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Inferno Armour Repairer?

Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#1 - 2012-07-14 11:15:42 UTC
Inferno introduced ASB's which have greatly improved active shield tanking. However I feel that armour has been left in the lurch and the reactive armour hardener just does not fill that gap.

Now, I know that shield =/= armour. They are very different. Armour is better at buffer. Shield is better at boosting. Armour reppers are supposed to be less cap dependent. Shield boosters are supposed to be very cap hungry. However with ASB's, capacitor has been completely decoupled from active shield tanking and active armour tanking is extremely cap hungry.

An Ancillary Armour Repairer is not an option though. Letting an armour repper work like an ASB would be wrong. So I thought about how an armour repper could complement what armour is good at which is buffer tanking.

So I had the idea of an Auxilary Armour Repairer. This module would repair a very large amount of armour HP per cycle (say 2 or 3 times as much as a standard one) but would cycle very slowly for the same capacitor cost per cycle, say twice as long.

This would mean that cap requirements of the repper are cut in half but actual hp/s repaired is only slightly better. The ship would then rely heavily on buffer between reps and the pilot would have to time their cycles to not waste them or have them occur too late.

What do you people think?
Saile Litestrider
Deep Core Mining Inc.
Caldari State
#2 - 2012-07-14 11:28:40 UTC
Certainly a valid idea. I'd prefer it, though, if they would focus on making that reactive resist module worth using before introducing new inferno modules. It has the potential to give an armor ship extremely high resists, which will benefit both buffer and active tanks, it's just that it reacts way too slowly and eats up a ton of cap, and the skill only made this worse by multiplying the cap usage without increasing the reaction time to a usable level (if indeed there is a "usable level" below instant).
Paikis
Vapour Holdings
#3 - 2012-07-14 11:59:24 UTC
Every thread I see lately about 'tanking' is always the same. It's always someone asking for the strengths of shield tanking (active) to be applied to armor. If it isn't demands for Ancillary Armor Repairers, it's a request for passive regeneration. You said it yourself in your post, "They are very different. Armour is better at buffer. Shield is better at boosting".

You can't keep demanding that your weakness be made better without losing any effectiveness in your strength. In fact you're going to be getting BETTER at buffer tanking, as I hear T2 armor plates are getting buffed on SiSi.

Ancillary Shield Boosters need to be 'fixed' to have the boost amount based on the size of charges used, but they aren't THAT overpowered, and here's why.

Consider pre-ASBs. If you wanted a sustainable active tank, you had to fit a shield booster AND a cap booster. 2 slots, tank that runs more or less until you die, or until you run out of cap boosters, usually you would get one or two (mostly one) boosts out of each cap charge.
Now consider using ASBs. If you want a sustainable tank, you have to fit 2 ASBs. 2 slots, tank that runs more or less until you die, or until you run out of cap boosters. You get one boost cycle out of each cap charge. You can use both boosters at once, but once you're out of loaded charges, you're going to die.
What has actually changed? ASBs allow you to 'burst' tank a large amount of damage for a short period of time, by using twice as many cap boosters, thus running you out faster... or allow you to tank a lower amount for a longer period.

Granted the boost needs to reflect the size of the cap charge used, but other than that it's pretty much just module-implemented overheating for shield boosters.

I will agree that the adaptive plating is crap. I'd advocate giving it about 2/3 of the resists of an EANM and then allowing you to script it so two resists are more and 2 are less, or one is a lot more and three are less.

Either way, shield and armor tanking are different. Stop asking for them to be made the same.
Koda Myr'koff
Aliastra
Gallente Federation
#4 - 2012-07-14 12:04:22 UTC
While I agree that the new armor tanking module is fairly rubbish, the module you describe doesn't really do anything new and it becomes increasingly useless the smaller your ship is. A BS for example is naturally going to have a decent buffer, whereas a frigate does not and the repper would probably prove too slow.

I think something similar to the ASB would be fine, but based on the characteristics of armor repping as opposed to shield tanking. Maybe a module that, when activated, injects nanite repair paste (larger module = more paste) into the ship's armor for a gradual repair over the (long) cycle of the module. A long cycle (say 1min for a large module) means you are committing to the rep as you can't stop half way, and repping gradually means you aren't relying on a buffer like the hypothetical module you described, yet it's still different from an ASB because it isn't instant.

Passive modules are going to be difficult to tune I think, unlike ASBs where just about any type of shield tank can benefit. I think a cool passive-style module would be an active, charge-based EANM that provides a substantial but temporary boost to resists. Problem here is that ships built on average buffer, high rep amount (triple rep Myrm comes to mind) would benefit greatly, yet ships that already have higher resists (T2, T3, anything with current hardeners) will see less of a bonus due to the scaling. There's also the fact that this is basically the exact same mechanic as overheating your hardeners.
Saile Litestrider
Deep Core Mining Inc.
Caldari State
#5 - 2012-07-14 12:23:13 UTC  |  Edited by: Saile Litestrider
Paikis wrote:
Ancillary Shield Boosters need to be 'fixed' to have the boost amount based on the size of charges used...

I see this brought up almost constantly as a thinly-veiled "nerf the ASB" comment (when people suggest reducing the minimum charge's boost). I personally don't see why anybody gets upset about it in the first place, if CCP hadn't allowed any but the smallest charge in the first place we wouldn't hear a word about this "issue".

Anyway, I do see a fix that would work, just in the opposite way the anti-ASB crowd proposes. Balance the module itself around the smallest charge, and allow the larger charges to give a higher boost proportional to their size. People will probably scream "OP!" but let them, it will actually be less powerful to run the modules with larger boosters, just more burst-focused, which can certainly come in handy in certain situations. The overall amount tanked will actually be quite a bit less due to the reloading cycles, and you'll run out of cargo space faster too.

The reactive armor hardener with scripts would likely work well. There are a number of ways they could do it, scripted EANM, a script to change its base resists before it adapts, a script to have it auto-adapt, anything that makes it better than "I'm at 30% structure, but finally my armor resists are HUGE!"

Koda Myr'koff wrote:
Passive modules are going to be difficult to tune I think, unlike ASBs where just about any type of shield tank can benefit. I think a cool passive-style module would be an active, charge-based EANM that provides a substantial but temporary boost to resists. Problem here is that ships built on average buffer, high rep amount (triple rep Myrm comes to mind) would benefit greatly, yet ships that already have higher resists (T2, T3, anything with current hardeners) will see less of a bonus due to the scaling. There's also the fact that this is basically the exact same mechanic as overheating your hardeners.

This could actually be argued to be a good thing, as Paikis mentioned, the end result of ASBs is very similar to the result of overheating a traditional shield boost/cap boost tank. Also, given how the reactive armor hardener doesn't stack, it actually reduces the same amount of damage for both low and high resist tanks. It might apply 10% to a 50% resist and only 5% to a 75% resist, but that's still a 20% reduction in incoming damage in both cases.
Lin-Young Borovskova
Doomheim
#6 - 2012-07-15 13:11:24 UTC
Some very good ideas around here, only hope CCP's dev in charge of this just takes a look and gets inspired.

brb

Spugg Galdon
Federal Navy Academy
Gallente Federation
#7 - 2012-07-15 13:22:14 UTC
Paikis, I agree armour =/= shield and I'm not asking for a repper that is powered by cap booster charges as this would not be a good idea.
The main issue I find with ASB's is simply the fact that it completely decouples (actual) capacitor dependency for tanking. This allows you to active tank whilst using neuts or being neuted heavily. Something active armour tankers couldn't dream of.

What I'm suggesting is a module that works differently from ASB's and standard armour reppers but reduces the capacitor burden by doubling the cycle timer. Also dismissing active armour tanking and leaving it inferior to active shield tanking instead of competitive but different removes a play style from the game. Which isn't good.

Say we took an example of an Enyo that was fitted with a single rep module and a 200mm plate.

This would give the ship a very reasonable buffer tank and using a Small Auxillary Armour repper it would have a reasonable amount of armour rep without utterly gimping it's capacitor. The skill of using the repper would come in the timing of it as it's long cycle time would mean you don't want to have it rep too early and waste valuable hp or end up loosing all your hp before the repper kicks in. This kind of module would require the pilot to think about his buffer aswell as his repair efficiency as he has to wait long periods between cycles. The active side of the tank isn't anywhere near as good as the ASB fit but it doesn't go inactive for 60 seconds. The pilot could always dual rep fit with these to get ASB effective tanking but would end up relying very heavily on capacitor. But only half as much as the current dual rep fits due to double cycle times.

This kind of story repeats across other ships and ships that benefit the most would be those that have an active tank/resist tank bonus.

Like I said. The main objective of this module is to reduce the capacitor dependency of active armour tanks but not utterly nullify it by letting armour reps use cap booster charges.
Paikis
Vapour Holdings
#8 - 2012-07-15 14:10:34 UTC
So what you're saying effectively is this:
"I want to increase the effectiveness of armor reppers, but I don't want to give up any of my advantage in buffer. Which is in fact being made BETTER on SiSi with improvements to T2 plates"

Your buffer tanks already do quite well with no cap. Your omni-resist mod (EANM) requires no cap, so even if you're neuted out completely, your attacker still has to fight against your entire tank. Shield tanks however are still heavily susceptible to being neuted, because resists play a large role in any tank. Not only that, but you have over sized armor plates AND slaves (which are fairly common).

You said in your post, "The pilot could always dual rep fit with these to get ASB effective tanking," which most people agree needs to be balanced around charge size. So you're asking for overpowered active tanking (or at the very least, you want to be as good at active tanking) while still retaining your large advantage in buffer tanking.

No.
Cpt Branko
The Scope
Gallente Federation
#9 - 2012-07-15 14:26:19 UTC  |  Edited by: Cpt Branko
Paikis wrote:

Your buffer tanks already do quite well with no cap. Your omni-resist mod (EANM) requires no cap, so even if you're neuted out completely, your attacker still has to fight against your entire tank. Shield tanks however are still heavily susceptible to being neuted, because resists play a large role in any tank. Not only that, but you have over sized armor plates AND slaves (which are fairly common).


Shield buffer tanks and armour buffer tanks are quite balanced. A shield-buffer tank has advantages in range, damage and speed, and loses some EHP or none depending on what ships we are talking about.

If you want to bring slaves into the equation, that is also fine, but they're still well balanced. The shieldtanks can bring snakes, and increase their advantage in speed even more. Any sort of gang settings (especially with 5+ people) bar RR BS gang I'd prefer a group of shieldtanks over armourtanks. Because they'll be faster, hit harder and further, which easily compensates for some EHP lost.

The neuting is a nonfactor. Sure, an invuln can be shut off; but this is not realistically relevant. In solo settings you will die or at least run out of shield at which point you turn the invuln off / melt the other guy's face before you get neuted to death (unless you fight with a neut-bonused ship, or a larger ship with 2+ neuts, in which case you're boned anyway, shield or armour); in gang settings you are simply blown out of the water before it is a factor.

The imbalance exists, and has actually existed before introduction of ASB, but not so much, in active shield (which was actually viable and is now very viable) vs active armour (which is in a sad state). Saying "but armour has better buffer" is just muddling the issue. Yes, it has "better buffer"... but a shield buffer tank has better speed, range and damage then armour buffer. It is not an argument to not try to make active armour tanking a bit more useful.

I think that trying to boost tank directly or such is a bad idea, because it is in nobody's interests that ships permatank each other, but it is really bad right now.
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#10 - 2012-07-15 19:11:12 UTC
Just change Armour Repairers.

Having the repairs being done at the end of the cycle is just so horrible in comparison to Shield Boosters.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Takeshi Yamato
Ministry of War
Amarr Empire
#11 - 2012-07-15 19:20:34 UTC  |  Edited by: Takeshi Yamato
I personally favor the idea of Armor Repair / Shield Boost scripts that trade reduced cap efficiency for faster cycle time. This includes the removal of ASB because they wouldn't be needed and because I think they are poorly thought out.

Quote:
A series of scripts for Shield boosters and Armor Repairers that greatly increase their output at an even greater cost in efficiency. They allow a ship to tank large amounts of damage but only for short amounts of time. Why scripts though and not new modules? Because they provide the flexibility that's needed.

Here's an example:

2x Output Script: -50% cycle time, +100% activation cost (doubles output and cap cost)
4x Output Script: -75% cycle time, +300% activation cost (quadruples output and cap cost)



The goal is to let an active tanked ship survive a bit longer when under heavy fire (ie when being shot at by a small gang).

I posted this as proposal in the Assembly Hall but it didn't get any comments: https://forums.eveonline.com/default.aspx?g=posts&t=131438

This addresses only part of the problem (that active tanking suddenly becomes quite bad above a certain threshold of incoming DPS), but it's a much better way to provide unsustainable burst tank than these ASB's.
Zhilia Mann
Tide Way Out Productions
#12 - 2012-07-15 19:52:15 UTC
Tor Gungnir wrote:
Just change Armour Repairers.

Having the repairs being done at the end of the cycle is just so horrible in comparison to Shield Boosters.


You really think that's the major issue with armor reppers?

Dude, you need to take more time to think before you post. You've shown in the past you can do it. But the past few weeks....
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#13 - 2012-07-15 20:56:14 UTC
Zhilia Mann wrote:
Tor Gungnir wrote:
Just change Armour Repairers.

Having the repairs being done at the end of the cycle is just so horrible in comparison to Shield Boosters.


You really think that's the major issue with armor reppers?

Dude, you need to take more time to think before you post. You've shown in the past you can do it. But the past few weeks....


Troll harder, mate. But I'll bite. Yes I do feel that it is a huge issue with Armour Repairers. You can't just "top off" your Armour like you can Shield, plus you have to suffer full DPS until the end of your cycle which might be fatal without a DCU.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Jayrendo Karr
Caldari Provisions
Caldari State
#14 - 2012-07-15 21:07:35 UTC
Armor is meant to go in with high ehp to last and then rep the damage afterwards, armor is meant to passive tank more than active while shiel is supposed to be active (exceptions being ishukone ships which are made for passive tanking but have crap dps, also the drake)
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#15 - 2012-07-15 21:12:03 UTC
Jayrendo Karr wrote:
Armor is meant to go in with high ehp to last and then rep the damage afterwards, armor is meant to passive tank more than active while shiel is supposed to be active (exceptions being ishukone ships which are made for passive tanking but have crap dps, also the drake)


I doubt that's how they are meant to be.

Just because it is the only thing that does work doesn't mean it is how it is supposed to work.

Why else would we have active Armour Modules?

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Jayrendo Karr
Caldari Provisions
Caldari State
#16 - 2012-07-15 21:19:00 UTC  |  Edited by: Jayrendo Karr
Tor Gungnir wrote:
Jayrendo Karr wrote:
Armor is meant to go in with high ehp to last and then rep the damage afterwards, armor is meant to passive tank more than active while shiel is supposed to be active (exceptions being ishukone ships which are made for passive tanking but have crap dps, also the drake)


I doubt that's how they are meant to be.

Just because it is the only thing that does work doesn't mean it is how it is supposed to work.

Why else would we have active Armour Modules?

To repair throughout the battle, only more steadily and slowly.

The way i see it is armor is high EHP with low reps and shield is generally high reps with lower ehp.
Cpt Branko
The Scope
Gallente Federation
#17 - 2012-07-15 21:39:30 UTC  |  Edited by: Cpt Branko
Repairing at the end of the cycle is easily the smallest problem. Turn reps on before you get to 0 shield, and this timing problem goes away.

The big issue is that, eg. 2 LARs consume over 3k more grid then two plates, not counting the grid spent on the injector. Two MARs and an injector take 1 more lowslot, one more midslot and the same amount of grid as one 1600mm plate based tank. Then, to add insult to injury, repair rigs reduce speed.

Don't even compare the cost of fitting a 2-midslot + 1 lowslot buffer shield tank, both in slots and fitting, to a dual-MAR tank.

That's why you see shield-gank Brutixes as the only viable Brutix setup, for instance, etc.
Takeshi Yamato
Ministry of War
Amarr Empire
#18 - 2012-07-15 21:43:17 UTC
Armor tanking gets higher HP buffers, can use midslots for utility and can be capstable more easily. Rigs give a speend penalty.

Shield tanking gets stronger active tanks, can use lowslots for dps mods and passive fits regenerate shields. Rigs give a sig radius increase.


The advantage of active armor tanking is basically only useful for some capital ship fits and PvE. The speed penalty is a lot worse than the sig radius increase. Other than that it's mostly balanced imo.



Cpt Branko
The Scope
Gallente Federation
#19 - 2012-07-15 21:46:52 UTC
Jayrendo Karr wrote:


The way i see it is armor is high EHP with low reps and shield is generally high reps with lower ehp.


Yes. My slaved dual rep dual LAR tri hardener + dc ship has more EHP then a shieldtanking 2 LSE 2 xl-ASB 2 INVU 2X SBA ship with crystals. You have some fascinating insights into tanking.
Lin-Young Borovskova
Doomheim
#20 - 2012-07-15 22:08:11 UTC
Jayrendo Karr wrote:
Armor is meant to go in with high ehp to last and then rep the damage afterwards, armor is meant to passive tank more than active while shiel is supposed to be active (exceptions being ishukone ships which are made for passive tanking but have crap dps, also the drake)


While this is somewhat true with Amarr it's certainly not with Gallente.
Amarr bring a much higher buffer with +5 armor resists per lvl while Gallente bring more ships with active armor rep, it's pretty obvious the T2 rep efficiency will be higher on a higher resist profile than a lower one.
While both being high cap dependant only one of these will probably have to rush under MWD to get in others face increasing his signature to capital size and taking 115% dmg with half the buffer.

Amarr ships have their own issues related to active tanking but by design those were not supposed to active tank. And when you see one of them with active armor rep bonus you see what happens to Paladins in AT, they just pop faster than Merlins with a single ASB (almost)

As much like active shield tanking needed these ASB to make more ships come to the field and make it more viable for small scale pvp, active armor rep is in deep need of big changes to become a viable option.
It's not a matter of making them the same at all, and some should stop talking about Slaves because Crystals and Blue pills+natural regen.
Slaves are a very small game changer for smaller ships than capital size because price vs effectiveness, while the same is not true when it comes to Crystals+Blue pill+ASB+Shield boosting effectiveness mods that can make a single ship have a completely unbreakable tank in small engagements, or at least long enough to kill a lot of stuff.

brb

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