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[Ship balancing] Why active tank bonuses are plain worse than resist bonuses

Author
Haifisch Zahne
Hraka Manufacture GmbH
#81 - 2012-11-09 00:23:10 UTC
For the love of all that is good, she is ONLY making a point about resists vs. regen.

This has nothing to do with, "Oh, but Amarr ships are shiny." (OMG, what an insane comment.)

Or, "Minmatar ships kite." So, what, that is not *the point of the article*. Take that to the "I fly a kite" post.

Or, "Gallente ships fight up close". Who cares. Does that change anything to do with the *numbers* shown?

Or, whatever other pet topic you have or pet peeve you have.

The point is PROVEN. Get over it.
Iris Bravemount
Golden Grinding Gears
#82 - 2012-11-09 00:31:26 UTC
Haifisch Zahne wrote:
For the love of all that is good, she is ONLY making a point about resists vs. regen.

This has nothing to do with, "Oh, but Amarr ships are shiny." (OMG, what an insane comment.)

Or, "Minmatar ships kite." So, what, that is not *the point of the article*. Take that to the "I fly a kite" post.

Or, "Gallente ships fight up close". Who cares. Does that change anything to do with the *numbers* shown?

Or, whatever other pet topic you have or pet peeve you have.

The point is PROVEN. Get over it.


Pretty much, yeah. Would be nice to get some CPP opinion on this at this point.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Quesa
Macabre Votum
Northern Coalition.
#83 - 2012-11-09 00:33:20 UTC  |  Edited by: Quesa
I think that you should look at your clothes before you go off to work, look at them closely then decide to put on a pair of socks because, who really cares about the rest of them.

You can't gripe about it all you want but looking at a single aspect of a ship when considering balance is asinine.

But good luck with your I hope CCP comments on this as it's hard to comment on an incomplete analysis.
Haifisch Zahne
Hraka Manufacture GmbH
#84 - 2012-11-09 00:56:54 UTC  |  Edited by: Haifisch Zahne
Her point has NOTHING to do with balancing various aspects of a ship.

Please go to the "Juggling" forum posts.



Quesa wrote:
I think that you should look at your clothes before you go off to work, look at them closely then decide to put on a pair of socks because, who really cares about the rest of them.

You can't gripe about it all you want but looking at a single aspect of a ship when considering balance is asinine.

But good luck with your I hope CCP comments on this as it's hard to comment on an incomplete analysis.
Diesel47
Deep Core Mining Inc.
Caldari State
#85 - 2012-11-09 01:41:53 UTC
Quesa wrote:
I think that you should look at your clothes before you go off to work, look at them closely then decide to put on a pair of socks because, who really cares about the rest of them.

You can't gripe about it all you want but looking at a single aspect of a ship when considering balance is asinine.

But good luck with your I hope CCP comments on this as it's hard to comment on an incomplete analysis.


Either troll or daft.
Paul Maken
Deep Core Mining Inc.
Caldari State
#86 - 2012-11-09 05:12:41 UTC
I'm not sure why the correct math hasn't appeared here yet. It's not a matter of 37.5% versus 25%.

A 25% resist bonus means that you take 3/4 as much damage. The inverse is that you have 4/3 as much EHP. That's 33.33%

So, if you have a repairer that does 1 HP/s the repair bonused ship repairs 1.375EHP/s versus 1.333EHP/s for the resist ship.

1.375/1.333=1.03125.

A ship that is bonused for active tanking is three and one eighth of a percent better at active tanking than one with a resist bonus.

A ship that is bonused for resists gets thirty three and one third percent more EHP/s from remote reps and EHP from plates or shield extenders.

If you were wondering about skill levels other than 5, here is the breakdown for how much better the active tank bonused ship is at active tanking over resist bonuses:

Level 0 - The same (obviously)
Level 1 - 2.125%
Level 2 - 3.5%
Level 3 - 4.125%
Level 4 - 4%
Level 5 - 3.125%

In theory, by level 7 due to the increasing marginal value of resist that ship would actually active tank better than the repair bonused ship. Though with the exponential training time per level this theoretical Amarr Battleship 7 skill would be on the order of three years of training. In a mere ~1.5E10 years (or about three times the age of the Earth) you'd achieve Amarr battleship 20, have 100% resists, and be immortal in an Abaddon. It's probably not time well spent as you'll still be too slow to catch anything and have no capacitor to fire your guns if you do.
Mr John Smith
Deep Core Mining Inc.
Caldari State
#87 - 2012-11-09 10:05:24 UTC
Paul Maken wrote:
In a mere ~1.5E10 years (or about three times the age of the Earth) you'd achieve Amarr battleship 20, have 100% resists, and be immortal in an Abaddon. It's probably not time well spent as you'll still be too slow to catch anything and have no capacitor to fire your guns if you do.



While this is true you would also have an Abaddon that will outlast the heat death of the universe so.... worth it.
Cosmoes
Peraka
#88 - 2012-11-09 11:08:40 UTC  |  Edited by: Cosmoes
Edit: was gonna post math about 33.33 but was beaten to it.


The other thing I was thinking of maybe tweaking the active tank bonus by giving it a second part. Lets go through the list.

- flat hp boost - Really stepping on the role of buffer ships here and doesn't really have anything to do with active tank bonus
- remote target hp - too wierd on ships that don't remote rep
- remote received hp - Seems good if a bit wierd but limited situations
- Reduced cap use - Some potential but ASB ships and cap boosters/capless guns cause some issues.
- Reduce cycle time - really just another bonus to hp but with more cap/charge loss


Not really sure which of these would work best none seem a sure fit solution. Personally I'd go for cap and current rep bonus maybe increase bonus to 10%, though this leaves the ASB ships out somewhat I don't think they need all that much of a boost anyway.


Only other thing I could possibly think of tweaking with is giving a bonus to the resistance modules themselves. eg.

7.5% bonus to resistance of active resistance modules

and on the resistance ships you could put.

5% bonus to resistance of passive resistance modules

eg. a t1 shield hardener on a maelstrom used to give 50% resistance now gives 68.75% resists


This doesn't do much at all for the frigates or for some setups, it also has some potential for abuse with high end modules eg. a estamals hardener would give 88% resists
Tsubutai
Perkone
Caldari State
#89 - 2012-11-09 14:56:42 UTC  |  Edited by: Tsubutai
This argument is silly. Yes, active tanking bonuses are generally weaker and more restrictive than resist bonuses. That's a good thing, though, because it allows for more variety in terms of ship-level balancing. Suppose we have two ships in the same class, A and B, and that we want to give them both tanking bonuses. Let's also suppose that A is significantly better than B in some way that is not directly related to tanking - maybe it has more raw DPS, better DPS projection/application, or is a lot faster and more maneuverable. We can compensate for that advantage by giving it a weaker and more restrictive tanking bonus than B, with the net result that we've got two ships that are on the whole well-balanced against one-another but which have very different strengths and weaknesses, and which accommodate different tactics and playstyles.

The alternative - giving identical tanking bonuses to both ships - would make ship A unambiguously better than B under all circumstances, which would obviously be bad in terms of balance. To rectify that, we'd have to take away whatever advantage A had in terms of firepower or maneuverability, with the effect that A and B effectively become reskinned clones of one-another. Doing so would decrease the overall variety available within the game and the scope for using different styles of combat. In short, it would make the game less interesting.

If you have a problem with the overall viability of specific ships with active tanking bonuses, then by all means complain about that and explain how you think they should be improved. However, it makes no sense at all to base your entire complaint around one bonus being weaker than another given that what matters is ship balance and that bonuses are only one component of what makes different ships good or bad.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#90 - 2012-11-09 17:43:41 UTC
Tsubutai wrote:
This argument is silly. Yes, active tanking bonuses are generally weaker and more restrictive than resist bonuses. That's a good thing, though, because it allows for more variety in terms of ship-level balancing. Suppose we have two ships in the same class, A and B, and that we want to give them both tanking bonuses. Let's also suppose that A is significantly better than B in some way that is not directly related to tanking - maybe it has more raw DPS, better DPS projection/application, or is a lot faster and more maneuverable. We can compensate for that advantage by giving it a weaker and more restrictive tanking bonus than B, with the net result that we've got two ships that are on the whole well-balanced against one-another but which have very different strengths and weaknesses, and which accommodate different tactics and playstyles.

The alternative - giving identical tanking bonuses to both ships - would make ship A unambiguously better than B under all circumstances, which would obviously be bad in terms of balance. To rectify that, we'd have to take away whatever advantage A had in terms of firepower or maneuverability, with the effect that A and B effectively become reskinned clones of one-another. Doing so would decrease the overall variety available within the game and the scope for using different styles of combat. In short, it would make the game less interesting.

If you have a problem with the overall viability of specific ships with active tanking bonuses, then by all means complain about that and explain how you think they should be improved. However, it makes no sense at all to base your entire complaint around one bonus being weaker than another given that what matters is ship balance and that bonuses are only one component of what makes different ships good or bad.


What your trying to say, is that when the resists tanked ship is inferior to the active tanked ship, then everything is balanced in the end.

Look at the ships we're comparing... I'm pretty sure most of the ships in question would not dwarf their competitor if the armor tanked bonus were swapped with a resist bonus.... Although I'd prefer the resist bonus to be swapped with a buffer bonus:
Hyperion vs Abaddon.
Maelstrom vs Rokh
Brutix vs Prophecy
Cyclone vs Ferox
Incursus vs Punisher
Jerick Ludhowe
Internet Tuff Guys
#91 - 2012-11-09 19:03:06 UTC  |  Edited by: Jerick Ludhowe
Iris Bravemount wrote:
Jerick Ludhowe wrote:
I honestly do not think I can disagree with the op any more.


So..? Don't be lazy, give us your input!


Proper solution is to improve active armor tankers in their niche, not just normalize them to be more of the same. This game is becoming bloated with copy paste buffer fleet ships and this needs to stop asap...

As for specifics of changes? I'm a bit low on time but I'll go into a modest amount of detail...

1. A change from 7.5% per level to 10% rep bonus on all hulls just as the incursus and t3s have.

2. More low slots on select active tanked BCs, and BS. +1 for brutix, astarte, and maybe the Hyperion. Both the Brutix and Astarte should be seeing the addition of 1 slot each with the upcoming bc changes anyway, a low slot would be a perfect fit for both ships. The addition of a low on the Hyperion is a bit more difficult as the ship is already modeled to fit 8 turrets so a high slot is out, and the 5th mid is needed for a second cap injector to run guns/reps as well.

3. Medium Cap boosters... I think medium cap boosters need to have their capacity increase to allow a t2 to fit 2x navy 800s, or 4x navy 400s. Both the Brutix and Astarte are more or less restricted to fitting on one med cap booster due to only have 4 mid slots. A single med cap booster is not capable of running guns and both armor reppers, let alone provide any form of modest nuet defense. An increase in the capacity I feel would at the very least improve the capabilities of specifically these ships more than any other in the small scale, close range brawling niche they were obviously intended for.

4. A change of the active armor tank rig drawbacks to something other than speed.
Iris Bravemount
Golden Grinding Gears
#92 - 2012-11-09 22:01:59 UTC
Jerick Ludhowe wrote:
Iris Bravemount wrote:
Jerick Ludhowe wrote:
I honestly do not think I can disagree with the op any more.


So..? Don't be lazy, give us your input!


Proper solution is to improve active armor tankers in their niche, not just normalize them to be more of the same. This game is becoming bloated with copy paste buffer fleet ships and this needs to stop asap...

As for specifics of changes? I'm a bit low on time but I'll go into a modest amount of detail...

1. A change from 7.5% per level to 10% rep bonus on all hulls just as the incursus and t3s have.

2. More low slots on select active tanked BCs, and BS. +1 for brutix, astarte, and maybe the Hyperion. Both the Brutix and Astarte should be seeing the addition of 1 slot each with the upcoming bc changes anyway, a low slot would be a perfect fit for both ships. The addition of a low on the Hyperion is a bit more difficult as the ship is already modeled to fit 8 turrets so a high slot is out, and the 5th mid is needed for a second cap injector to run guns/reps as well.

3. Medium Cap boosters... I think medium cap boosters need to have their capacity increase to allow a t2 to fit 2x navy 800s, or 4x navy 400s. Both the Brutix and Astarte are more or less restricted to fitting on one med cap booster due to only have 4 mid slots. A single med cap booster is not capable of running guns and both armor reppers, let alone provide any form of modest nuet defense. An increase in the capacity I feel would at the very least improve the capabilities of specifically these ships more than any other in the small scale, close range brawling niche they were obviously intended for.

4. A change of the active armor tank rig drawbacks to something other than speed.


The cap booster capacity is a very good point. Despite having a higher capacity, t2 boosters don't offer any relevant bonus when compared to lower meta levels, because they fall short of reaching enough volume for two 800 navy cap boosters.

The problem with making up for a wasted bonus (in large fleets, where active tanking, no matter how strong, doesn't make a difference) in other ways, is that ships with two used bonuses will always outperform those with only one used bonus. The choice between a Hyperion and a Megathron, should be a choice of defense against offense (damage and tank vs damage and tracking), not a choice of offense vs more offense (damage vs damage and tracking), especially with the upcoming tiericide (if we consider that the additional bandwidth on the Mega makes up for the missing turret).

So the imbalance really comes from the wasted bonus, be it compared to a resist bonus or to a second offensive bonus.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Jerick Ludhowe
Internet Tuff Guys
#93 - 2012-11-09 22:37:36 UTC
Iris Bravemount wrote:
Jerick Ludhowe wrote:
Iris Bravemount wrote:
Jerick Ludhowe wrote:
I honestly do not think I can disagree with the op any more.


So..? Don't be lazy, give us your input!


Proper solution is to improve active armor tankers in their niche, not just normalize them to be more of the same. This game is becoming bloated with copy paste buffer fleet ships and this needs to stop asap...

As for specifics of changes? I'm a bit low on time but I'll go into a modest amount of detail...

1. A change from 7.5% per level to 10% rep bonus on all hulls just as the incursus and t3s have.

2. More low slots on select active tanked BCs, and BS. +1 for brutix, astarte, and maybe the Hyperion. Both the Brutix and Astarte should be seeing the addition of 1 slot each with the upcoming bc changes anyway, a low slot would be a perfect fit for both ships. The addition of a low on the Hyperion is a bit more difficult as the ship is already modeled to fit 8 turrets so a high slot is out, and the 5th mid is needed for a second cap injector to run guns/reps as well.

3. Medium Cap boosters... I think medium cap boosters need to have their capacity increase to allow a t2 to fit 2x navy 800s, or 4x navy 400s. Both the Brutix and Astarte are more or less restricted to fitting on one med cap booster due to only have 4 mid slots. A single med cap booster is not capable of running guns and both armor reppers, let alone provide any form of modest nuet defense. An increase in the capacity I feel would at the very least improve the capabilities of specifically these ships more than any other in the small scale, close range brawling niche they were obviously intended for.

4. A change of the active armor tank rig drawbacks to something other than speed.


The cap booster capacity is a very good point. Despite having a higher capacity, t2 boosters don't offer any relevant bonus when compared to lower meta levels, because they fall short of reaching enough volume for two 800 navy cap boosters.

The problem with making up for a wasted bonus (in large fleets, where active tanking, no matter how strong, doesn't make a difference) in other ways, is that ships with two used bonuses will always outperform those with only one used bonus. The choice between a Hyperion and a Megathron, should be a choice of defense against offense (damage and tank vs damage and tracking), not a choice of offense vs more offense (damage vs damage and tracking), especially with the upcoming tiericide (if we consider that the additional bandwidth on the Mega makes up for the missing turret).

So the imbalance really comes from the wasted bonus, be it compared to a resist bonus or to a second offensive bonus.



Different ships for different styles of play. Normalizing everything into fleet boats is beyond boring, especially when we have hundreds upon hundreds of ships. Hyperion should remain active, megathron should remain the fleet ganker.
Iris Bravemount
Golden Grinding Gears
#94 - 2012-11-10 02:08:28 UTC
Jerick Ludhowe wrote:
Different ships for different styles of play. Normalizing everything into fleet boats is beyond boring, especially when we have hundreds upon hundreds of ships. Hyperion should remain active, megathron should remain the fleet ganker.


Hyperion with resist bonuses could still be used as an active tanker, just saying.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Mr John Smith
Deep Core Mining Inc.
Caldari State
#95 - 2012-11-10 04:54:31 UTC  |  Edited by: Mr John Smith
Iris Bravemount wrote:
Jerick Ludhowe wrote:
Different ships for different styles of play. Normalizing everything into fleet boats is beyond boring, especially when we have hundreds upon hundreds of ships. Hyperion should remain active, megathron should remain the fleet ganker.


Hyperion with resist bonuses could still be used as an active tanker, just saying.



Infact it has already been shown that resist bonus is as good for active tanking as a rep bonus.



Holding onto a crappy bonus because we're all afraid of homogenization is just silly. It's time we admitted that a rep bonus as a primary bonus on a tech 1 ship that will only ever have 2 bonuses just doesn't work as well as ships with a resist bonus. You can try and argue that this is how it should be but you're wrong to do so. Because at the end of the day all you've done is doom a good ship to mediocrity because you feel that the game needs "flavor".
Tsubutai
Perkone
Caldari State
#96 - 2012-11-10 08:16:01 UTC
Gizznitt Malikite wrote:
Look at the ships we're comparing... I'm pretty sure most of the ships in question would not dwarf their competitor if the armor tanked bonus were swapped with a resist bonus.... Although I'd prefer the resist bonus to be swapped with a buffer bonus:
Hyperion vs Abaddon.
Maelstrom vs Rokh
Brutix vs Prophecy
Cyclone vs Ferox
Incursus vs Punisher

Without wanting to be a jerk, that's a pretty odd set of ships to choose to make your point, since with the exception of the hyperion, the active tankers on that list are all at least as good as (and generally, better than) the competing resist-bonused hulls. The Mael and the Rokh are both reasonably widely used and popular, the Brutix is unambiguously better and more popular than the Prophecy (granted, that's a case of "pretty bad" versus "utterly terrible"), the cyclone sees far more use than the ferox, and the incursus is a better and more popular frigate than the punisher. In all those cases, the active tank bonused ships have advantages (slot layout, mobility, damage and damage application) that more than compensate for the weaker tanking bonus.
Iris Bravemount
Golden Grinding Gears
#97 - 2012-11-10 13:08:43 UTC
Tsubutai wrote:
Without wanting to be a jerk, that's a pretty odd set of ships to choose to make your point, since with the exception of the hyperion, the active tankers on that list are all at least as good as (and generally, better than) the competing resist-bonused hulls. The Mael and the Rokh are both reasonably widely used and popular, the Brutix is unambiguously better and more popular than the Prophecy (granted, that's a case of "pretty bad" versus "utterly terrible"), the cyclone sees far more use than the ferox, and the incursus is a better and more popular frigate than the punisher. In all those cases, the active tank bonused ships have advantages (slot layout, mobility, damage and damage application) that more than compensate for the weaker tanking bonus.


Maelstrom vs Rokh: Maelstroem is used because it's the only BS with 8 projectile turret hardpoints. Its active tank bonus is mostly ignored (except for PvE, of course). On a side note, I don't know much about Rokh usage in PvP.

Brutix vs Prophecy: The Brutix has its uses for being a monstrous blaster platform, but the active tank bonus is once again mostly ignored. This also makes it primaried alot and exploding pretty fast, despite having a "tanky" bonus. The prophecy just has too low PWG and CPU to be of any real use.

Cyclone vs Ferox: Cyclone has better offensive potential than the Ferox, but due to having a second bonus limiting it to small engagements, the hurricane is more often used in larger engagements. The Ferox is completely outperformed by the Drake.

Incursus vs Punisher: The active bonus on the Incursus is much higher than on other ships, and buffer tanks are not as important on frigs than on other ships because most of them can still be volleyed, even wth a buffer tank. They mostly rely on speed to survive and buffer tanks are lowering their speed or increasing their sig too much.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Takeshi Yamato
Ministry of War
Amarr Empire
#98 - 2012-11-10 13:55:04 UTC
Gizznitt Malikite wrote:

Hyperion vs Abaddon.
Maelstrom vs Rokh
Brutix vs Prophecy
Cyclone vs Ferox
Incursus vs Punisher


See, this is why you cannot just look at bonuses alone.

You don't see active tanked Abaddons because they just don't work. Similar story with all the resist bonused ships in that list. Not a single resist bonused ship in that list outclasses its active tanking bonused counterpart in active tanking.

This is all part of racial identity whose foundations go beyond resist vs active tanking bonuses. Caldari and Amarr best in fleets, Gallente and Minmatar best in small gangs and solo. This isn't going to change, although that's not to say that there isn't room for improvements.
Iris Bravemount
Golden Grinding Gears
#99 - 2012-11-10 14:01:59 UTC
Takeshi Yamato wrote:
Gizznitt Malikite wrote:

Hyperion vs Abaddon.
Maelstrom vs Rokh
Brutix vs Prophecy
Cyclone vs Ferox
Incursus vs Punisher


See, this is why you cannot just look at bonuses alone.

You don't see active tanked Abaddons because they just don't work. Similar story with all the resist bonused ships in that list. Not a single resist bonused ship in that list outclasses its active tanking bonused counterpart in active tanking.

This is all part of racial identity whose foundations go beyond resist vs active tanking bonuses. Caldari and Amarr best in fleets, Gallente and Minmatar best in small gangs and solo. This isn't going to change, although that's not to say that there isn't room for improvements.


Please stop with that racial identity stuff. If the game was based on this, the Amarr and Caldari Navies would have crushed the Gallente and Minmatar a long time ago because of their better performance in fleet fights. It's just silly.

I didn't say that resist ships outperform active ships when active tanking, I said that they can do it just as well.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Reaver Glitterstim
The Scope
Gallente Federation
#100 - 2012-11-10 14:18:59 UTC
Quesa wrote:
Reaver Glitterstim wrote:
fleet command ships are always meant to be in large-scale combat.
This is an incorrect assumption. I can't even begin to count the number of times a ship has been used out of it's normally accepted role in this game. That's usually how new doctrines come about, someone thinks up of a new way to fit or fly a ship, presto - new fleet comp that is outside the norm for that ship. The difference between field and fleet CS ships is the number of links they can run without command processors. Field command ships being able to utilize 1 and fleet command ships being able to use 3.

You also pretty much agreed that there is more to balancing than just resists vs local-rep boni by saying, "the Claymore gets by in large-scale pvp is because it's sleek and fast." You can say that bonus is wasted in large scale fleet fights, and I'd agree but to say it is wasted as a whole would be intellectually dishonest and factually false.
No, Fleet Command Ships are built for large-scale combat, therefore they should have bonuses that work in large-scale combat. Local rep bonuses are completely ineffective in large-scale combat. Whether or not you find other uses for these ships has nothing to do with the fact that they should be good at their job.

And just because a Claymore gains some marginal advantage from its speed and agility doesn't mean it's as good as a resist bonus. Most Claymores are used in small gangs to take advantage of their speed, because in large fleet fights the speed means much less. And nobody prefers other fleet command ships in large fleet fights, either, because they just get insta-pwned, Claymore or not.

Quesa wrote:
It's been pretty clear to all parties that local-rep ships don't do well in large scale fleet fights but that doesn't mean you can't take them. Additionally, they are revamping the CS class ships after this next expansion.
I'll say it. You should NEVER bring local rep ships in a large-scale fleet fight. Even if you could fit a repper that costed zero powergrid, CPU, and capacitor IT WOULD STILL BE A WASTE OF A SLOT THAT CAN BE USED FOR BUFFER TANK.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."