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Shield tanking vs Armor tanking (fixs?)

Author
Sister Lumi
Doomheim
#101 - 2012-12-07 07:48:39 UTC
Paikis wrote:
Jack Miton wrote:
Ive never seen any good reasons why armour or shield tanking is broken, unbalanced, OP or one being better than the other.
They are different, get used for different things and on different ships.

i, and pretty much everyone i know, use both shield and armour ships, both regularly.
tanking in eve is absolutely fine, i wouldnt change a thing with any tanking mechanics.
yes, there are some ships with tanking issues, but the problems are to do with the ship hulls themselves, not the tanking mechanics.


This guy gets it.


Well he is right in saying that the mechanics are in fact fine, it just doesn't have to do anything with this thread.

Here people have presented facts and numbers about modules highlighting the imbalances of shield and armor tank modules, which result in the status quo of shield tank being the better choice in most situations and ships, unless you roll with Guardians.

It's not the mechanics, it's the modules- their stats and fitting costs that need balancing.


Paikis
Vapour Holdings
#102 - 2012-12-07 08:51:34 UTC
Sister Lumi wrote:
Well he is right in saying that the mechanics are in fact fine, it just doesn't have to do anything with this thread.

Here people have presented facts and numbers about modules highlighting the imbalances of shield and armor tank modules, which result in the status quo of shield tank being the better choice in most situations and ships, unless you roll with Guardians.

It's not the mechanics, it's the modules- their stats and fitting costs that need balancing.


Ancillary Shield Boosters are insanely over powered and absolutely should be nerfed. That being said...

If YOU have a problem using an armour tank in situations while YOU are flying, that sounds like an issue that YOU have. Shield tanking is absolutely NOT the best and only choice in most situations. It might be the best choice in situations that you commonly find yourself in, but that is not an argument for changing the game.

Arguing that the game should be changed so as to favour the part of it that YOU play is egotistic thought at its worst. There is more to this game than C/BC brawls with a handful of people per side.

Deadspace armour reppers could use boosting.
Rigging skills could use having their penalties reduced.
ASBs need to be put down like the rabid dogs that they are.

Other than that, I disagree strongly with any 'perceived' overwhelming advantage that shield tanking apparently has. I fly armour tanked ships almost every day, often either solo or duoing with a friend (who also flies armour tanked, coincidence?). The only matchup where I think that (non-ASB) shield tanking had a clear advantage included Hurricanes, and that was due to their ridiculously easy fitting and dual medium neuts more than to their tanking type.

I really hope CCP don't listen to the whiners in this thread, but recent Dev blogs seem to suggest that they will.
Sister Lumi
Doomheim
#103 - 2012-12-07 09:14:19 UTC
Did I even mention MYSELF or MY issues, or was that the only counterargument you could come up with?

YOU, on the other hand, only mention YOUR personal experience as proof of balance.

Weak argumentation, and that's being really kind to you.


Botagar
Royal Institute of Mining and Manufacturing
#104 - 2012-12-07 09:32:42 UTC
I'll throw my 2c in.

I partake in FW for the amarr side, and i generally prefer amarr ships. Given so, i armor tank more than i shield tank.
What i find annoying flying armor tank vs shield tank is how a shield tank can regen over time, whilst an armor tank needs to dock up and repair. If you are active tanking, GL to you.

I have a plethora of buffer ships, which means that if i take armor damage killing the rats in the plex, i need to warp out to the closes amarr system to repair, giving WT and/or pirates time to setup in the plex i just cleared. If i don't, i run the risk of engaging with sub-optimal conditions.

Also speed is an issue, but it has been covered to death in many posts.


What I wan't to propose is maybe a new plate module.

something like... 200/400/800/1600 mm siphoning regenerative armor plating.
An active module, gives less armor bonus than a standard plate of that thickness, but when activated, siphons energy away from the shields stopping its natural regen to repair a small % of amour per second. Uses no cap.

Or something like... nanobot infused plating, where the plates self repair automatically over time, but reduce the amount of shields the ship has (something like the nano stuff interfering with shield operations, call it whatever you will).

I haven't really thought this through, im just throwing the idea out there.
Bouh Revetoile
In Wreck we thrust
#105 - 2012-12-07 09:42:55 UTC  |  Edited by: Bouh Revetoile
Simple : EWAR, as an armor advantage is either nerfed to the ground or unusable if you don't have mobility ; not to mention that in fact you are *required* to use full tackle if you don't wan't to be laugh at by anything else because of your poor mobility.

Secondly, armor ehp advantage is only due to 1600mm plate. For anything lower, shield is plain better, be it for fitting or ehp, and I'm not even talking about mobility.

And finaly, active armor tanking is a joke now because of ASB and neutralizers everywhere.

Possible fixes : Better EWAR (the EWAR which don't rely on mobility of course) ; shield buffer nerf (or armor lower plates buff, but I'd prefer a nerf because ships already have enough ehp compared to active tanking ; see next point) ; active tanking buff (and not ASB style if possible....) ; rig penalty overhaul may be a good thing too.

More comprehensive fix can be inherent ability given to armor (EWAR is clearly not unless ECM work on unbonused hull), to compensate for the drawbacks.

When any ship with 4 mid slot or more is shield tanked, you can expect a problem.
PS : when even ships with 3 mid slots are shield tanked....
Paikis
Vapour Holdings
#106 - 2012-12-07 09:43:03 UTC
Sister Lumi wrote:
Did I even mention MYSELF or MY issues, or was that the only counterargument you could come up with?

YOU, on the other hand, only mention YOUR personal experience as proof of balance.

Weak argumentation, and that's being really kind to you.


Modules being different is not evidence of an imbalance. It is simply evidence of the modules not being the same thing. You are the one claiming that there is an imbalance, I don't see any proof.
Mund Richard
#107 - 2012-12-07 23:04:17 UTC  |  Edited by: Mund Richard
Botagar wrote:
something like... 200/400/800/1600 mm siphoning regenerative armor plating.
An active module, gives less armor bonus than a standard plate of that thickness, but when activated, siphons energy away from the shields stopping its natural regen to repair a small % of amour per second. Uses no cap.

Well, if you really want something like regen plates, how about...
No.
What I could see, is a module somewhat like the Shield Power Relay.
"Nanobot Hive"
Reduces the ship's overall cap regen (either recharge time or total cap), in return little armor repair spiders on your ship, that slowly rep it.
For a fix amount, since unlike shields, there is no natural regen to strengthen.
Max fitting of one, else the two hives cancel out each other (like cloak). Hmm... maybe this way it could be max armor hp % based, but that would be too easy to abuse I fear.
But hey!
What was the feedback on ASBs before going live? Riiight...

Bouh Revetoile wrote:
When any ship with 4 mid slot or more is shield tanked, you can expect a problem.
PS : when even ships with 3 mid slots are shield tanked....

Indeed, how many ships can one mention that have more mids and lows, yet are armor tanked?
Now remove all the EWAR ships from your list, and go with dps ones.
Still not an empty list?
How about comparing it to ships that are regularly flown *successfully* shield tanked even though having more low slots.
Which list is longer?

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

turmajin
The Scope
Gallente Federation
#108 - 2012-12-17 19:33:25 UTC
Really the only things that need fixing as far as armour tanks are concerned are the spped/agility nerfs from the rigs need to be changed to sig radius same as the shield rigs.Also armour reppers need to scale up the amount of repair per cycle properly ,so compatible with the amount of DPS being given ,by Cruisiers/BCs which they dont and shield tanks do SARs are fine atm,MARs are just crap,and LARs the fitting requirments are just crazy ,solve those problems and armour will be just as viable as shield tanking for small PVP ect.
Mund Richard
#109 - 2012-12-17 20:06:31 UTC  |  Edited by: Mund Richard
turmajin wrote:
Really the only things that need fixing as far as armour tanks are concerned are the spped/agility nerfs from the rigs need to be changed to sig radius same as the shield rigs.Also armour reppers need to scale up the amount of repair per cycle properly ,so compatible with the amount of DPS being given ,by Cruisiers/BCs which they dont and shield tanks do SARs are fine atm,MARs are just crap,and LARs the fitting requirments are just crazy ,solve those problems and armour will be just as viable as shield tanking for small PVP ect.

Whew, that wasn't the easiest to read.

Armor vs shield rig penalty is sticky...
Sure, armor suxx more, but the only "balanced" approach I can think of, that doesn't make it duplicate shields yet doesn't take away the drawbacks at all (which I wouldn't oppose THAT much) is to give armor tanking PG and shield tanking CPU penalties.
And that would not be good.
Or would it be.

Not scaling properly?
Not quite sure there, let's see:
T2 rep/sec and rep/cap
Armor, from Small to Large: 17,8/2 ; 35,6/2 ; 71/2 ; Each time double the rep, same 2.0 efficiency before rigs/OGB/(resists)
Shields, from Small to XL: 15/1,67 ; 30/1,67; 60/1,67 ; 120/1,67; Again, double jumps, same efficiency before modules.
What did you mean again?

What's not scaling properly (imho):
  • You cannot oversize armor repair modules, while with shields it's normal. Heck, you save lots of PG going shield on a ship designed for armor tanking, letting you fit it with better guns and more gunnery rigs.
  • Deadspace modules with armor scale semi-normally (one branch keeps the efficiency ratio, but has really good repair/sec), with shields the Gist is just plain overpowered on ("lack of") cap consumption. Need an armor deadspace OP version as well! Roll
  • Active omni resistance for shields is a lot more efficient while you have cap (while armor once you do not), specially as you go higher on the meta levels.
  • SBAs have an effect for one slot that armor rigs cannot reproduce.
  • There *is* an armor rig for remote repairing

  • Well, not being mirrored everywhere in't exactly a problem.

    "We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

    Fronkfurter McSheebleton
    Horse Feathers
    CAStabouts
    #110 - 2012-12-17 20:13:57 UTC  |  Edited by: Fronkfurter McSheebleton
    Most of the issue lies in just how weak active armor tanking bonuses are. The only subcap that really does it viably in pvp atm is the Incursus, which has the largest bonus to active armor of any non-capital. Even then, it still has to use dual reps and almost nothing for damage mods to get the same uber-solo-tank effect you can get from an ASB. This is compunded by the fact that the regular 7.5%/level armor bonus offers virtually no advantage over a 5%/level shield resist bonus. (case in point- Hyperion and abaddon, both with standard 6-slot dual LAR omnitank- The abaddon tanks 95% of the dps of the hype and still has more ehp)

    thhief ghabmoef

    Mund Richard
    #111 - 2012-12-17 20:17:19 UTC  |  Edited by: Mund Richard
    Are you talking about similar-sized armor repper vs shield boosters, or

  • how local rep amount ain't really better than a flat 5% resist bonus?
  • Oversized shield booster modules?
  • ASB (specially with SBA)?
  • Oversized ASB (deserves it's own header, won't do another for oversized+ASB+SBARoll)

  • The ASB is the only one where it's really the module's fault.

    "We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

    Bodega Cat
    Expedition Spartica
    #112 - 2012-12-17 23:57:55 UTC  |  Edited by: Bodega Cat
    Liang Nuren wrote:
    [quote=Spencer Owl]


    Quote:
    Shield can kite but doesn't really have the ability to brawl like armor.


    That's just wrong.

    -Liang


    I'd like you to explore this rejection more. The places where armor fleets are used to greatest effect these days (wormhole space) at least correlate that they trump shield fleets.

    Shield get crushed in engagements against armor fleets in typical wormhole situations.

    This could be due to a lack of sufficient EWAR slots to dictate fights and apply their higher alpha, or it could be due to imbalances of legion/proteus, or maybe the guardian and archon are too good...

    But at any rate, armor fleets in w-space trump shield and I'm curious why you think that is the case if it isn't due to the outbrawled-because-you-had-to-fight-at-0-to-25km factor?
    Cambarus
    The Baros Syndicate
    #113 - 2012-12-18 01:48:14 UTC
    Paikis wrote:

    Ancillary Shield Boosters are insanely over powered and absolutely should be nerfed. That being said...

    If YOU have a problem using an armour tank in situations while YOU are flying, that sounds like an issue that YOU have. Shield tanking is absolutely NOT the best and only choice in most situations. It might be the best choice in situations that you commonly find yourself in, but that is not an argument for changing the game.

    Gonna jump in to this topic way later than I would have liked to throw in my 2 cents:

    Passive/buffer tanking is largely fine as it is. You trade extra dps and mobility for (a little) extra ehp/resists and ewar. The problem lies mainly with active tanking; that is to say that active armor tanking sucks. I'll keep the numbers brief and as percentages because looking at some of these posts holy wall of numbers batman:
    Look at an XLSB and a LAR, the SB reps ~70% more and uses about twice the cap. The numbers get closer when you compare 2 LARs to an SB+SBA, but the SB still reps more while using nearly identical cap (though only 10% more).

    You could argue that they're different sized weapons but I'd call BS on that, because shield sizes don't work the same way armor sizes do, due to how CPU and PG scale with ship size. Because of this you could (for arguments sake here, not suggesting it's viable) fit an XLSB and an SBA to a caracal, and eat up about 2 thirds of its CPU (and a little over half its PG) while attempting the same thing with, say a thorax and 2 LARs results in using up more than 4 times the ships powergrid, and this is comparing 2 sets of mods where the shield is supposedly a size larger.

    This brings me to my next point: oversized SBs are a problem when it comes to balance. That I can fit an XLSB onto a sleip, but not a LAR onto an astarte is a very real problem when it comes to deciding what ships I want to fly. The reason you fly armor buffers is (usually) that it gives more tank and ewar. Compare that to active shields, where shields get more tank, more damage, and more mobility versus their armor counterparts, and all armor gets is more ewar.

    Which is another problem on its own: In small gangs (remember that small gang/solo work is where active tanks are actually useful) the advantages of shield tanks tend to be much more useful, most notably with speed. In solo/small gang pvp, speed is king, and armor (particularly their rigs) get hit way too hard because of it. That sig radius is a much smaller penalty than speed is a problem on its own, but in an area where speed is arguably the most important factor (small groups) it pretty much kills armor tanking on its own.

    As far as PVE goes, shields will pretty much always be better, simply because you need minimal tank in pretty much any form of pve (aside from like assaults/hqs in incursions and maybe nullsec plexs). This doesn't really seem like a problem to me though, because as long as there are differences one of the 2 will be better at applying damage, which will in turn make it better for PVE.
    Mund Richard
    #114 - 2012-12-18 02:08:48 UTC  |  Edited by: Mund Richard
    Cambarus wrote:
    As far as PVE goes, shields will pretty much always be better, simply because you need minimal tank in pretty much any form of pve. This doesn't really seem like a problem to me though, because as long as there are differences one of the 2 will be better at applying damage, which will in turn make it better for PVE.

    One of the 2 better at applying damage being shields, while also being the tankier (apart from laser rats using T1 resist profile).
    Nop, doesn't seem like a problem at all. Roll

    Poked at this part because I didn't want to/couldn't point out problems with the rest, but simply saying "Right!" wouldn't have been like me. Roll

    "We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

    Paikis
    Vapour Holdings
    #115 - 2012-12-18 05:01:17 UTC
    Cambarus wrote:
    Gonna jump in to this topic way later than I would have liked to throw in my 2 cents:

    Passive/buffer tanking is largely fine as it is. You trade extra dps and mobility for (a little) extra ehp/resists and ewar. The problem lies mainly with active tanking; that is to say that active armor tanking sucks. I'll keep the numbers brief and as percentages because looking at some of these posts holy wall of numbers batman:
    Look at an XLSB and a LAR, the SB reps ~70% more and uses about twice the cap. The numbers get closer when you compare 2 LARs to an SB+SBA, but the SB still reps more while using nearly identical cap (though only 10% more).

    You could argue that they're different sized weapons but I'd call BS on that, because shield sizes don't work the same way armor sizes do, due to how CPU and PG scale with ship size. Because of this you could (for arguments sake here, not suggesting it's viable) fit an XLSB and an SBA to a caracal, and eat up about 2 thirds of its CPU (and a little over half its PG) while attempting the same thing with, say a thorax and 2 LARs results in using up more than 4 times the ships powergrid, and this is comparing 2 sets of mods where the shield is supposedly a size larger.

    This brings me to my next point: oversized SBs are a problem when it comes to balance. That I can fit an XLSB onto a sleip, but not a LAR onto an astarte is a very real problem when it comes to deciding what ships I want to fly. The reason you fly armor buffers is (usually) that it gives more tank and ewar. Compare that to active shields, where shields get more tank, more damage, and more mobility versus their armor counterparts, and all armor gets is more ewar.

    Which is another problem on its own: In small gangs (remember that small gang/solo work is where active tanks are actually useful) the advantages of shield tanks tend to be much more useful, most notably with speed. In solo/small gang pvp, speed is king, and armor (particularly their rigs) get hit way too hard because of it. That sig radius is a much smaller penalty than speed is a problem on its own, but in an area where speed is arguably the most important factor (small groups) it pretty much kills armor tanking on its own.

    As far as PVE goes, shields will pretty much always be better, simply because you need minimal tank in pretty much any form of pve (aside from like assaults/hqs in incursions and maybe nullsec plexs). This doesn't really seem like a problem to me though, because as long as there are differences one of the 2 will be better at applying damage, which will in turn make it better for PVE.


    You *are* comparing different sized modules. XLSB is an over sized module and does not compare with the LAR. You can call it BS all you like, but fortunately the truth does not require you to agree with it.

    The rest of your post has been dealt with several times already, probably in this thread. heck, the whole post has been dealt with.

    /sigh
    Mund Richard
    #116 - 2012-12-18 11:37:20 UTC  |  Edited by: Mund Richard
    Paikis wrote:
    You *are* comparing different sized modules. XLSB is an over sized module and does not compare with the LAR. You can call it BS all you like, but fortunately the truth does not require you to agree with it.

    The rest of your post has been dealt with several times already, probably in this thread. heck, the whole post has been dealt with.
    But is he wrong doing so?
    If Shield tanking was impossible with oversized shield boosters as is it the case with armor tanking, your point would be 100% valid.

    But as is it now, one can compare the L(A)SB+SBA to a double/tripple MAR, and the XL(A)SB+SBA to the double LAR setups, as that is how it works in PvP.
    Oversized for a battleship would be mounting a capital repper.
    Just like how Tachions aren't oversized on an Abaddon, it just can't fit them while not having any other mod take up grid.
    And I didn't even get started on double oversized ASB-s. Roll

    Sometimes I really wish CCP would remove XL shield boosters, and balance the fitting and other attributes of the rest of the shield boosters with that in mind.

    "We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

    Paikis
    Vapour Holdings
    #117 - 2012-12-18 13:05:38 UTC
    Mund Richard wrote:
    Paikis wrote:
    You *are* comparing different sized modules. XLSB is an over sized module and does not compare with the LAR. You can call it BS all you like, but fortunately the truth does not require you to agree with it.

    The rest of your post has been dealt with several times already, probably in this thread. heck, the whole post has been dealt with.
    But is he wrong doing so?
    If Shield tanking was impossible with oversized shield boosters as is it the case with armor tanking, your point would be 100% valid.

    But as is it now, one can compare the L(A)SB+SBA to a double/tripple MAR, and the XL(A)SB+SBA to the double LAR setups, as that is how it works in PvP.
    Oversized for a battleship would be mounting a capital repper.
    Just like how Tachions aren't oversized on an Abaddon, it just can't fit them while not having any other mod take up grid.
    And I didn't even get started on double oversized ASB-s. Roll

    Sometimes I really wish CCP would remove XL shield boosters, and balance the fitting and other attributes of the rest of the shield boosters with that in mind.


    ASBs are overpowered, and I really wish people would quit trying to use them in arguments. EVERYONE knows that they are overpowered.

    I would support removal of XL-SBs, as long as you're willing to support removal of 1600mm plates. Fair is fair after all.
    Jerick Ludhowe
    Internet Tuff Guys
    #118 - 2012-12-18 13:10:22 UTC
    Paikis wrote:


    I would support removal of XL-SBs, as long as you're willing to support removal of 1600mm plates. Fair is fair after all.


    are you trying to say that 1600mm are overpowered?
    Paikis
    Vapour Holdings
    #119 - 2012-12-18 13:14:23 UTC
    Jerick Ludhowe wrote:
    Paikis wrote:


    I would support removal of XL-SBs, as long as you're willing to support removal of 1600mm plates. Fair is fair after all.


    are you trying to say that 1600mm are overpowered?


    No, I'm saying that the 1600mm plate is the over sized equivalent to the XL-SB.
    Jerick Ludhowe
    Internet Tuff Guys
    #120 - 2012-12-18 13:20:42 UTC  |  Edited by: Jerick Ludhowe
    Paikis wrote:
    Jerick Ludhowe wrote:
    Paikis wrote:


    I would support removal of XL-SBs, as long as you're willing to support removal of 1600mm plates. Fair is fair after all.


    are you trying to say that 1600mm are overpowered?


    No, I'm saying that the 1600mm plate is the over sized equivalent to the XL-SB.


    How is a passive module that increases ehp the equivalent to an active module that eats cap to boost?