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Shield tanking vs Armor tanking (fixs?)

Author
Mr Kingston
Viziam
Amarr Empire
#1 - 2012-11-09 21:43:54 UTC
Sorry if this is in the wrong section as the forums were kind of broad, if someone wants to move this or point me in the right one, I would be obliged.






I've seen this topic discussed widely on the forums, but haven't seen any viable solutions. So I have put together how I see the two in the hopes of getting as little flame as possible while hopefully getting as much constructive feedback as possible.

First off, I would like to state that while increasing the flat values of shield/armor tanking modules is not the fix to the problem, as no matter how I look at it, the mechanics behind the different tanking styles are broken.

Mechanic Wise:

Shield tanking is using raw energy to stop incoming dmg, yet doing so costs no capacitor, I have no idea how this is possible, but in eve it is, so we have to work around it. Armor tanking uses energy to repair dmg, this makes sense to me. IMO increasing the regen/hp of a shield, should take capacitor, as you have to put huge amounts of energy to do so, but eve doesn't work that way so we are going to ignore it, because we have to...

Shield tanking increases your signature radius, making you easier to hit.

Armor tanking reduces your overall speed and agility, making you easier to hit and making it harder maneuver. This is a key area I think needs to be fixed. Agility penalties are ok, but Agility AND velocity penalties are killing armor tanking.

I dont want a huge shield nerf, as I dont see it in anyway making the game better.

but the penalties to armor tanking are too high, losing agility AND velocity, compared to increased signature isn't balanced, as signature does not = velocity in terms of usefullness. That is one of the major flaws in the 2 different types of tanking IMO.


Fitting Wise:

Not factoring in where the slots are allocated, as this is up to much debate, armor tanking takes more modules to reach the area of effectiveness then shield tanking does in most cases and this needs to be fixed. Armor tanking modules need buffs to certain things AND nerfs to others to make it so the overall amount of modules needed to field a usable armor tank is on par with shield tanking.





From what I understand of the game so far, effecting the tanks in these ways can balance things while not losing the "uniqueness" of the different styles of tank, while effectively making the balance more broad and effecting all ships rather then just nerfing some, or having some be very overpowered.

I didn't list any "fixes" in this post because I dont consider myself an expert at eve in any way, and I posted it to get suggestions. Some ideas to think about would be:

Signature decreases for armor tanking?
Penetrating dmg on shields?
Dropping velocity penalties for armor rigs?
adjustments to modules + implementing mid slot armor modules?



Things I would reallllly like to avoid as far as suggestions:
Ancillary Armor Boosters...
Passive Armor Regen...

Any other crazy ideas are welcome, remember everything is a suggestion from one person's biased point of view, we all know this, and we have all seen your flames before.
Spectre3353
Aliastra
Gallente Federation
#2 - 2012-11-09 22:17:02 UTC
I think it's also important to consider the fact that shield vs armor tanking also requires you to pay a cost in slots. Shield tanking nerfs your ability to use your mid slots for other modules (mainly EWAR and propulsion) and armor tanking nerfs your ability to use your low slots for other modules (mainly damage enhancing or tracking enhancing modules or agility/speed modules). Buffing modules that are totally unrelated to tanking in a way actually buff/nerf the tanks themselves based on what slots those modules use.

Also, the raw effectiveness of certain modules effects things. How many mid slots does it take to create an effective shield tank? How many lows to create an effective armor tank? Changing some ship layouts or changing the effectiveness of modules like Large Shield Extenders, plates, resist mods, etc could balance the different types of tanks against each other without actually having to mess with things like sig radius and speed/agility effects that plates and extenders have.

I am not saying this is the only way to approach the problem. I just wanted to point out that balancing has other ways to approach than just straight up changing what the downsides to each tank type are.

http://evenewb.blogspot.com/

Paikis
Vapour Holdings
#3 - 2012-11-09 22:21:11 UTC
Ancillary Shield boosters are ridiculously powerful at present. They are actually better than officer level shield boosters, yet CCP seems to think this is fine. Go figure. Anyways, ignoring the ASBs, armor and shield tanking are pretty well balanced in my opinion. When I started playing EVE it was armor tanking all day every day. If you tried shield tanking you were laughed out of most PvP fleets. The only thing that has really changed is the ASBs, yet now people seem to think shield are the bee's knees.

To address your points.

Imagine your shields to be a battery. Your ships' reactor (or solar panels) will provide some power to the shields, and some to the capacitor. We have modules that can shift some of this power one way or the other. Shields regenerate, because the energy from the ship's reactor is being constantly fed into it. Same deal with capacitor.

Shield and armor tanking penalties have different effects depending on what you are being shot with.

Increased signature radius means:
- You are targeted faster, meaning you are being shot/jammed/tackled faster.
- Missiles and larger weapon systems will hit you harder.
- You are easier to track.

Reduced speed and agility means:
- You cannot run away as easily.
- You are easier to track
- You take longer to align, meaning there is a longer window where you can be tackled/jammed/shot at.

These penalties seem mostly balanced. both of them mean you are easier to tackle, and easier to hit. It would appear that a shield tanker will be taking more damage, but will have an easier time disengaging. This doesn't seem that imbalanced to me. Armor tanking has other advantages over shield tanking, just as shield tanking has advantages over armor tanking.

Balance does not mean that the two systems should be the same.

The reasons these issues arise is the very large penalties applied by rigs. Without rig penalties, no one would be complaining about this. Perhaps the "solution" (to a problem I'm not sure is actually a problem) is to simply improve the various rigging skills to be 15% reduction to rig drawbacks per level (at V, 75% reduction in penalties).

I do know this though, a blanket buff to armor tanking is not the answer, and neither is a nerf to shield tanking. The two styles are more or less equal, but have different areas in which they are slightly better.

You may begin flaming.
Alara IonStorm
#4 - 2012-11-09 23:42:46 UTC  |  Edited by: Alara IonStorm
Looking at the problem I want to see it fixed in 3 area's.

* Oversized Fitting
* Useless Modules
* Double stat hits

Look at the standards for buffer tanking. Armor 200mm Frigate, 400mm Destroyer, 1600mm Cruiser and above. 50mm/100mm/800mm Plates rarely used. Shield MSE+MAPC Frigate and LSE Cruiser and above, Small and Micro useless.

1600mm Eat a huge chunk of grid off Cruisers, even non Hurricane Battlecruisers have trouble with them. They need to weed out this system that hasn't been touched since various Fitting and HP buffs not to mention the introduction of Rigs.

As for the ASB the only thing keeping XLSB off of Cruisers and most Battlecruisers was Cap use. They want to fix that give it Battleship fitting. This is another thing by the way. Frigates fit Medium Boosters in PvP and Cruiser to Battleships fit XL-ASB's.

Finally Rig Penalties. A double hit to speed? Was the hit from the plate not enough? What about Shield Rigs and Sig, barely hurts Battlecruiser and higher in 99% of practical situations but on Frigates > Cruisers it hurts them so much more when they already take hits from Extenders. Astronautics nerfing Armor and Electronics nerfing Shield? Guess who is not fitting those on their buffer tank. Weapons Rigs sapping fitting, no wonder they are mostly a Sniper / PvE thing, we already downsize too Small T2 Cap Boosters and Neuts on half our medium sized ships just to fit them and 1600mm Plate fitting doesn't help much.

Finally my favorite. The CPU Rig. It is Electronic but doesn't nerf Shield HP, they instead moved it to the lesser Shield Recharge, why, bonuses like that kill their use so they had to cushion the blow.

To fix tanking what they should do is this.

1. Sort out Plate, Extender and Shield Booster sizes fitting and HP amounts.
2. Change the Rig Skills to remove 20% of the Penalty per Lvl or have the skill work to calibration.

When Small / Medium Armor Ships stop taking a double hit and can be fit realistically with something that doesn't chew all their grid up things will be better off.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#5 - 2012-11-09 23:50:54 UTC
No solution to tanking styles will be complete if it also fails to address the imbalance at the capital level.

FWIW, I'd keep mobility penalties on armour rigs and plates, but add them to shield extenders and rigs too, while removing penalties on active-tank rigs. Not sure about resist rigs. But that still doesn't address the capital imbalance.
Alara IonStorm
#6 - 2012-11-10 00:14:09 UTC
Gypsio III wrote:

FWIW, I'd keep mobility penalties on armour rigs and plates, but add them to shield extenders and rigs too, while removing penalties on active-tank rigs. Not sure about resist rigs. But that still doesn't address the capital imbalance.

They tried to do that, thank ****ing god it failed though.

Making it so you need an active tank to solo effectively would be so beyond lame as would nerfing everythings speed so much. Active Tanking should stand on its own merits as a small gang tool, nerfing everything else's speed, just terrible. I love buffer tanking in small gangs, don't want to see that go just for the new ASB play style or however they fix armor reps. If Active isn't good enough up the bonuses, fix the repairs or something, don't kneecap everything else with a golf club.
Mr Kingston
Viziam
Amarr Empire
#7 - 2012-11-10 00:19:14 UTC
Gypsio III wrote:
No solution to tanking styles will be complete if it also fails to address the imbalance at the capital level.



I like the ideas, thats kind of the feedback i was hoping to get on both of the above posts, trying to figure out a realistic change that adresses issues acrossed all sizes. I dont have much experience with capitals, but lots of what im seeing for recommendations involves taking the differences out of shield vs armor setups, or changes that would seem to work, as long as they never change any hulls or implement new ones, hehehe.

I didn't really think about all the penalties stacking up from trying to use other rigs and such, was a great point. but I dont want to completely take away the drawbacks, ie if you rig so that you can squeeze on even more armor mods, there has to be some kind of penalty or I think we might end up back where we are now, just with the boot on the other foot. We need to address the core of whats wrong like you said, but keep some penalties, so that there is a drawback to rigging ur ship to fitting as many tanking mods as possible.

I've crunched every change I could see happening, but when I run it by a corp mate I usually find myself with an example of a ship that even with my fixes is rediculous, making it so now just that 1 ship is uber, so Im not really fixing the problems, just making them even more cookie cutter.

Great replies tho, great points in both I hadnt put a lot of consideration into.
Mr Kingston
Viziam
Amarr Empire
#8 - 2012-11-10 00:36:02 UTC  |  Edited by: Mr Kingston
Quote:

Increased signature radius means:
- You are targeted faster, meaning you are being shot/jammed/tackled faster.
- Missiles and larger weapon systems will hit you harder.
- You are easier to track.

Reduced speed and agility means:
- You cannot run away as easily.
- You are easier to track
- You take longer to align, meaning there is a longer window where you can be tackled/jammed/shot at.


The goal is not to flame, but this is where i disagree heavily.

Reduced speed also means:
-Missiles and larger weapons systems will hit you harder.
-You are easier to track.
-You can no longer dictate range, which has serious effects on your dps and tackling abilities that cant be calced on paper.


-Edit: sry for dbl posts, following as I play.
Perihelion Olenard
#9 - 2012-11-10 01:40:33 UTC  |  Edited by: Perihelion Olenard
Reduce the effectiveness of the ancillary shield booster would be a start. Increase the adaptation speed, reduce the high capacitor usage, and improve the effectiveness slightly of the adaptive armor hardener would help balance things a bit. Armor tanking needs help against the damage boost everyone got.

Ancillary shield booster obsoleted the other shield boosters in PvP if it is indeed more powerful than officer boosters and really needs adjustment. It's supposed to be tech 1 for crying out loud.
Mr Kingston
Viziam
Amarr Empire
#10 - 2012-11-10 02:58:16 UTC
Perihelion Olenard wrote:
Reduce the effectiveness of the ancillary shield booster would be a start. Increase the adaptation speed, reduce the high capacitor usage, and improve the effectiveness slightly of the adaptive armor hardener would help balance things a bit. Armor tanking needs help against the damage boost everyone got.

Ancillary shield booster obsoleted the other shield boosters in PvP if it is indeed more powerful than officer boosters and really needs adjustment. It's supposed to be tech 1 for crying out loud.


The ASB is getting a nerf, so I didnt bring that up as its hard to say what that module is going to be like when finished. The Reactive hardener is interesting, but it doesn't really do anything against multiple dmg types, beyond 2 anyways. Unless this module gets an epic buff to increase its performance, I dont think its going to be the answer, and if it does, it will be the only absolutely required module in the armor tank lineup lol.

I like the thoughts on improving it though, but its not quite what I was looking for.

TomyLobo
U2EZ
#11 - 2012-11-10 04:32:19 UTC
Perihelion Olenard wrote:
Reduce the effectiveness of the ancillary shield booster would be a start. Increase the adaptation speed, reduce the high capacitor usage, and improve the effectiveness slightly of the adaptive armor hardener would help balance things a bit. Armor tanking needs help against the damage boost everyone got.

Ancillary shield booster obsoleted the other shield boosters in PvP if it is indeed more powerful than officer boosters and really needs adjustment. It's supposed to be tech 1 for crying out loud.


Ancillary shield boosters never made any shield boosters obsolete. In fact, they were mostly obsolete from day one in terms of small gang pvp. Active shield tanking was something that only a hand full of ships could pull off well...the ships with bonus to rep effectiveness and they weren't as good as their armor counterparts until you factor in crystals and boosts; cap management was also a nightmare as one regular shield booster consumes more cap than 2 armor repairs combined. The number of mid & low slots also played a big role on why active armor tanking was much better then and still is in some areas.
Taking a look from a general perspective, ASB has made active shield tanking more viable in pvp. Granted, it's a bit overpowered, especially when cruisers can get away with fitting XL-ASB but it does come at a hefty price that some are willing to pay and I won't go as far as to say it has completely wiped out all other forms of tanking. What is left to be done now is to adjust it's PG requirement then it should have its own place among other shield boosters.
PhatController
Deep Core Mining Inc.
Caldari State
#12 - 2012-11-10 05:52:15 UTC
Mr Kingston wrote:



Mechanic Wise:

Shield tanking is using raw energy to stop incoming dmg, yet doing so costs no capacitor, I have no idea how this is possible, but in eve it is, so we have to work around it.





?Are you trolling?

Medium Shield booster II:
Activation cost 60GJ
shiled bonus 90 Hp

Alara IonStorm
#13 - 2012-11-10 06:36:32 UTC  |  Edited by: Alara IonStorm
PhatController wrote:
Mr Kingston wrote:

Mechanic Wise:

Shield tanking is using raw energy to stop incoming dmg, yet doing so costs no capacitor, I have no idea how this is possible, but in eve it is, so we have to work around it.

?Are you trolling?

Medium Shield booster II:
Activation cost 60GJ
shiled bonus 90 Hp

Pretty sure he means the shield itself being hit costs no capacitor even though it obviously takes energy.

I always figured the whole Shield runs on a separate self sustaining energy that depletes with weapons fire and recharge over time. That the Shield itself is one big capacitor and the booster is just an energy convertor from the ships main capacitor to the shield capacitor. The Shield Extender is just an extra generator added on.

Still never figured out why ships like the Abbadon where Energy Shields make up about 10% of their total HP are even designed with Shields instead of using the generator space to double the regular capacitor. Seems a waste and if base Shield is anything like extended Shield just makes the ship easier to hit. Then again I wonder why they bother putting heavy Armor on ships designed to be Shield Tanked when it just weighs everything down

EVE is a weird game and I should try not to think about it..
Mr Kingston
Viziam
Amarr Empire
#14 - 2012-11-10 08:51:50 UTC  |  Edited by: Mr Kingston
The PG/CPU reqs on the current mods is something I keep trying to come back to and change for "balance" but its not nearly as easy as it sounds. What I end up with sounds good in my head, but if i Modify EFT for the new values I make, I end up with stuff that has been mentioned above.

IE, rigging primarily still makes shield tanking more preferable, but I also end up making lots of ships unable to field the tank they already do, which makes some of them completely useless, some of them balanced, and some of them, when fit right, weaker but still rediculously tanked in comparison to others, but all the changes I implement to shield I also tweak on armor, to avoid just making armor the new fotm. I dont run tests with the ASB as its become almost common knowledge this is not working as intended.


I'm not trying for a blanket armor buff, preferably I would like to see tweaks to both. I am however an Amarr fan, so of course I like armor tanking, but I def dont want every1 else to be fitted with the same tank as me, lol.


That being said, I in no way feel that shield tanking is perfect, or almighty. But the pros/cons to the tanking types seems to lean a bit 1 way if ya know what I mean.

Was wondering if anyone else has been thinking about this and come up with an idea to balance the tanking styles while retaining their "differences," which is no easy feet that 1 person is capable of. Then this post was born... and then... and then...

-Edit, apparently the guy above me can so say what I want to say but better... lol. What you said makes sense, but then using the same logic proves that the game doesnt really make any sense at all, which also makes my brain hurt.
Sphit Ker
Ministry of War
Amarr Empire
#15 - 2012-11-10 12:50:28 UTC
I say make webs largely useless against armor tanks. Armoured boats are hard to move about so it follows that they're hard to web down as well. That'd be a fine boon, yes?

It knows what you think.

Riot Girl
You'll Cowards Don't Even Smoke Crack
#16 - 2012-11-10 13:36:34 UTC  |  Edited by: Riot Girl
Shield tanking is very overpowered for a number of reasons.

It has a lot more skills associated with it which cover a wider range of improvements to the tanking style.
It can passive tank as if it were an an active tank while being immune to neuting and capacitor constraints.
Ancillary Shield Boosters.
Powerful Implants.

Taking a closer look at shield skills against armour skills. For shield tanking we have;

Shield Operation (Yes)
Shield Compensation (Yes)
Shield Management (Yes)
Shield Upgrades (Yes)
Tactical Shield Manipulation (Yes)
4x Resistance Shield Compensation skills (Yes)

Armour tanking;

Armor Resistance Phasing (No)
Hull Upgrades (Yes)
Mechanics (No)
Repair Systems (Yes)
4x Armor Resistance Compensation skills (Yes)

The compensation skills cancel eachother out (because they are the same for both schools of tanking), so that leaves you with 5 great skills for shields with 25 relevant skill boosts against only 10 relevant skill boosts for armour tanking. The modules themselves may compensate for a lot of the differences here, as well as the naturally superior armour resistances, but it's quite apparent that shield tanking is too powerful, especially when comparing passive tanked ships. The fact a Drake can permanently omni-tank 700DPS or more while being immune to neuts is a testament to that.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#17 - 2012-11-10 17:36:43 UTC
I can propose a buff to armor tanking that shouldn't affect capital vs capital engagements...

Surely most of you have played some sort of RTS game with armor, such as starcraft...

Take a Siege tank, it has HP of 150, and a base armor value of 1, that can be upgraded 3 times for a total armor value of 4.
When a marine fires at it with a 6 damage gauss rifle, the armor value is suptracted from the damage value.

With no armor, the siege tank would be dead in 150/6 = 25 shots from the marine, with its base armor, that becomes 150/(6-1) = 30 shots... and if the 3x +1 vehicle armor upgrades have been researched, and the enemy marine has no firepower upgrades, it takes 150/(6-3-1)= 75 shots from that marine to bring down the siege tank
Meanwhile, it has a negligible effect on an enemy siege tank, which does 30 damage per shot. No armor would take 5 shots, its base armor of 1 increases that to 6 as each shot does 29 damage, but even with the 3rd armor upgrade, the enemy siege tank is doing 26 damage per shot, and it still only takes 6 shots to bring down an enemy siege tank

What if we applied this to eve?
In addition to a % resist, armor just straight up does -X damage points from each incoming hit. We could set a base "armor value" for each ship, such that a cruiser/BC class ship taking hits from medium weapons sees minimal benefit from its armor, meanwhilea BS taking hits from small weapons has its armor shrugging off almost all the incoming damage.
Perhaps Armor plates (like 1600mm) can boost this value (i'd use these rather than hardeners, as they come in sizes)

When dreads and titans start firing at enemy super-Logis (err, I mean carriers), the damage harmlessly absorbed by the armor is insignificant

But... such a change would require a lot of additonal balancing... minnie arty would be OP'd compared to other small weapons when engaging larger targets, the minnie "Alpha advantage" would need to be scaled back. We could further differentiate the weapons within a size class by making the smaller caliber weapons actually put out more DPS by virtue of faster cycle times - ie you'd want 75mm rails against other frigates, but if you're punching against cruiser/BC armor then 150mm rails will be able to apply more damage.

In subcap engagements, this could be a huge advantage for armor ships, and the armor values would need to be tweaked to be not OPd, but not insignificant.

Cap ship armor would need to be relatively weak for their size, so that BS sized weapons don't lose too much DPS piercing it - and of course, if BS weapons aren't affected by it too much, then capital class weapons should be able to ignore it, and armor cap vs shield cap balance should remain the same
Paikis
Vapour Holdings
#18 - 2012-11-10 18:06:15 UTC
Verity Sovereign wrote:
I can propose a buff to armor tanking that shouldn't affect capital vs capital engagements...

snip


This would be a huge amount of work for basically no reason. Frigates are supposed to be able to kill unsupported Battleships. With this change it would actually become almost impossible for even a fleet of frigates to kill a lone battleship. It would also heavily penalise weapons with fast fire rates, while giving even larger advantages to alpha.

When you have to make large changes to the entire game just to fix your fix, that's a pretty good sign that it isn't a viable option.

Sphit Ker wrote:
I say make webs largely useless against armor tanks. Armoured boats are hard to move about so it follows that they're hard to web down as well. That'd be a fine boon, yes?


On first glance i thought this might be good. Tie web effectiveness to the mass of the ship. But then I thought about it some more. This would either require different sized webs to be added to the game, or it would become impossible to web things BS sized or larger. Also, a lot of shield tanked ships have large amounts of mass.

Riot Girl wrote:
It has a lot more skills associated with it which cover a wider range of improvements to the tanking style.


Wot. No seriously, what? Your argument is that its better because it takes more SP to train it up to full? Try applying this to ANYTHING else in EVE, see what happens. Medium Railguns need more SP to train to full than Heavy missiles, therefor HMLs are crap and Railguns are better?

Riot Girl wrote:
It can passive tank as if it were an an active tank while being immune to neuting and capacitor constraints.
Ancillary Shield Boosters.
Powerful Implants.


No. It can't.

Aside from the fact that a passive tank that can tank "as if it were an an (sic) active tank" takes a VERY large number of modules, most "passive" shield tanks use active hardeners and are therefor 100% NOT immune to neuting or capacitor constraints. A typical passive drake fit will almost cap itself out by simply running it's hardeners, and its almost NEVER a good idea to fly this fit in PvP anyway.

ASBs are widely regarded as being out of line and due for a nerf. And implants? Sort of like a set of implants that increase your armor hit points by something like 60%? Also, crystals don't work on capitals. Slaves do.

Riot Girl wrote:
Taking a closer look at shield skills against armour skills. For shield tanking we have;

snip

The compensation skills cancel eachother out (because they are the same for both schools of tanking), so that leaves you with 5 great skills for shields with 25 relevant skill boosts against only 10 relevant skill boosts for armour tanking. The modules themselves may compensate for a lot of the differences here, as well as the naturally superior armour resistances, but it's quite apparent that shield tanking is too powerful, especially when comparing passive tanked ships. The fact a Drake can permanently omni-tank 700DPS or more while being immune to neuts is a testament to that.


*facepalm*

See above for reasons why this entire quoted section is pants on head stupid.

Firstly, Tactical Shield Manipulation is only ever trained to IV to unlock T2 hardeners, because it is mathematically BAD for your tank. Let me repeat that, TSM will make your tank WEAKER. It's only slightly weaker and barely noticeable, but it makes it weaker. Having more SP required to max something out doesn't make it better, it simply makes it require more SP.

Link this drake fit please. So we can all have a nice laugh at a completely useless brick drake. With that level of tank, you wont be having any tackle, nor will you be fitting a lot of damage mods, and you'll be really easy to kill by simply neuting off your hardeners. The SPRs and CPRs will make this even easier because they'll cripple your cap for me.



Riot Girl
You'll Cowards Don't Even Smoke Crack
#19 - 2012-11-10 18:45:37 UTC  |  Edited by: Riot Girl
Paikis wrote:
Wot. No seriously, what? Your argument is that its better because it takes more SP to train it up to full?

No you just made that up. My statement was that it has a lot more buffs from skills associated with it.

Quote:
No. It can't.

Aside from the fact that a passive tank that can tank "as if it were an an (sic) active tank" takes a VERY large number of modules, most "passive" shield tanks use active hardeners

Yes it can. It can perma-tank without a booster or any need for modules which drain cap, besides the fact that even with active hardeners switched off, you can STILL get 650 DPS omni-tank with T2 modules.

Quote:

A typical passive drake fit will almost cap itself out by simply running it's [sic] hardeners, and its [sic] almost NEVER a good idea to fly this fit in PvP anyway.

Yeah, that sucks for shield tanking. Must be hard having so many options to make it so versatile in having different options for different situations. I'll concede that point. Shield tanking is inferior because it is too versatile.


Quote:
Firstly, Tactical Shield Manipulation is only ever trained to IV to unlock T2 hardeners, because it is mathematically BAD for your tank. Let me repeat that, TSM will make your tank WEAKER. It's only slightly weaker and barely noticeable, but it makes it weaker.

Cool, thanks for telling me something that doesn't matter. I'll be sure to remember this useless piece of information next time I want to tell someone something they won't care about.


Quote:
Link this drake fit please. So we can all have a nice laugh at a completely useless brick drake. With that level of tank, you wont be having any tackle, nor will you be fitting a lot of damage mods, and you'll be really easy to kill by simply neuting off your hardeners. The SPRs and CPRs will make this even easier because they'll cripple your cap for me.

Because this thread is about DPS and tackle, right? We're talking about a comparison between tanking schools and how effective they are and the fact is, a Drake is capable of tanking way more than a BC should be able to. Why? Not because of the Drake's hull, but because of the skills and modules available to shield tanking. You must be really bitter to want me to post a bad fit so you can laugh at how useless it is in blob warfare. Did I touch a sore nerve? You seem extremely irate.
Dorian Wylde
Imperial Academy
Amarr Empire
#20 - 2012-11-10 20:50:53 UTC
Alara IonStorm wrote:
Looking at the problem I want to see it fixed in 3 area's.

* Oversized Fitting
* Useless Modules
* Double stat hits

Look at the standards for buffer tanking. Armor 200mm Frigate, 400mm Destroyer, 1600mm Cruiser and above. 50mm/100mm/800mm Plates rarely used. Shield MSE+MAPC Frigate and LSE Cruiser and above, Small and Micro useless.

1600mm Eat a huge chunk of grid off Cruisers, even non Hurricane Battlecruisers have trouble with them. They need to weed out this system that hasn't been touched since various Fitting and HP buffs not to mention the introduction of Rigs.

.



You're having trouble fitting an oversized battleship class module on a cruiser. Something tells me CCP isn't going to be sympathetic. You can barely fit an XL shield booster on a cruiser too, that's the same situation here.

Every aspect of armor and shield tanking has a trade-off, most have been mentioned here.

Armor uses low slots, restricting damage mods. Shield uses mid, restricting ewar.
Armor has higher base resists, shield has passive recharge.
Armor rep hits at end of cycle, shield at beginning. (I got nothin on this one)
Armor has a passive omni module (EANM), shield has active (invuln)
Armor has an oversized passive module (1600 plate), shield has oversized active module (XL booster)
Armor plates reduce speed and agility, shield extenders increase sig radius (CCP has said they want to adress this, they know it's not balanced)

There's more examples, this is all I care to list for right now. Discussing balance is great, just make sure you're looking at the big picture. CCP doesn't nerf or buff single items in a vaccuum, so talking like they will is pointless.
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