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ASB changes

Author
Iyica de Tylmarand
Doomheim
#1 - 2012-09-13 09:21:18 UTC
I keep hearing people from both this forum and on Battleclinic say "ASBs will be nerfed" with absolute certainty, but I don't recall reading any Dev Blog about it. The player base opinion also seems to vary from "ASBs are fine, although certain ships (e.g. Sleipnir) have too much synergy with it" or "ASBs are fine, active armor tanking just needs to be buffed" to more extreme ones like "they should be removed or nerfed to the ground".

Anyway, question is where is the official statement that they will actually definitely be nerfed/changed? Or is it just some random dev with a generic comment like "we're looking into it + soon(tm)".
Iyica de Tylmarand
Doomheim
#2 - 2012-09-13 09:25:43 UTC
Anyway to put my two cents, if it is actually confirmed that it will be changed I think simply modifying the amount boosted by the type of charges loaded will balance it out (and make more sense too). Alternatively limit it to 1 module per ship since I think a lot of double ASB setups provide more persistant repping than the booster + cap booster combo.

OR, leave as is and buff active armor tanking. I think Small Armor reps are fine, but Medium Armor reps need to rep more and Large Armor reps need to be less heavy on the fitting requirements.
Noisrevbus
#3 - 2012-09-13 10:29:04 UTC
Understand scaling and you realize why there are so many differing oppinions about it.

I think most people agree that the system is "imbalanced" (by that i don't mean through-and-through "too good"), but that most people envision some kind of problem revolving around it, or do not care about it at all. I think the people who argue that it's good argue it based on a select situation (what the system enable you to do) rather than how the system function. That situation is also very ... situational. It's very specific (eg., enabling solo players to combat 10-man groups or small gangs to combat 15-man groups). Those players are a distinct minority though, and like i said, i don't think even them argue balance as it's positive and rather the context around their use (which is a fair point, most of the time, it's just important to define it).

I think most of us expect the boost-amount to somehow be adjusted in the future. Either through lowering the up-compensated bonuses on certain ships, or by lowering the core stat on the module (which will result in marginalising the system further from ships without the bonus). The reason there's not more buzz about it is simply because it isn't (and shouldn't be) a prioritized matter. It'll likely be done sometime when that aspect of the game is revisited.
Roime
Mea Culpa.
Shadow Cartel
#4 - 2012-09-13 10:29:41 UTC
CCP aknowledges the issues with armor tanking, and that is why they introduced ASBs.

In the next balancing pass they will reduce the fitting requirements of ASBs, because it's currently impossible to fit dual XLASBs on frigates.

They will also seed a new armor module, that requires cap, makes your ship slower, uses most of your grid and CPU, requires a new skill to be trained and doesn't actually do anything.


.

Noisrevbus
#5 - 2012-09-13 10:33:05 UTC
The sarcasm do not suit you P.
Destination SkillQueue
Doomheim
#6 - 2012-09-13 10:34:59 UTC
Roime wrote:
CCP aknowledges the issues with armor tanking, and that is why they introduced ASBs.

In the next balancing pass they will reduce the fitting requirements of ASBs, because it's currently impossible to fit dual XLASBs on frigates.

They will also seed a new armor module, that requires cap, makes your ship slower, uses most of your grid and CPU, requires a new skill to be trained and doesn't actually do anything.




Sounds about right.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#7 - 2012-09-13 10:38:40 UTC
As far as my reading comprehension goes, I believe that OP is asking why people are so sure that CCP are actually going to nerf ASB. That means that correct answer would be either posting links or dismissing entire thing as rumor.
Nathan Ernaga
Applesauce Brigade
#8 - 2012-09-13 10:40:51 UTC  |  Edited by: Nathan Ernaga
This is getting too much Trek. Red alert ! Shields up !

If you have in your hands the key to the fulfillment of your life's ambition and superiority over most, if you are aware that there is an absolute power on hand (just over the basic moral principles) how far are you willing to go and through what you are willing to tread?

To mare
Advanced Technology
#9 - 2012-09-13 10:50:27 UTC
i think the only nerf asb need is a only 1 per ship limit, then they have to give some cool toys for active armor tanker.
Roime
Mea Culpa.
Shadow Cartel
#10 - 2012-09-13 10:52:08 UTC
noiserevbus, not sarcastic but bitter :D

Seriously though and on topic, I couldn't find any better Dev post than this one by Paradox:

https://forums.eveonline.com/default.aspx?g=posts&m=1908377#post1908377
Quote:

For the ASB changes, we will make a thread over on the Test Server Feedback forums when the time comes. As the blog said, from about 18th September onwards you will see the thread, and we will engage in feedback there to the design changes that come. I won't go into details here, as it isn't yet the time or place to do it.

Thanks!


So changes are coming, more info next week!

.

Robert Lefcourt
BigPoppaMonkeys
E.B.O.L.A.
#11 - 2012-09-13 11:02:19 UTC
To mare wrote:
i think the only nerf asb need is a only 1 per ship limit, then they have to give some cool toys for active armor tanker.


^ This!


regards,

rob
Noisrevbus
#12 - 2012-09-13 11:05:35 UTC
Barrogh Habalu wrote:
As far as my reading comprehension goes, I believe that OP is asking why people are so sure that CCP are actually going to nerf ASB. That means that correct answer would be either posting links or dismissing entire thing as rumor.

You have a very funny idea of how the question "Why" can be answered.

FYI, the "Why" is exactly what i discuss in my post.
Darius Brinn
The Scope
Gallente Federation
#13 - 2012-09-13 11:25:12 UTC
Roime wrote:
CCP aknowledges the issues with armor tanking, and that is why they introduced ASBs.

In the next balancing pass they will reduce the fitting requirements of ASBs, because it's currently impossible to fit dual XLASBs on frigates.

They will also seed a new armor module, that requires cap, makes your ship slower, uses most of your grid and CPU, requires a new skill to be trained and doesn't actually do anything.




I hope they implement this before the winter expansion.

The other day I undocked an armor tanked Brutix and IT COULD MOVE. That means that if something lands on top of me, I can still shoot it with my 8Km optimal + falloff blaster setup.

THIS IS NOT MEANT TO BE.

FFS CCP, make armor tankers stationary already.
Daniel Plain
Doomheim
#14 - 2012-09-13 11:38:31 UTC
the one per ship solution is somewhat clumsy and i'm not sure if it is easy to implement but on the other hand it would be very effective and efficient.

I should buy an Ishtar.

Iyica de Tylmarand
Doomheim
#15 - 2012-09-13 12:25:02 UTC  |  Edited by: Iyica de Tylmarand
Daniel Plain wrote:
the one per ship solution is somewhat clumsy and i'm not sure if it is easy to implement but on the other hand it would be very effective and efficient.

Well implementing it wouldn't be hard at all. There are already 1-per-ship limitations on certain modules like Damage Controls, MWDs and Afterburners. I think limiting 1 per ship is a good idea, it means the module functions as it was originally intended to - large boost followed by long cooldown. Currently 2 XLASBs on a sleipnir/cyclone/maelstrom/vargur or what have you provides more consistent shield reps than an XL Shield Booster + Cap Booster. If CCP's goal with ship balancing is to give everything a unique role and not have one thing make another obsolete, then this is a case of dual ASB setups making shield boosters obsolete.

As for ship balancing, I hope that by working on the Gallante line of ships, CCP realises how insufficient active armor tanking is. The incursus seems okay since small armor reps do decent repping and have low fitting requirements, but when they get to the brutix I hope it becomes obvious why so many people don't even bother using the brutix's bonus.
Darius Brinn
The Scope
Gallente Federation
#16 - 2012-09-13 12:58:02 UTC  |  Edited by: Darius Brinn
Iyica de Tylmarand wrote:
Daniel Plain wrote:
the one per ship solution is somewhat clumsy and i'm not sure if it is easy to implement but on the other hand it would be very effective and efficient.

Well implementing it wouldn't be hard at all. There are already 1-per-ship limitations on certain modules like Damage Controls, MWDs and Afterburners. I think limiting 1 per ship is a good idea, it means the module functions as it was originally intended to - large boost followed by long cooldown. Currently 2 XLASBs on a sleipnir/cyclone/maelstrom/vargur or what have you provides more consistent shield reps than an XL Shield Booster + Cap Booster. If CCP's goal with ship balancing is to give everything a unique role and not have one thing make another obsolete, then this is a case of dual ASB setups making shield boosters obsolete.

As for ship balancing, I hope that by working on the Gallante line of ships, CCP realises how insufficient active armor tanking is. The incursus seems okay since small armor reps do decent repping and have low fitting requirements, but when they get to the brutix I hope it becomes obvious why so many people don't even bother using the brutix's bonus.


My biggest qualms with armor tanking are the fact that you get the effect at the end of the cycles for some reason, and specially the HORRENDOUS penalty system of rigs and added mass of plates vs sig added by extenders.

Armor tanked ships are unbearable bricks with extremely reduced mobility, in a game where mobility is KING.

And the problem is worse as you climb through ship classes: an armor tanked frigate loses 10% speed per T1 rig (before skills), which is only made worse if you fancy some plates, which further kill your agility. A shield tanked frigate with shield rigs and extenders is as fast and mobile as untanked, and the only drawback is a certain sigbloom. I can see that a bigger sig can be inconvenient if you are stationary and a siege Dread looks at you, but in any other situations...sigbloom in a BS? Come on.

And an armor tanked battleship is a brick of godly proportions, which aligns and warps at glacier speeds. Combine this with short ranged weapon systems (specially blasters) and there you go. Frustration.

Now, not only double XL-Large Maeltstroms roam New Eden with tanks of EPIC proportions. Machariels align, move and speed tank like cruisers or faster. Loki boosted Tempests kite you at 2Km/s and people have realized that shield tanking their armor bonused ships yield better results.

Double ASB Myrmidon tanks WAY MORE and has more lasting power than triple deadspace armor repper fits. It's bananas, I tell you.

I'm perfectly fine with not making EVERYTHING homogeneous. But armor rig penalties and buffer armor attributes are TOO crippling, compared to their shield counterparts.

It only took CCP ONE fast and agile Gallente ship (the Talos, which of course people shield tank) for people to realize that Hybrids were always OK. The problem has always been armor tanking penalties vs shield tanking penalties.
Iyica de Tylmarand
Doomheim
#17 - 2012-09-13 14:14:53 UTC  |  Edited by: Iyica de Tylmarand
Darius Brinn wrote:
It only took CCP ONE fast and agile Gallente ship (the Talos, which of course people shield tank) for people to realize that Hybrids were always OK. The problem has always been armor tanking penalties vs shield tanking penalties.
Large Hybrids were always decent or at the very least viable. Mediums on the other hand... not so much. Hybrid buff was definitely needed.

The Talos is a good ship because it has a drone bay and has a tracking bonus which makes it a wet dream for solo/small gang pilots since this all gives it the ability to handle a lot of situations independantly. In fact all the T3 BCs aren't very good ships to highlight the armor vs shield issue since with their frailness, agility/speed was always going to be a priority, it's the only way to compensate for not having the EHP of their BS counterparts.

Armor tanking, and most particularly active armor tanking does have issues but let's not blame everything on it. The Abaddon for example is a great ship because it's damage projection makes up for it's brickness. Gallanteans up until recently simply received the bad of both worlds. Furthermore in large fleets buffer armor still has considerable advantages over buffer shield. I'm also fine with the rep cycle being at the end - it makes sense lore wise. Nanites take time to repair armor damage, as opposed to charging up shield capacity. Armor also has better resists and armor buffer modules give more HP so it's decently equiped to handle the initial damage before the rep kicks in.

I'm not completely sure how to solve the issue with agility/speed. Giving blasters more range (null) certainly was a step in the right direction (see Abaddon, damage projection makes up for brickiness somewhat). As far as active armor tanking, as I said before, medium reps need to rep more (they don't scale well when compared to the damage difference between small and medium weapons) and large reps need lower fitting costs. I feel the additional utility slots armor ships get can to a large degree compensate for their lack agility/speed, though not necessarily in every situation.

Anyway, getting off topic. This is about ASBs and active armor tanking has always been an issue since before ASBs, ASBs simply highlighted the issue. So ASBs, good module, but need to limit 1 per ship IMO.
Roime
Mea Culpa.
Shadow Cartel
#18 - 2012-09-13 14:39:18 UTC  |  Edited by: Roime
Artificial module amount limitations sound somehow boring, maybe better just adjust the fitting requirements to be in line with the module size. Being able to fit dual MASBs on frigates, or XLASB on cruiser is off the whack.

Compare LAR + Heavy Cap Booster fitting with XLASB, trololol. (Of course one would need dual LARs to get as much reps... on an active armor bonused hull.)

Also make them so that charge size affects cycle time or rep amount.

.

Red zeon
State War Academy
Caldari State
#19 - 2012-09-13 17:01:36 UTC
they would be op if they would recharde in 10sec, but u can run it for 30sec and then u pop, if its against 1v1.
ive lost a ship before the asb used up all charges in a 2v1 fight against blaster naga and a cyna,
there is pretty much whine about asb, clearly you guys dont use em, if u did and u tought it was so op, u wouldnt whine.
Arazel Chainfire
Aliastra
Gallente Federation
#20 - 2012-09-13 17:34:54 UTC
Iyica de Tylmarand wrote:
Armor also has better resists and armor buffer modules give more HP so it's decently equiped to handle the initial damage before the rep kicks in.


Would you please stop spreading this blatantly false interpretation around? Yes, base armor resists are slightly higher, with a combined 130 resistance to a shields 110. However, only an idiot is comparing the untanked resists, and there, shield comes out ahead because of 1 module: The invulnerability field. A t2 EANM gives a base 20% boost to resists (25% if you max out your skills). An invuln gives 30% resists. All other active/passive mods are the same between the two tank types. This means that if you were to compare a max skilled character, putting 1 EANM on an armor tanker gives it the same overall resist (around 230) as putting 1 invuln on a shield tank (around 230). After that, shield just keeps getting the better resists.

So yes, armor has more buffer, and it is easier to get higher raw HP on armor, but it is significantly easier to get higher resists all around on shield than on armor, assuming an equal number of tanking modules is used.

-Arazel
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