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Testing ASB adjustments on Duality

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Author
Fon Revedhort
Monks of War
#41 - 2012-09-20 05:52:17 UTC
CCP SoniClover wrote:
James1122 wrote:
keep them as they are and just limit it so you can only fit 1 per ship


That option is still very much on the table, but we want to explore a few other alternative as well.

Please, get rid of this crappy idea altogether - you can't limit something to 1 per ship and consider it balanced.

Balance the mod itself rather than its proliferation! You're on the right spot now, keep it up!

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Fon Revedhort
Monks of War
#42 - 2012-09-20 06:01:33 UTC
Gonna add, that your ultimate goal is making ASB as good as normal Shield Boosters of the same price range are, just with different applications.

Also, when ASBs are finally balanced, you may start considering adding ASBs of higher meta levels, which would be awesome.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Viribus
Dark Enlightenment
New Eden Alliance 99013733
#43 - 2012-09-20 06:26:14 UTC
Can we also nerf buffer tanks so that normal injected/rep fits are actually viable without links and implants

Also does anyone know what the hell an "adaptive armor hardener" or a "target spectrum breaker" is? I see them on the market but I've never actually seen someone fit one.
Tor'en
Rebel Legion
#44 - 2012-09-20 06:31:18 UTC  |  Edited by: Tor'en
No doubt ASB's need looking into, but I just hope that you guys don't nerf them into oblivion. I mean these modules made active tanking a feasible PVP option, which wasn't the case in ages.

The issue as some people have pointed out is fitting more than one which defeats the purpose of having 60s of glory followed by the agony of the reload, and it is possible to simply cycle them.

However, proposing any changes which nerfs the amount of boost (one reload) to less than a single shield extender, will render them effectively useless, which would be a pity.

I would hope CCP to take a less lazy option (to tweaking capacity/cycle time/boost amount), and simply correlate the boost amount with the charge size. So basically with XL you get 100% of the boost amount with 800's and 50% with 400's. Everything else could stay the same including option of fitting more than one (it already really affects the fitting).

Please don't take the easy to do option, but adjust them properly!
Sard Caid
The Tuskers
The Tuskers Co.
#45 - 2012-09-20 07:03:40 UTC
After having flown a lot of the single and dual ASB setups, I really feel that the single versions are working as intended, while dual ASBs are pretty damn broke. Easing back on ASB effectiveness of rep duration and capacity negates the sacrifices in fitting putting on the typically over sized reps necessitates.

Really, just limit them to one per ship. As fun as the dual ASBs are, I'd like there to be a reason to use my T2 or meta shield boosters again.
Veshta Yoshida
PIE Inc.
Khimi Harar
#46 - 2012-09-20 07:06:10 UTC  |  Edited by: Veshta Yoshida
Liang Nuren wrote:
This seems like it doesn't address any of the really critical failings of the ASB. But, I'll test it out.

/shrug

-Liang

Seconded. Seems to be odd changes considering.

Changes I would test first:
- One per ship.
- Only able to reload through fitting screen (ie. station or array needed).
- Boost amount dependent on charges used (opens up making capacity higher, for more choices).
- Signature increase.

Thing that irks me is that they perform and function like two modules while only taking up one slot .. as an Amarr zealot (ot the ship!) I suffer from chronic mid-slot envy and hate when everyone other than me and mine gets freebies!!!!11 Big smile

@Sonic: You need to figure out what the purpose of these things are and take it from there. It feels like you (read: CCP) wants it to be an alternative to traditional buffers, which is fine, problem is that they appear to be designed to be able to supplement buffers in blobbier weather which has made them utterly broken everywhere else.

Your homework:
- Figure out what they are supposed to be. Alternative active tank or buffer replacement.
- Figure out where they are supposed to be (used). Small-gang or obesity convention.
Bubanni
Primal Instinct Inc.
The Initiative.
#47 - 2012-09-20 09:26:46 UTC
I have a fix... make it so you can't reload a single ASB at a time, where if you have fitted two, you will have a better burst tank or more total boosts, but when you run out of charges in 1 or more of your ASBs, you can't reload one while running another (the problem with dual ASB fits being that people can run the one ASB and then reload other)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

CCP SoniClover
C C P
C C P Alliance
#48 - 2012-09-20 09:39:26 UTC
Regarding the question of what we're trying to accomplish with the ASBs, then (as has been stated by some in this thread) the goal is to allow for a temporary massive boost. The key word there is temporary, as this is a requirement for the module to not go out of hand. The current stats on the modules allow for too much sustained boost. The problem is not the boost amount per se, so we will almost certainly not touch that.

Restricting ASBs to one per ship is a solution, but we feel it's fixing things with a hatchet as opposed to a scalpel. What we're doing now is looking at other potential solutions. Some good ones have even be mentioned in this thread, and for that I thank you. The danger with adjusting the stats just to make dual-ASB fits less powerful is to nerf the single-fitted ASB too much, so we're trying to see if there is a sweetspot somewhere in between for us to fall into.

Thanks for your feedback so far!
Bubanni
Primal Instinct Inc.
The Initiative.
#49 - 2012-09-20 09:47:22 UTC
CCP SoniClover wrote:
Regarding the question of what we're trying to accomplish with the ASBs, then (as has been stated by some in this thread) the goal is to allow for a temporary massive boost. The key word there is temporary, as this is a requirement for the module to not go out of hand. The current stats on the modules allow for too much sustained boost. The problem is not the boost amount per se, so we will almost certainly not touch that.

Restricting ASBs to one per ship is a solution, but we feel it's fixing things with a hatchet as opposed to a scalpel. What we're doing now is looking at other potential solutions. Some good ones have even be mentioned in this thread, and for that I thank you. The danger with adjusting the stats just to make dual-ASB fits less powerful is to nerf the single-fitted ASB too much, so we're trying to see if there is a sweetspot somewhere in between for us to fall into.

Thanks for your feedback so far!


Perhaps my suggestion above? only being able to reload all the ASBs at the same time? (so you can't run 1 asb, and then reload it while using another)

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

CCP SoniClover
C C P
C C P Alliance
#50 - 2012-09-20 09:51:55 UTC
Bubanni wrote:

Perhaps my suggestion above? only being able to reload all the ASBs at the same time? (so you can't run 1 asb, and then reload it while using another)


That is a very interesting take on the problem. I'm going to look more closely at it.
Seranova Farreach
Biomass Negative
#51 - 2012-09-20 10:21:16 UTC  |  Edited by: Seranova Farreach
dont touch ASBs they are fine as they are!Evil its the only viable thing we got for active pvp against active armor supremacy!

sofar with proposed missle changes and this.. good bye caldari state.. you will be missed.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Cpt Gobla
Sebiestor Tribe
Minmatar Republic
#52 - 2012-09-20 10:27:32 UTC
Seranova Farreach wrote:
dont touch ASBs they are fine as they are!Evil its the only viable thing we got for active pvp against active armor supremacy!

sofar with proposed missle changes and this.. good bye caldari state.. you will be missed.


WOOH! Active armor supremacy!

Wait? What?
CCP Paradox
#53 - 2012-09-20 10:29:02 UTC
Has anyone, actually tested these? You know, provide feedback based on trying it out on Duality?

If not, try your ASB fits later today, when you get to shoot devs. Please, please test your ASB fits out, and see the differences!

CCP Paradox | EVE QA | Team Phenomenon

Space Magician

Fon Revedhort
Monks of War
#54 - 2012-09-20 10:44:08 UTC
CCP SoniClover wrote:

The danger with adjusting the stats just to make dual-ASB fits less powerful is to nerf the single-fitted ASB too much, so we're trying to see if there is a sweetspot somewhere in between for us to fall into.

Thanks for your feedback so far!

Current stats of single-ASB setups are so high that it's somewhat difficult to nerf the damn thing too hard.

My question is: why do you follow these ideas of having the same attitude towards single ASB and dual? At the moment single ASB is superior to passive tank setups, dual ASBs are too good in comparison to conventional active tanking. These setups have pretty different ideas and form 2 separate issues, which both come from sheer module stats.

I hope you won't argue that introducing, say, a damage mod which temporarily boosts damage output by 200% can hardly be balanced by definition, no matter wheather restricted to one per ship or not? Just don't create overpowered modules at all and you will be fine.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

James1122
Perimeter Trade and Distribution Inc
#55 - 2012-09-20 11:09:11 UTC  |  Edited by: James1122
CCP SoniClover wrote:
Bubanni wrote:

Perhaps my suggestion above? only being able to reload all the ASBs at the same time? (so you can't run 1 asb, and then reload it while using another)


That is a very interesting take on the problem. I'm going to look more closely at it.



Or another idea under a very similar concept:

You can't active a second ASB if another one is reloading.

That way dual setups are still viable as you can deplete all of one and then use your second one, and then reload them both together.

....

nahjustwarpin
SUPER DUPER SPACE TRUCKS
#56 - 2012-09-20 11:10:32 UTC
"improved" xasb boosts for (980/5) = 196hp/s for 45 seconds (9seconds*5charges). Extending that to 60 seconds to catch reload time on second xasb, a single xasb boosts (980*9=8820 / 60 seconds) 147hp/second for full minute and then second xasb takes over, and first reloads. LAR II reps for 71.(1)hp/second on lvl V character. Did i mention that it uses over 4.5x more powergrid, and that it uses cap(so you'll need to compensate with cap booster)?

I also want to fit 2 LARII on battlecruiser.
James1122
Perimeter Trade and Distribution Inc
#57 - 2012-09-20 11:10:44 UTC  |  Edited by: James1122
Reposted by accident

....

James1122
Perimeter Trade and Distribution Inc
#58 - 2012-09-20 11:11:19 UTC
Reposted by accident

....

Inggroth
Harbingers of Reset
#59 - 2012-09-20 11:33:22 UTC  |  Edited by: Inggroth
Just an idea how i would balance ASBs:
Leave their stats as is and nerf fitting by a considerable amount, especially powergrid requirements. Dual-ASB setups should completely cripple any ship except when undersized which is a reasonable tradeoff in tanking ability for being neut-proof.
Oversized ASBs should not be possible at all - make xl-asb require like 2k powergrid, like battleship size armor reps.
This leaves ASB as a viable tanking option and is very easy to implement.

As stated by others, your tweaks do not really address the modules real issues.
TheMaster42
Scorpion Unicorn Bird
#60 - 2012-09-20 11:37:24 UTC  |  Edited by: TheMaster42
I'm seeing a potential misunderstanding about why the ASBs are so spectacularly powerful right now.

SoniClover, you guys are talking about trying to make them a great "temporary" tank item. Unfortunately I believe that's not actually what ASBs are. In their current form, they are actually statistically more similar to buffer EHP items.

Why is it a buffer fit item? Well in small-gang situations, the rep amount and rate on the ASB is so strong, that under ideal circumstances (the circumstances where ASBs are overpowered), you're virtually guaranteed to get off all the charges in your ASB. This is even more realistic on double ASB fits, or oversized ASB fits that push the rep per second well above the amount of damage the ship would normally fight against. There's also no way to stop the target from getting the shield boosts (i.e. by neuting it).

In such cases, the ASB literally behaves as well as LSEs or plates, but at a ridiculous slot economy.

Consider the following for "one" slot, even post-nerf:
- Large Shield Extender II: +2625 shield, +sig
- 1600mm T2 plate: +4800 armor, +mass
- Large ASB (390 per charge * 7 charges): +2730 shield
- X-Large ASB (980 per charge * 7 charges): +6860 shield
- X-Large ASB (navy, overheated, cyclone - 1482.25 per charge * 9 charges): +13,340.25 shield

Now of course the fitting costs for an X-Large are much higher than an LSE. But on certain ships (ones that are good with ASB fits), you can get around this by only sacrificing a low slot and maybe a rig or two.

Think of the implications of this as a buffer fit item. Instead of spending 3+ mids on LSEs, you can spend one mid, a low, and a rig to get a fantastically greater amount of "EHP," without the downsides of increased sig or mass to boot! And depending on the ship, a second ASB can be mounted without spending another low. The value of 6+ mids, for 2 mids and a low slot essentially. With this slot economy, you can fit resist mids to further your shield economy even more, or damage mods to push your ship's DPS and EHP way, way out of its normal ranges.


People seem to have been looking at the reload as the way to balance the drawback. It really isn't. In the situations you'd be using ASBs, you only really need to get a handful of charges consumed for it to have been "worth it" compared to buffer fit. (So obviously, they're not a factor in large/fleet fights, like all active tanking.) Any time you reach the reload point on an ASB, it's already performed astoundingly well.

To properly balance ASBs, I believe you will need to instead look at the total shield given by all the charges in the ASB vs. other single slot buffer items. (Though this balance needs to be done in the context of ASB rep per second, because the current assumption is you get all or most of your charges successfully fed before you die.)