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Reactive Armor Hardener

Author
Luscius Uta
#21 - 2012-08-10 07:41:09 UTC  |  Edited by: Luscius Uta
Its associated skill should reduce cap use in addition to cycle time. And, as pretty much everyone else said in this thread, 42 GJ per cycle is way too much for a hardener and makes in viable only on battlecruisers and above.

Workarounds are not bugfixes.

Zyella Stormborn
Green Seekers
#22 - 2012-08-10 07:52:11 UTC
I tinkered with it a bit and HATE it on my Amarr ships (rips my cap to pieces), but my buddy kind of likes his on some of his Gallente boats so far.

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Alticus C Bear
University of Caille
Gallente Federation
#23 - 2012-08-10 08:20:25 UTC
Sad thing is all this feedback was given on the test server feedback threads.

I see it as only good on anything with a large amount of EHP/or local tank and the cap to support it, remember if it deactivates even for a moment the resists reset.

This basically means caps and injected battleships perhaps T3’s. It may be viable on a repping cap injecting myrm also.

At first I figured it would replace the explosive hardener on my ships but now I feel that leaves to large a hole for too long.

PVE it would be great if you could find any rats that dealt one damage type, it is perhaps more useful than a third hardener when tanking two damage types. My PVE Hype often had three hardeners and a rep but I haven’t tried that for a long time, could prob work on T2 battleships.

My personal feeling is that they should borrow the cap injection mechanism from the ASB, if you could run it cap free for a minute (switch reload of) then keep it running and start paying the cap cost. At least at this point the resists have adapted and this makes it viable for Frigates and cruiser fights, at the moment on a frigate you are better off with a second SARII.
Jerick Ludhowe
Internet Tuff Guys
#24 - 2012-08-10 13:03:45 UTC  |  Edited by: Jerick Ludhowe
Liang Nuren wrote:
Veryez wrote:

To Liang, you might find it's cap use a bit of a challenge on a frigate, it's like putting 3 active hardners on, but I'd like to hear your experiences. I haven't tried it on anything below cruiser size.


Yeah, I am aware that the capacitor might be a bit brutal. But, I don't mind losing ships so it'll be an interesting experiment. I'm currently training the skill to 4 before I bother jump cloning from my highly successful Crystal clone. Though the clone that I'll be jumping to is hella fun too. Expect more Talos action! :)

-Liang



What's the "experiment"? EanmII gives more resistance up front, does not require cap, and does not take extra sp investment time... Frigs are already low on lows meaning you're not going to be able to fit enough eanmIIs to make the lack of stacking penalty on the reactive even worth it... You're also in a frig, meaning that if you get focused you're going to die anyway removing the long term usefulness of this module. As for the whole frigate 1v1 thing... Just fit specific platings or energized hardeners, you're going to have much better results.

In conclusion? This module ******* blows ass. We get 2 broken tanking modules in inferno, asb which broke small gag and reactive armor hardeners which just suck. Well done ccp... (I'm being sarcastic)
Lili Lu
#25 - 2012-08-10 17:01:37 UTC
Jerick Ludhowe wrote:
In conclusion? This module ******* blows ass. We get 2 broken tanking modules in inferno, asb which broke small gag and reactive armor hardeners which just suck. Well done ccp... (I'm being sarcastic)

. . but truthful. Shield tanking got an op new module. Shield buffers were actually already doing better than armor buffers (even though the shield crowd likes to whine about 1600s v LSE) and continue to if you look at the monthly eve-kill top 20. Now active shield tanking is proving to be a necessity in small gang. This month is shaping up even more extremely tilted toward shield http://eve-kill.net/?a=top20 .

Meanwhile armor tanking got a ****** active hardener that as many have said makes laser and hybrid users even more susceptible to cap warfare, and just got a change to the tech II 1600 plate that is a "say what?!"

I thought CCP had talked about making close range gunned armor tanking viable, but here we get more mass so congrats you are even more of a brick that can't apply your damage to buffer shield kiters or the new close range shield brawlers fittings asbs (merlins, hookbills, feroxes . . .). As some attempt at balance they propose an increase from 7.5 to 10% per level on active armor tanking. That will mean nothing except for pve (incursus and proposed for brutix - hyperion). It does not fix the necessity for mutliple (even 3 Roll) reppers with multiple cap boosters hoggin up all the grid and cap. The mass additions do nothing to fix the brick **** I can't get in range to apply damage buffer fits.

Overall I'm baffled by the continued racial blinders the dev team seems to have on. They apparently feel that only Caldari ships should get an optimal or range bonus, or twoRoll (cormorant etc.) and fail to see how range bonuses combined with asbs allows those ships to not only reign supreme at kiting but also in some cases outperform the armor close range setups.

They need to start giving range bonuses to non-caldari ships. They need to do something quick about armor tanking and the penalties they are only exagerating with their attempts to buff it.

The game should continue to have racial flavors, but unfortunatley they are making it even more pidgeonholed for roles. Lasers should have sniping options. Gallente ships should not all have to be blaster fit when they can fit rails. And minmatar should get some range on arty as well. It should not become a game of shield tanking missile and rail kiters, or asb fit brawlers, with no viable armor tanking schemes. If they do not do some corrections fast armor will be joining the dodo, and everyone will be flying Caldari and Minmatar.
RavenPaine
RaVeN Alliance
#26 - 2012-08-10 17:22:43 UTC
I used one on a PVE Proteus.
For hard complex's the fit is tight and low slots are limited. The only logical thing to swap it for, was my DC II.

Cap usage was huge and noticeable.
Resist boost was neither huge nor noticeable.

I realy tried to use it for a few days, just to say I gave it a fair chance.
What I ended up with is a few days of harder plex's.

When I think of PVE, I think of active tanked set ups. The RAH doesn't go well with active fits imo.
Probly isn't a great mod for cap intensive ships in general. (Blaster boats, Amarr ships)
And if it can't out-perform the DC II, then it's damn near useless.

I admit, 1 ship test is limited.
Just my oppinion at this time.
Liang Nuren
No Salvation
Divine Damnation
#27 - 2012-08-10 18:17:39 UTC
Jerick Ludhowe wrote:

What's the "experiment"? EanmII gives more resistance up front, does not require cap, and does not take extra sp investment time... Frigs are already low on lows meaning you're not going to be able to fit enough eanmIIs to make the lack of stacking penalty on the reactive even worth it... You're also in a frig, meaning that if you get focused you're going to die anyway removing the long term usefulness of this module. As for the whole frigate 1v1 thing... Just fit specific platings or energized hardeners, you're going to have much better results.

In conclusion? This module ******* blows ass. We get 2 broken tanking modules in inferno, asb which broke small gag and reactive armor hardeners which just suck. Well done ccp... (I'm being sarcastic)


I'll be sure to post about the failed experiment then. :)

-Liang

I'm an idiot, don't mind me.

Norm Tempesta
Garoun Investment Bank
Gallente Federation
#28 - 2012-08-10 21:46:34 UTC
I tried them on some lvl 4 missions. T2 specific hardeners are much better. They are way to slow to adapt.

They suck in pve, I wouldnt even try them in pvp.
Lin-Young Borovskova
Doomheim
#29 - 2012-08-10 22:23:29 UTC
Norm Tempesta wrote:
I tried them on some lvl 4 missions. T2 specific hardeners are much better. They are way to slow to adapt.

They suck in pve, I wouldnt even try them in pvp.



Actually when you tank with gank (PVE) those are useless for several reasons from cap consumption to adaptability delay but in pvp it's even worst, it's just something you offer to someone you really hate hopping he's dumb enough to fit it.

Armor tanking users got heavy trolled with this crap module. As a mainly Gallente spec main character I'm happy I can fly almost everything, blasters+shield tanking+ASB 4TW

brb

Muad 'dib
State War Academy
Caldari State
#30 - 2012-08-10 22:30:35 UTC
seems like a lazy module that has no place in pvp.

It needs to respond fast and adjust better to the incoming damage, right now its basically only seriously used by some mission runners and one time experimental pvp nutters.

Its a great idea, totally pre nerfed to hell by ccp balance obsessed, tin foil hatted, devs

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Lin-Young Borovskova
Doomheim
#31 - 2012-08-10 22:46:10 UTC
Muad 'dib wrote:
seems like a lazy module that has no place in pvp.

It needs to respond fast and adjust better to the incoming damage, right now its basically only seriously used by some mission runners and one time experimental pvp nutters.

Its a great idea, totally pre nerfed to hell by ccp balance obsessed, tin foil hatted, devs



Some were probably traumatised by Gallente pilots when they were kids, since then they promised themselves to keep Gallente underdogs forever by any means, including the implementation of such a troll module like the reactive crap and the skill going with.

brb

Soon Shin
Scarlet Weather Rhapsody
#32 - 2012-08-11 00:37:22 UTC
Tried it out, unless you're flying a super, these modules are garbage.
Vilnius Zar
SDC Multi Ten
#33 - 2012-08-11 00:39:40 UTC
Muad 'dib wrote:
seems like a lazy module that has no place in pvp.

It needs to respond fast and adjust better to the incoming damage, right now its basically only seriously used by some mission runners and one time experimental pvp nutters.

Its a great idea, totally pre nerfed to hell by ccp balance obsessed, tin foil hatted, devs


We came to that conclusion a long time ago, in various threads :)

In true CCP style they made one mod fairly useless and the other (ASB) super OP.
Robert Lefcourt
BigPoppaMonkeys
E.B.O.L.A.
#34 - 2012-08-11 00:43:08 UTC
Well, i tried it on an triple rep Myrm and shot it with a HAM Drake. Sure, the Drake will never stand a chance against that kind of a ship anyways, but it was kinda amazing what that module did, once it was fully adapted. The Myrm almost tanked the missiles with only one rep running. If CCP is goint to tweak the time it needs to adapt, it can be the way to go on ships with sturdy tank.


regards,

rob
Stetson Eagle
Paird Technology
#35 - 2012-08-11 09:38:03 UTC
ASB: Small scale game changing mod, allows massive tank if you don't break through it.

RAH: Long fight adaptive hardener, allows logistics tank to stabilize the longer the primary stays alive. Should work nicely on solo active tanked ships as well. Slave implants naturally help.
Usages:

  • Cap boosted active armor tanks (Vindicator, Hyperion)
  • Solo frigates / HACS / Pilgrims etc. wanting to ninja rat and explore through different parts of nullsec. Cap is an issue, though.
  • Aeon, Archon
  • Bait ships like Proteus (the million ehp fit gets better over time)
  • PVE (don't train the skill up more than 1 point though, or cap becomes a nuisance)
  • Speed tanks in wormholes and incursions. Damage profile adjusts from missiles to lasers.
feihcsiM
THE B0YS
#36 - 2012-08-11 12:36:24 UTC
Hmm, there's definitely some benefit to pre-adapting the module for high resist builds. Activate mod -> get friend/alt to shoot you with specific damage type missiles -> go do stuff with nice unstacked bonus in your chosen damage type (in the same system).

Apart from that, I won't ever use it.


It's the end of the world as we know it and I feel fine.

kyrv
State Protectorate
Caldari State
#37 - 2012-08-11 12:52:05 UTC
I think this module should run with the timer as when your hit by an attack.
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#38 - 2012-08-11 13:10:22 UTC  |  Edited by: Tor Gungnir
Simple "fix": Make the associated skill reduce cap usage in addition to cycle time reduction. Currently it is quite a problem.

The mod is only "good" when you max the skill to make it adapt faster, but then it becomes "worse" because it drains your capacitor like no tomorrow because of the faster cycle time.

Catch 22.

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

Red Teufel
Calamitous-Intent
#39 - 2012-08-13 00:20:58 UTC
"cough" don't forget to use links ;)
Danny John-Peter
Blue Canary
Watch This
#40 - 2012-08-13 11:21:11 UTC
Its *fairly* useful on Caps in some situations, ie;

(assumption, Legion links)

Standard Triage Archon when Armor links are available will often Switch to 1 Faction EANM/DC rather than two EANM (This gives better alpha protection against stuff like fighter bombers).

The Reactive gives the Same resist boost as a DC by default, however it adapts to incoming damage, so if their are a small number of heavy DPS dealers (Dreads/Supers) or facing a hostile composition with predictable damge types (Rokhs/Tengus/Abaddons) it can be beneficial, otherwise a DC may be the better choice, due to the Structure HP bonus providing Alpha protection and extra EHP.


It can also be beneficial when put on an Aeon, instead if the HP increasing module, because of the Stacking.

/wallotext
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