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Fix Ancillary boosters

Author
Kuehnelt
Devoid Privateering
#21 - 2012-07-05 11:08:00 UTC
I like how there was total silence on this 'problem' until the ATX commentators gushed about the things.
Lin-Young Borovskova
Doomheim
#22 - 2012-07-05 11:11:14 UTC  |  Edited by: Lin-Young Borovskova
Saile Litestrider wrote:
The modules are fine if you ask me. If a ship has a 4100 dps tank running thanks to them, then all you have to do is survive for 30-45 seconds and he's completely paper-thin because he won't even have a buffer as he reloads. And like others have said, I'd like to see the fit that can do that while also doing everything else expected of it, you know, moving, tackling, shooting, doing more than being bait for a short while then dying horribly.

As for the charges, the only reason they seem weird to you people is because you're thinking about them backwards. You're thinking "this module is designed for 800s, but accepts 400s at no penalty". If we assume they actually did some amount of testing or planning (I know, it's a bit of a leap, but hear me out Blink ) we can look at it the other way around, the x-large ASB is designed to run off of 400s/navy 400s, but it also accepts 800s just for a slight bit more added flexibility. Besides, the people I've seen asking for the cap boosters to be "fixed' have been invariably suggesting the smaller charge giving less boost and the larger giving the current boost, you know, massively nerfing the module by making it run way less per reload cycle and less overall and likely rendering it completely obsolete in the face of buffers.

Something I would like to see is a direct counter to ASBs, my initial idea is a script for neuts that replaces capacitor drain with a decrease in boosting strength of the ASBs. It could even be designed such that larger cap charges receive less of a decrease than smaller ones, so you have more reason to run an x-large with 800s, or a medium with 200s, or whatever.


Sorry what flexibility are you talking about?

I mean, why would you make that mod use 400's and 800's for exactly the same rep amount/cycle if it's not for trolling players and give pawns "I win" buttons?

Who on earth is that stupid to use 800's when all it needs is 400's? Shocked

Besides this CCP trolling mod, I love my XL-ASB Talos. No no, it's not OP at all, I'm just better... Roll

brb

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#23 - 2012-07-05 11:11:51 UTC
Kuehnelt wrote:
I like how there was total silence on this 'problem' until the ATX commentators gushed about the things.


My Cyclone had one as soon as theyre prices came down. Even then peeps raised theyre brows at the supposed op of them...

some people are just catching up Lol

No Worries

Saile Litestrider
Deep Core Mining Inc.
Caldari State
#24 - 2012-07-05 11:26:43 UTC  |  Edited by: Saile Litestrider
Lin-Young BorovskovaSorry what flexibility are you talking about?

I mean, why would you make that mod use 400's and 800's for exactly the same rep amount/cycle if it's not for trolling players and give pawns "I win" buttons?

Who on earth is that stupid to use 800's when all it needs is 400's? [:o wrote:


What other module uses cap boosters?

What if 50s isn't enough to run your other cap-hungry mods you need to run, are you going to split your cargo, which is already strained between ammo and 50s for your MASB?

But regardless of whether you want to believe fitting might be the motive, why is it an "i win" button? It wouldn't be if they hadn't allowed 800s in the x-large at all, you wouldn't even have that complaint, only general whining about the module itself, it really is a moot argument. You said it yourself "nobody uses 800s", so why argue the balance of the module around them?
Bouh Revetoile
In Wreck we thrust
#25 - 2012-07-05 12:26:54 UTC
Saile Litestrider wrote:

Something I would like to see is a direct counter to ASBs, my initial idea is a script for neuts that replaces capacitor drain with a decrease in boosting strength of the ASBs. It could even be designed such that larger cap charges receive less of a decrease than smaller ones, so you have more reason to run an x-large with 800s, or a medium with 200s, or whatever.

A counter to this module is standard active tank or logi. But standard active tank is not powerful enough, it need a buff to be in line with ASB.
Colonel Xaven
Perkone
Caldari State
#26 - 2012-07-05 13:28:58 UTC
Bouh Revetoile wrote:

A counter to this module is standard active tank or logi. But standard active tank is not powerful enough, it need a buff to be in line with ASB.


You mean standard SB need cap booster abilities? Shocked

www.facebook.com/RazorAlliance

Cambarus
The Baros Syndicate
#27 - 2012-07-05 14:06:28 UTC
On an unbonused ship:
An XLASB gives 352 DPS tank on its own.
An XLSB gives 179

An XLASB with faction 400s can keep repping for 52 seconds before spending a minute reloading, meaning it can only stay active 46% of the time.

So, over time, an XLASB tanks ~163 DPS on an unbonused ship.

What you're really paying for is the lack of cap use, which frankly has been in dire need of a rework for ages now as it makes buffer setups far more versatile than active tanked ones.
Voi Lutois
Pator Tech School
Minmatar Republic
#28 - 2012-07-05 15:00:52 UTC
I love these things, even hoping for some ancillary armor reps or something Big smile
Cpt Branko
The Scope
Gallente Federation
#29 - 2012-07-05 15:49:05 UTC  |  Edited by: Cpt Branko
Oh hi I'm back again (for a while, anyway).

The new ancilliary boosters seem quite sweet for shield-bonused ships, esp. using crystals/pills. 60 seconds of essentially not receiving damage from a single ship (or even two less ganky ships) is quite damn powerful, and probably enough to make many ships win pointblank even vs slaved buffer-fits. At least, i can see a ancilliary-boosted Cyclone killing a slaved Hurricane (pills might be required, or not).

That said, it again missed the point when it comes to tanking and solo/small gang use. Instead of making active tanking modules take less slots and have less fitting requirements and cap consumption to make them comparable to buffer tanks when it comes to DPS (and speed, regarding armour rigs), they made a improved shield tank fueled directly off cap boosters.

The main problem of active tanks for solo / small gang stuff was not that the amount of tanked vs ehp lost is so low. Even a dual-MAR BC tank which tanks 350 ehp/s or so is not that bad in actual tanking ability, it beats the 3-slot (+3 rig slot) plate fit in survivability when taking less than 800 DPS (comparing two Hurricanes). If all other parameters were equal, I would often opt for an active tank, especially for solo work.

The problem is however very simple, the 3-slot tank takes 3 lowslots, and the dual-MAR takes 5 lowslots and a midslot, and ends up eating more PG and CPU, so you lose two gyrostabs and have to use smaller guns, resulting in a massive DPS loss. It is also equally slow, since trimark rigs have the same penalties as repair rigs. The huge DPS loss just makes it pointless to use the active tank, not the loss in survivability.

Boosting tanking outright is hardly helpful to the solo PVP-er; soloers (and small gangs, where a small gang is 2-5 people at most, not 50 BS) always benefited from DPS and the ability to quickly kill their targets.

The reason is simple, the sooner you can kill the other ship(s), the smaller the chance of the greatest counter to any solo ship appearing - namely, the other guy's gang/blob (or falcon alt), and the easier it is to exploit the mistakes others make, like bad positioning, gang/blob arriving piecemeal, etcetera.

Now off to actually install EVE and shoot someone, enough moaning from an oldtimer :)
Katja Faith
Doomheim
#30 - 2012-07-05 16:12:20 UTC
Sabine Demsky wrote:
Please allow only ONE to a ship and change the boost ammount according to cap. booster charge SIZE. or only allow one size.
Thx, feedback welcome. blah.


If you can't adapt you should just walk away.

Oh, sorry, I forgotr this was Eve: whine in the Forums and petition the unfairness of not being able to kill an opponent! Nerf it! NERF IT!!!
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#31 - 2012-07-05 16:24:25 UTC  |  Edited by: nahjustwarpin
Katja Faith wrote:
Sabine Demsky wrote:
Please allow only ONE to a ship and change the boost ammount according to cap. booster charge SIZE. or only allow one size.
Thx, feedback welcome. blah.


If you can't adapt you should just walk away.

Oh, sorry, I forgotr this was Eve: whine in the Forums and petition the unfairness of not being able to kill an opponent! Nerf it! NERF IT!!!


there is no way to adapt to something that is overpowered on already overpowered minmatar hulls. read this topic first.

only way to adapt is if everyone will fly the same ship.
Major Killz
inglorious bastards.
#32 - 2012-07-05 16:26:09 UTC
Cpt Branko wrote:
Oh hi I'm back again (for a while, anyway).

The new ancilliary boosters seem quite sweet for shield-bonused ships, esp. using crystals/pills. 60 seconds of essentially not receiving damage from a single ship (or even two less ganky ships) is quite damn powerful, and probably enough to make many ships win pointblank even vs slaved buffer-fits. At least, i can see a ancilliary-boosted Cyclone killing a slaved Hurricane (pills might be required, or not).

That said, it again missed the point when it comes to tanking and solo/small gang use. Instead of making active tanking modules take less slots and have less fitting requirements and cap consumption to make them comparable to buffer tanks when it comes to DPS (and speed, regarding armour rigs), they made a improved shield tank fueled directly off cap boosters.

The main problem of active tanks for solo / small gang stuff was not that the amount of tanked vs ehp lost is so low. Even a dual-MAR BC tank which tanks 350 ehp/s or so is not that bad in actual tanking ability, it beats the 3-slot (+3 rig slot) plate fit in survivability when taking less than 800 DPS (comparing two Hurricanes). If all other parameters were equal, I would often opt for an active tank, especially for solo work.

The problem is however very simple, the 3-slot tank takes 3 lowslots, and the dual-MAR takes 5 lowslots and a midslot, and ends up eating more PG and CPU, so you lose two gyrostabs and have to use smaller guns, resulting in a massive DPS loss. It is also equally slow, since trimark rigs have the same penalties as repair rigs. The huge DPS loss just makes it pointless to use the active tank, not the loss in survivability.

Boosting tanking outright is hardly helpful to the solo PVP-er; soloers (and small gangs, where a small gang is 2-5 people at most, not 50 BS) always benefited from DPS and the ability to quickly kill their targets.

The reason is simple, the sooner you can kill the other ship(s), the smaller the chance of the greatest counter to any solo ship appearing - namely, the other guy's gang/blob (or falcon alt), and the easier it is to exploit the mistakes others make, like bad positioning, gang/blob arriving piecemeal, etcetera.

Now off to actually install EVE and shoot someone, enough moaning from an oldtimer :)


Welcome back. It's a very long time and you've covered it all in one post. I think I'll cross post this.

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

Lin-Young Borovskova
Doomheim
#33 - 2012-07-05 19:48:37 UTC
Saile Litestrider wrote:
Lin-Young BorovskovaSorry what flexibility are you talking about?

I mean, why would you make that mod use 400's and 800's for exactly the same rep amount/cycle if it's not for trolling players and give pawns "I win" buttons?

Who on earth is that stupid to use 800's when all it needs is 400's? [:o wrote:


What other module uses cap boosters?

What if 50s isn't enough to run your other cap-hungry mods you need to run, are you going to split your cargo, which is already strained between ammo and 50s for your MASB?

But regardless of whether you want to believe fitting might be the motive, why is it an "i win" button? It wouldn't be if they hadn't allowed 800s in the x-large at all, you wouldn't even have that complaint, only general whining about the module itself, it really is a moot argument. You said it yourself "nobody uses 800s", so why argue the balance of the module around them?



Actually I'm asking for "balance", witch seems to bother. After all I use those too and therefore should say "hey ccp boost ASB they're so weak..." ?
No, this module is quite ok until you fit more than one and have support for charges, you don't need skill to kill stuff, you need to make it run as much as possible and keep target at guns range. WOOOOOOOW
Again, I like my XL ASB Talos, it's not OP at all, no no....

brb

Saile Litestrider
Deep Core Mining Inc.
Caldari State
#34 - 2012-07-05 21:06:01 UTC
Lin-Young Borovskova wrote:
Actually I'm asking for "balance", witch seems to bother. After all I use those too and therefore should say "hey ccp boost ASB they're so weak..." ?
No, this module is quite ok until you fit more than one and have support for charges, you don't need skill to kill stuff, you need to make it run as much as possible and keep target at guns range. WOOOOOOOW
Again, I like my XL ASB Talos, it's not OP at all, no no....

What do you mean by "support for charges"? An Ity V dropping cans in front of you? Why would you do that when you could have a logi, or a falcon, or any of the other powerful game-changing ships helping you out?

And you can simplify literally any ship and fighting style as "run your mods as much as possible and keep in your optimal."
Cambarus
The Baros Syndicate
#35 - 2012-07-05 21:25:37 UTC
Lin-Young Borovskova wrote:


Actually I'm asking for "balance", witch seems to bother. After all I use those too and therefore should say "hey ccp boost ASB they're so weak..." ?
No, this module is quite ok until you fit more than one and have support for charges, you don't need skill to kill stuff, you need to make it run as much as possible and keep target at guns range. WOOOOOOOW
Again, I like my XL ASB Talos, it's not OP at all, no no....

Mind sharing your xlasb talos setup? Because a pair of XLSBs on a talos uses 400 of its 450 base CPU, and 1k of its 1375 powergrid.

As for the balancing itself, tbh I'd like to see them brought to the same level of boosting as regular shield boosters, given a 10 second reload time instead of 60, and not usable without cap charges. It'd have them still be viable, but we'd have fewer people whining about them.
chris elliot
Lazerhawks
L A Z E R H A W K S
#36 - 2012-07-05 22:12:15 UTC
Cambarus wrote:
Lin-Young Borovskova wrote:


Actually I'm asking for "balance", witch seems to bother. After all I use those too and therefore should say "hey ccp boost ASB they're so weak..." ?
No, this module is quite ok until you fit more than one and have support for charges, you don't need skill to kill stuff, you need to make it run as much as possible and keep target at guns range. WOOOOOOOW
Again, I like my XL ASB Talos, it's not OP at all, no no....

Mind sharing your xlasb talos setup? Because a pair of XLSBs on a talos uses 400 of its 450 base CPU, and 1k of its 1375 powergrid.

As for the balancing itself, tbh I'd like to see them brought to the same level of boosting as regular shield boosters, given a 10 second reload time instead of 60, and not usable without cap charges. It'd have them still be viable, but we'd have fewer people whining about them.


If CCP wanted to do that they wouldn't have bothered to make the ASB in the first place.
Large Collidable Object
morons.
#37 - 2012-07-05 22:47:45 UTC  |  Edited by: Large Collidable Object
As a matter of fact, all active tanking mods should be brought to their level or even beyond that.

PVE would be too easy? *shrugs* - it's 100% foolproof already, so what?

The only annoying thing is that it should have been an armor mod in the first place - shield was better at pvp burst tanking anyway, so active armor tanks would have had more need of it.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Je720
Garoun Investment Bank
Gallente Federation
#38 - 2012-07-06 15:55:37 UTC
Large Collidable Object wrote:
As a matter of fact, all active tanking mods should be brought to their level or even beyond that.

PVE would be too easy? *shrugs* - it's 100% foolproof already, so what?

The only annoying thing is that it should have been an armor mod in the first place - shield was better at pvp burst tanking anyway, so active armor tanks would have had more need of it.


This.

The main benefit of Ancillary boosters should be that their tank is almost invulnerable to neutralisation (bar hardeners) and the ability not to have to fit a cap booster too run an active tank, freeing up mid slots for PVP tackle/more tank. Now not only are active armour tanks worse, they are still far more vulnerable to neutralisation as cap must be put into the ship before it going into tanking giving the opportunity to be taken away. And since when have they needed to limit the use of active tanking mods in the Alliance Tournament? Roll
Khanh'rhh
Sparkle Motion.
#39 - 2012-07-06 16:52:33 UTC
How many people have actually used these outside of EFT?

40-50secs of a super-OMG tank isn't that amazing when you're left with a low EHP buffer and 60seconds of no-tank.

Regular buffer fits do well against them if you avoid damage whilst it's tanking then close range and brawl when it can't.

They're very well balanced over the length of a fight.

But the fact the cap charge size has no effect is silly.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Lin-Young Borovskova
Doomheim
#40 - 2012-07-06 16:53:40 UTC  |  Edited by: Lin-Young Borovskova
Cambarus wrote:
Lin-Young Borovskova wrote:


Actually I'm asking for "balance", witch seems to bother. After all I use those too and therefore should say "hey ccp boost ASB they're so weak..." ?
No, this module is quite ok until you fit more than one and have support for charges, you don't need skill to kill stuff, you need to make it run as much as possible and keep target at guns range. WOOOOOOOW
Again, I like my XL ASB Talos, it's not OP at all, no no....

Mind sharing your xlasb talos setup? Because a pair of XLSBs on a talos uses 400 of its 450 base CPU, and 1k of its 1375 powergrid.

As for the balancing itself, tbh I'd like to see them brought to the same level of boosting as regular shield boosters, given a 10 second reload time instead of 60, and not usable without cap charges. It'd have them still be viable, but we'd have fewer people whining about them.



Didn't said a pair of XL on Talos, a single one provides you enough tank to gank with no problem 5 men gang roaming without jam/logi ship (and this happens more often than people think or theory craft), and you still have 1.2K (-/+) dps with faction AM or about 800'ish with null at 40km.

Of course the comment about putting more than one goes for ships with dedicated shield bonus and having enough room for those

brb