrons or in best case Ions. Together with one damage mod? Trash. The amount of damage tanked would be actually fairly reasonable if it was not a blasterboat, so mitigating damage via range is not an option for it.

    In my view, designing a ship to be an active tank yet be at 1km where there are no options for mitigating any damage is a design fault.

    Myrmidon suffers from the same malaise actually, and again, probably the best fits for it are again shield fits. It can do upward of 1K DPS while having a reasonable enough buffer, better in both DPS and buffer then a shield-gank Brutix. Sure, it can actually be a boring super-tank if it devotes 6 lows to tanking, but it's DPS is chronically low in that case.

    In my view, boosting repair bonuses to 50% or whatever is not a good solution; what would enable more fitting options on every ship is somehow making a 4-lowslot, fairly low fitting, active armour configuration worthwhile, without boosting 6-7 slot supertanks which can only really be killed by "bring more DPS".

    The CCP idea that "speedy" ships should be active tanking and "slow" ships buffer tanking, from which it follows that buffer is the way if you want to sit at 1km and take lots of damage, and active if you fly around and try to lower it via this and that (basically, range) sounds good.

    I would say it sounds better then boosting active tanks so they can take 4-5K DPS or whatever.
    Vizvig
    Savage Blizzard
    #140 - 2012-07-13 08:29:43 UTC
    Cambarus wrote:
    [quote=Seishi Maru]
    "before the nano age"

    Nano age is togay, tengus 5150ms, cynabals with speed over 9000ms...