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Shield tanking vs Armor tanking (fixs?)

Author
Mund Richard
#141 - 2012-12-26 22:04:03 UTC
Ivory Vintare Embermist wrote:
Altough I’m a really new player, there are few sugestions I’ll put here.

I’m NOT saying that all of them should be implemented.
Good thing you are not saying all should be implemented. Roll
1) The cap usage and so on doesn't need to be looked at aside from deadspace modules. (There it does)
What should be looked at, is the PG requirement of armor and shield boosters, which allows the oversized modules for one and not for the other the most, and not even exactly sure about that (though more for than against it).
The rest is just plain too much.

2) Armor plate PG is mostly ok, you can put a 1600 plate on a cruiser (and have "almost no" PG for guns spare, but that's besides the point).
A 800 compares better for the LSE that you can put on cruisers, and is much more feasable.

3) Armor penalties are meh. Comes up every second page here at least.
Besides making rigging skill reduce tanking-related drawbacks from 10% to 20% per level, don't really see a quick and dirty solution, and even that would create an uproar.

4) That's mostly a cosmetic difference.
Although if they can give us endless rookie ships for free, I see not why they couldn't repair our armor in stations where repair is possible. 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.

Noisrevbus
#142 - 2012-12-26 22:39:45 UTC  |  Edited by: Noisrevbus
Ivory Vintare Embermist wrote:

3 – Armor and Armor Plates have a double penalt, affecting max speed and agility. Armor Plates could have their weight decreased and armor rigs could penalise only Max speed or agility, not both, or have a reduction on the penalt from 10% to 7~5%.

Armor rigs only affect speed. Armor plates affect mass, which apply in two equations.
Signature penalties also apply twice, both when it comes to sensors and weapons.

Quote:
4 – I never understood why Shield is fully repaired on docking but not armor, I can understand that structure wouldn’t get suck benefit as long as there isn’t any realiabre Hull Tanking mechanic. Armor should get fully repaired upon docking like shield is.

While we can always debate wether armor should be auto-generated in stations (i don't really care either way): keep in mind that you can usually repair it in station for a symbolic figure. If you are a major cheapskate or if there is no repair shop, another useful habit is having an SAR in your holds to just refit and undock. Obviously, it's a bit of a chore but nothing that should cause these ridiculous concerns or outcries, where regeneration is just thrown as fuel on the fire while being extremely peripheral. There's definately more pressing matters to attend to in the game.

What i'm trying to get at is that for something to be an interesting topic of discussion there need to be an actual and impactful issue to adress. That something is inconvenient is hardly a topic worth superlatives. What is it you simply can't do, that hold direct value, with armor, that would be an overall positive change for the game?

Shield and armor are different in so many inconceivable ways, so unless we can define some major issues that pressingly need to be adressed, just celebrate the differences and train for the things you want to do.

I'm not touching the first two bullets, since those discussions are really a dead horse at this point (AST-to-ASB, PvE to PvP, oversizing active-to-passive, fitting requirements and shield-to-Minmatar, large- and small ship/scale profileration shield-to-armor etc). The grass is never greener. If there is one conclusion we can draw from that whole cesspool, it is that players expecting systems to adapt to their style, rather than adapting their styles to the systems they choose - should have spent more time reading up on the choices before making them, in good old EVE-tradition.

This thread has still left the most important question unanswered:

What exactly is it that "needs fixing" when looking at shield and armor from the general perspective taken by the OP?

In what way is "armor worse than shield" in general, rather than in certain specifics a specific player may value.
Bouh Revetoile
In Wreck we thrust
#143 - 2012-12-27 12:56:18 UTC
Noisrevbus wrote:
What exactly is it that "needs fixing" when looking at shield and armor from the general perspective taken by the OP?

In what way is "armor worse than shield" in general, rather than in certain specifics a specific player may value.

IMO, there is some imbalances between the two.

When choosing armor vs shield for small scale engagement, you trade speed, agility, dps and range ; to the benefit of free mid slots and armor resilience.

The second benefit is wrong : you can achieve the same tank with shield than with armor (buffer) if you use the same number of slots.

The first one is biased : most of the time, you will *need* these mid slot for full tackle if you don't want to be floating iron, and you wont be able to use most EWAR either because it's ineffective (ECM on non bonused hull) or you need speed to really use them (TD/damp). But still, in more larger scale, they are an advantage, and cap boosters are a nice thing.

On the general picture, free utility mid slot are very useful, but drawback of armor tank make it very difficult to use in certain conditions (small scale engagement) because of the drawback which are too deterrent for it ; on the other side, shield tank don't lose its advantages when scale increase.

That is the imbalance I see between shield and armor.

Now, I tend to believe that functioning active tanking could aleviate most of this problem ; though active tanking is such a pain and come with so many drawbacks it's more an alternative than a solution.
Noisrevbus
#144 - 2012-12-27 15:43:26 UTC  |  Edited by: Noisrevbus
Bouh Revetoile wrote:
Noisrevbus wrote:
What exactly is it that "needs fixing" when looking at shield and armor from the general perspective taken by the OP?

In what way is "armor worse than shield" in general, rather than in certain specifics a specific player may value.

IMO, there is some imbalances between the two.

When choosing armor vs shield for small scale engagement, you trade speed, agility, dps and range ; to the benefit of free mid slots and armor resilience.

The second benefit is wrong : you can achieve the same tank with shield than with armor (buffer) if you use the same number of slots.

The first one is biased : most of the time, you will *need* these mid slot for full tackle if you don't want to be floating iron, and you wont be able to use most EWAR either because it's ineffective (ECM on non bonused hull) or you need speed to really use them (TD/damp). But still, in more larger scale, they are an advantage, and cap boosters are a nice thing.

On the general picture, free utility mid slot are very useful, but drawback of armor tank make it very difficult to use in certain conditions (small scale engagement) because of the drawback which are too deterrent for it ; on the other side, shield tank don't lose its advantages when scale increase.

That is the imbalance I see between shield and armor.

Now, I tend to believe that functioning active tanking could aleviate most of this problem ; though active tanking is such a pain and come with so many drawbacks it's more an alternative than a solution.


Okay, i'll try to respond to that.

The first issue you bring up is exactly what i mentioned in the post above. You are applying general terms to a specific issue. There may be select cases where a certain shield ship can match the tank of an armor ship, but those are exceptions. It's usually a bonused ship matching an unbonused ship (where the bonus fill the gap) or a ship where you can debate it's balance compared to another ship where you can debate it's balance. It doesn't apply in general though, since most shield ships have worse buffers than most armor ships due to module availability and resist-profiles.

Just as the XLSB being a "larger" module than a LAR, as was discussed earlier in this very thread, so is the 1600mm a "larger" module than an LSE; and even though the 1600mm is intended as a "Battleship module" it is being used from BS all the way down to Cruisers. There's nothing wrong with that, but it does apply in general - and where it doesn't apply you are speaking about a very specific situation. Those situations can be okay to discuss balance around, but you can't generalize them and say "armor" and "shield" in general, when you refer to specifics.

No matter from what angle we adress these issues it seems evident that you value speed, at closer ranges, where you apply primary tackle at smaller scale and fire turrets. When you take all those factors in, you have Minmatar. If that is what you like, you should be flying Minmatar. That the other races don't do those vert specifics that you value just as well, does not make the other races bad in general - or doesn't make other forms of tanking bad in general. The same applies to active shield tanks on smaller ships. Minmatar have the tank bonus. You have ASB, Sleipnirs etc., which can be discussed. Just not generalized.


I'm not sure if i even manage to follow the second issue you bring up. Instead of breking it down into "tackle", "EW" and "other utility" (which is mainly a result of this discussion transpiring to the point that we talk about "EW" because of some common reservation that free midslots would be less useful on a larger scale); so we skip over the real reason why midslot utility is often better than lowslot utility: it's active modules.

At smaller scale those mislots are incredibly useful to gain full tackle, since many shield-ships can't gain full tackle and maintain a sufficient tank. Your typical "Vagabond" or "Hurricane" never had webs or scrams, and only specialised small-gang variations of your typical "Drakes" had them. The tackle is also the speed-equalizer, similarly so for an armor-ship as it was for the Drake; some Drakes have/had webs because they had sufficient tank through their bonuses, but lacked sufficient speed and damage application - so they valued that Web. Conversely the Vagabonds had the speed-relatives so it never needed the Web. It's the same logic i apply to various cruiser-sized armor concepts i've flown.

At larger scale you generally have more support-ships that fill more focused roles revolving around tackle and then your midslot utility fall into a second-layer appeal, where they enable you to help your support gain superiority over hostile support (that's where the EW-generalisation come in). The only time this sort of logic does not apply is when you stop attributing a value to rounding off your ship - where you instead build your ship simplisticly to just do select things and completely rely on others to perform other actions for you. When you expect your own support to manage themselves, or support themselves because there is so much support that they can create redundancy and synergy on their own.

When the effect-control hit the roof like that, similarily to when damage hit the roof, it becomes less valuable. On the other hand, at that point we've reached such scales that other midslots begin to appeal, such as midslot tracking-modifiers, since application has become more valuable than damage as well (and midslots as such become just as important as lowslots to deal damage). The midslots never really ever fall out of style wether it's small-gang personal utility and secondary tackle, medium-gang synergy/redundancy or large gang sensor-accuracy damage-application.

I don't know if i adressed the second issue you raised now. If i misunderstood it - feel free to explain it again.
Bouh Revetoile
In Wreck we thrust
#145 - 2012-12-28 13:11:48 UTC
First, you are wrong on the armor vs shield buffer : both are equivalent, with armor having a slight advantage with resistance profile (though shield have passive regen). For test, I took a caracal vs an omen : 2LSEII + invul + DC + EM/2CDFE rigs vs 1600RT+DC+EANM+ANP+explo/2trimarks rigs
Omen and Caracal have equivalent shield vs armor (1700 base hp, only advantage of the omen is hull for 1000hp).
These fits translate to 35kehp for the Caracal vs 36kehp for the Omen.

Why rolled tungsten and not T2 ? and why ANP instead of a second EANM ? Because that doesn't fit. Infact, Omen doesn't fit this tank without fitting mods.
Using T2 plate and 2 EANM, you reach 41kehp which is indead the advantage you are looking for. Though, as number of slot you can use for tank increase, shield take the advantage because of invulnerability field being better than. Armor take back the advantage when fitting increase to BS level grace to 1600mm plate becoming proportionaly easier to fit.

That is general : at frigate level, shield have MSE. At cruiser level, you need fitting mod for 1600mm plate and at BC level armor and shield modules compensate themselves (invuln beter than EANM ; 2LSE better than a 1600mm plate).

So, in fact, armor and shield buffer don't scale the same way : armor ehp advantage is lesser or null on frig/cruiser/BC and higher on BS, and hence why I consider them equal rather than armor being better than shield. Because armor is better than shield only on heavy plated BS.

My first point was that you trade mobility (both agility and speed) + dps + range for a midslot advantage and that the buffer advantage is often a myth ; so I guess I'll have to explain the range problem.

The reasons for this range disparity are many : TE are better at giving range than TC ; higher base dps mean higher projected dps in falloff ; and more grid in shield setup allow for higher tier weapons with higher base range.


And then, the second point : in small scale engagement, where you don't have enough support to tackle for you, you need the full tackle. It's not an option you have ; or to be more precise, the choice sum up as full tackle or either your target kill you with mobility advantage (range or tracking, but most of the time range is enough) or flee. Trading mobility mean a lot in small scale engagement, a lot more than in larger scale : your ennemy will decide how the fight goes ; he will decide and dictate about tracking, range and wether he will engage or flee. To prevent all these, you are required to full tackle.

Hence why I think the utility mid slot in small scale engagement is a biased argument : you cannot do whatever you want with these mid slots.

Finaly, to sum up my mind : armor buffer advantage over shield is mostly a legend, and is only true for BS ; considering that you trade mobility, dps and range, you need full tackle for small scale warfare, that's rarely an option.

Globalizing about buffer balance : all this mean that shield is better than armor at small scale (shield have definite advantages whereas armor is forced to use its advantages in a specific way to counter its drawbacks) whereas armor and shield are, IMO, pretty balanced at large scale (armor buffer + utility advantage compensate for mobility+dps+range advantage of shield).

Hence, whereas shield can stand on all scale, armor is lacking at small scale.

If I'm not wrong, that could explain a lot of the "problem" people rise : almost all amarr and gallente moaning.

Now, to be honest, I don't have any solution at the moment, and I think removing armor speed penalty is a poor solution. Things are mostly balanced ; the problem come from the "mostly".
Noisrevbus
#146 - 2012-12-28 16:22:34 UTC  |  Edited by: Noisrevbus
Bouh Revetoile wrote:
First, you are wrong on the armor vs shield buffer : both are equivalent, with armor having a slight advantage with resistance profile (though shield have passive regen). For test, I took a caracal vs an omen : 2LSEII + invul + DC + EM/2CDFE rigs vs 1600RT+DC+EANM+ANP+explo/2trimarks rigs
Omen and Caracal have equivalent shield vs armor (1700 base hp, only advantage of the omen is hull for 1000hp).
These fits translate to 35kehp for the Caracal vs 36kehp for the Omen.

Or you could, you know ...

Setup a Vexor with 45k ehp, dual prop on top of that, still maintain full tackle, even a medium neut ontop of a 1600mm II and still retain both equivalent projected damage and brawl-damage.

Quote:

And then, the second point : in small scale engagement, where you don't have enough support to tackle for you, you need the full tackle. It's not an option you have ; or to be more precise, the choice sum up as full tackle or either your target kill you with mobility advantage (range or tracking, but most of the time range is enough) or flee. Trading mobility mean a lot in small scale engagement, a lot more than in larger scale : your ennemy will decide how the fight goes ; he will decide and dictate about tracking, range and wether he will engage or flee.

Once again, i think your problem is mindset. I've seen these comments so many times before. It's always the same chatter appearing regarding nano-kiting in general. If you make an argument based on a kiter wiffling around at his point-range, in extended falloff, plicking away at you and him being able to disengage from that position - you need to factor in your own ability to do so too. It's not his exclusive right to disengage, or not engage at all. Logic implies that it's on whoever's in a favourable position to play offensively.

If it's defined as a problem that he can "flee" or doesn't "commit" you need to consider the fact that so can you and not just let yourself be kited around. The only thing he's stopping you from doing is warping. You can simply go back to a gate, he's not stopping you and he's not committing to kill you before you can if he stays in falloff. You can push him off with superior projected damage (that's how slower shielders deal with faster shielders as well). You can seek to reel him in by tactical manoeuvers or you can use any direct tactical counter to his kiting (which is what most solo-esque play amount to anyway). A ship that catches kiters, brawl better and also have an allround performance to deal with other ships at an ease of access simply wouldn't be balanced. It's why the Loki costs 500m.

I could use said Vexor to employ any of those reactions, yet not with bonused webs. I can jump out and warp off. I can jump out and try to get him as he comes in. I can crawl the gate and plick back at him with my superior tank. I can have a set of web-drones, surprise him with those and just replace them if my tackle lands. None of them are fool-proof in another Cruiser of course. He could see your drones, soil his drawers and warp off. If you want to prevent that, maybe you should pick a ship that specializes in secondary tackle.

In fact, you have such a tanking advantage on him that you could probably commit once (agress eg., your drones) to attempt catching him and still disengage (or force him to disengage) in time if it fails. Then whatever you have done is not in any way different than what he's achieved.

It's just odd discussing "shield balance" based on "solo kiting" from a scenario of another player not commiting to kill you efficiently where you absolutely demand that you should be able to reliably catch and kill them. Don't let yourself be kited.

I'm sorry if i don't subscribe to the idea of "small scale PvP" as hanging out in a single system, deciding beforehand to meet another player in a belt and banning half the game's useful ships and modules.

Small scale PvP, for me, extend well up into numbers of 10-15 and involve ships like Curses, Lokis and Arazus that can quickly force a half-committed gang to either commit or bleed.

Incidentally, that's much of the reason why nano-kiting has lost popularity even in the small-scale (or ~squadron) bracket, down to it's lower echelons and solo-pair play.

Quote:
Globalizing about buffer balance : all this mean that shield is better than armor at small scale (shield have definite advantages whereas armor is forced to use its advantages in a specific way to counter its drawbacks) whereas armor and shield are, IMO, pretty balanced at large scale.

I belive there are alot of shield-capital pilots out there who would like to have a word with you...

... of course, i consider them just as ridiculous as the armor-mongerers in this thread.

Quote:
Hence, whereas shield can stand on all scale, armor is lacking at small scale.

The truth is much closer to: everything can stand at all scales, yet shield is more popular among smaller groups running disengagement and armor is more popular among larger groups running commitment. Note: popularity, not performance.
Noisrevbus
#147 - 2012-12-28 17:19:56 UTC  |  Edited by: Noisrevbus
At the end of the day, the game is not balanced within class anymore than it's balanced within scale. I think that is one of our main differences in our outlook on things: I don't look upon my Cruisers from a perspective of fighting other Cruisers, small-scale vs. small-scale. I look upon how they handle handle situations that are much more "unfair", and situations that may rarely appear where other people fly. I may value DP or midslot tackle much more than some players because i frequently meet higher scales (note: meet, not fly) that would just volley me if i MWD-kited or where there's so much ships out to get me that i can't rely on kiting a tackler around at 500% bloom; while i can push them off secondary-tackle range with my own and mitigate the projected damage meanwhile - and then build range as that succeed.

What i'm getting at is that it's not simply a "scale thing" (in it's straight comparison sense) either, where "something would just be useful at a larger scale" because - while it's rare - there are still situations in this game where there's interaction between scale (wether that is represented by numerics or sizes).

It's difficult understanding the value of having redundancy (both MWD and AB, 1-tackle, 2-tackle or EW) unless you put yourself in situations where you'd need them. That allround Vexor could handle a couple of Frigates and a couple of Battleships well enough to score a kill and get out. The Caracal wouldn't. Could the Caracal kite the Vexor around at 70km for all eternity if it was just those two ships? Would that kill the Vexor if he was daft enough to not warp off or jump out? Yes, probably. Is that a pressing concern for EVE-online? Not really. It's only really a concern in artificial scenarios where you have made up additional guidelines based on percieved fairness.

Also, i realize that my perspective is aging and rare... but it comes with a rather broad scope (engaging up also comes with engaging down, and taking levelled fights; it's not like you pass up ganks where they present themselves - but my perspective involve both up, down and sideways, while many other players' don't); at the same time, most problems today involve player perspectives polarising. You may agree with some of what i say, and others may agree with something else - while the two of you may have grown so far apart that you have little- to no common ground.

That too is an interesting perspective on things Smile.
TomyLobo
U2EZ
#148 - 2012-12-28 22:11:36 UTC
Roime wrote:
Paikis wrote:

The reason it is a loooot easier to stuff a large shield extender on something than it is for a 1600mm plate is that the LSE is the equivalent of the 800mm plate. It's quite easy to put an 800mm plate onto cruisers and above as well.


LSE is easier to fit and gives more HP than 800mm.

LSE I 1875hp 150mw 40tf = 9.868 hp/fitting, no drawbacks

800mm I 1500hp 200mw 25tf = 6.667 hp/fitting, 1.875mil kg mass addition

1600mm I 3000hp 500mw 30tf = 5.660 hp/fitting, 3.750mil kg mass addition


Quote:
Let's be honest though, the passive regen is not that fantastic unless you emphasize it by fitting modules specifically to increase it.


The main advantage obviously is that your tank automagically repairs itself, unlike armor that requires docking or getting someone to rep you up. If you emphasize PST, it's equal to a specifically emphasized active armor tank (passive Drake vs dual rep Myrm).

It will help not to compare shield and armor modules directly. Have you forgotten that shield ships don't have as much PG as their armor counterparts?
Sean Parisi
Blackrise Vanguard
#149 - 2012-12-30 10:54:38 UTC
Perihelion Olenard wrote:
It disturbs me that some people are getting exited about putting shield buffers on the new thorax and vexor. This is in spite of the fact that their base shields are much less than the base armor, have less mids than caldari/minmatar to do it, and will absorb less damage than them. It is also disturbing that people would rather shield tank a brutix, myrmidon, and hyperion than use their repair bonus and armor tank them.


I think this is more so due to the need to stack as much damage as possible on blaster ships. While neglecting E-War and having a decent tank.
Mund Richard
#150 - 2012-12-30 11:54:13 UTC  |  Edited by: Mund Richard
Sean Parisi wrote:
Perihelion Olenard wrote:
It disturbs me that some people are getting exited about putting shield buffers on the new thorax and vexor. This is in spite of the fact that their base shields are much less than the base armor, have less mids than caldari/minmatar to do it, and will absorb less damage than them. It is also disturbing that people would rather shield tank a brutix, myrmidon, and hyperion than use their repair bonus and armor tank them.
I think this is more so due to the need to stack as much damage as possible on blaster ships.
As opposed to an AC Rupture that also has more lows and armor? RollHeck, on BC levels even the amarr do it with the Harbringer, getting a lot better optimal than the cane it "copies".

The "problem" could be, that stacking damage... simply works.
Bring a few guys, have one tackle and maybe web on the primary (and perhaps secondary), and what more do you need? Roll

There isn't that much incentive to go for an armor tank (Archon and the like witheld), unless you really really want to use EWAR, while apparently there is with shields.

"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.

Bouh Revetoile
In Wreck we thrust
#151 - 2012-12-30 14:54:21 UTC
Noisrevbus wrote:
...
Or you could, you know ...

Setup a Vexor with 45k ehp, dual prop on top of that, still maintain full tackle, even a medium neut ontop of a 1600mm II and still retain both equivalent projected damage and brawl-damage.
...
Once again, i think your problem is mindset. I've seen these comments so many times before. It's always the same chatter appearing regarding nano-kiting in general. If you make an argument based on a kiter wiffling around at his point-range, in extended falloff, plicking away at you and him being able to disengage from that position - you need to factor in your own ability to do so too. It's not his exclusive right to disengage, or not engage at all. Logic implies that it's on whoever's in a favourable position to play offensively.

If it's defined as a problem that he can "flee" or doesn't "commit" you need to consider the fact that so can you and not just let yourself be kited around. The only thing he's stopping you from doing is warping. You can simply go back to a gate, he's not stopping you and he's not committing to kill you before you can if he stays in falloff. You can push him off with superior projected damage (that's how slower shielders deal with faster shielders as well). You can seek to reel him in by tactical manoeuvers or you can use any direct tactical counter to his kiting (which is what most solo-esque play amount to anyway). A ship that catches kiters, brawl better and also have an allround performance to deal with other ships at an ease of access simply wouldn't be balanced. It's why the Loki costs 500m.

I could use said Vexor to employ any of those reactions, yet not with bonused webs. I can jump out and warp off. I can jump out and try to get him as he comes in. I can crawl the gate and plick back at him with my superior tank. I can have a set of web-drones, surprise him with those and just replace them if my tackle lands. None of them are fool-proof in another Cruiser of course. He could see your drones, soil his drawers and warp off. If you want to prevent that, maybe you should pick a ship that specializes in secondary tackle.

In fact, you have such a tanking advantage on him that you could probably commit once (agress eg., your drones) to attempt catching him and still disengage (or force him to disengage) in time if it fails. Then whatever you have done is not in any way different than what he's achieved.

It's just odd discussing "shield balance" based on "solo kiting" from a scenario of another player not commiting to kill you efficiently where you absolutely demand that you should be able to reliably catch and kill them. Don't let yourself be kited.

I'm sorry if i don't subscribe to the idea of "small scale PvP" as hanging out in a single system, deciding beforehand to meet another player in a belt and banning half the game's useful ships and modules.

Small scale PvP, for me, extend well up into numbers of 10-15 and involve ships like Curses, Lokis and Arazus that can quickly force a half-committed gang to either commit or bleed.

Incidentally, that's much of the reason why nano-kiting has lost popularity even in the small-scale (or ~squadron) bracket, down to it's lower echelons and solo-pair play.
...
I belive there are alot of shield-capital pilots out there who would like to have a word with you...

... of course, i consider them just as ridiculous as the armor-mongerers in this thread.

Quote:
Hence, whereas shield can stand on all scale, armor is lacking at small scale.

The truth is much closer to: everything can stand at all scales, yet shield is more popular among smaller groups running disengagement and armor is more popular among larger groups running commitment. Note: popularity, not performance.

I'm not talking about kiting or whatever but about balance between armor and shield.
As you will obviously acknowledge, the only way for armor to be actually better than shield is to overtank it, to dedicate your fit to tank. You can do the same with shield BTW with oversized shield boosters.

Bt if you consider moderate tank, then shield is often better unless you really want these midslots (and even then, a midslot heavy ship will often be able to tank and have some utility).

If shield can't be overbuffered the same way armor can be, shield can be over active tanked better than armor. But for lower tanking scale, shield buffer is often better than armor buffer in term of ehp.

Hence, the myth about armor buffer superiority vs shield.

And when you have such a low mobility, full tackle become almost required, though you can have full tackle and good shield buffer on mid slot heavy ships. Then, if you only have 3 mid slot on your armor ship, "utility" is more about full tackle only.
Jerick Ludhowe
Internet Tuff Guys
#152 - 2012-12-30 15:08:09 UTC
I think that a reduction of the grid requirements on medium reppers as well as the 7.5% boost per level bonus changed to 10% per level on all hulls with active armor bonus would be a good start. I also strongly feel that medium cap booster "capacity" should be increased to allow for 2x navy 800 boosters to bit fit into a t2 med cap booster. Currently 1 med cap booster with 800 charges is not even enough to run a dual rep tank.
Mizhir
Devara Biotech
#153 - 2012-12-30 16:15:55 UTC
Jerick Ludhowe wrote:
I think that a reduction of the grid requirements on medium reppers as well as the 7.5% boost per level bonus changed to 10% per level on all hulls with active armor bonus would be a good start. I also strongly feel that medium cap booster "capacity" should be increased to allow for 2x navy 800 boosters to bit fit into a t2 med cap booster. Currently 1 med cap booster with 800 charges is not even enough to run a dual rep tank.


Increasing the bonus to 10% will only benefit ships with the bonus, but wouldn't change anything for unbonused active tanking which is quite lacking.

❤️️💛💚💙💜

Noisrevbus
#154 - 2012-12-30 16:32:03 UTC  |  Edited by: Noisrevbus
Bouh Revetoile wrote:

If shield can't be overbuffered the same way armor can be, shield can be over active tanked better than armor. But for lower tanking scale, shield buffer is often better than armor buffer in term of ehp.

Hence, the myth about armor buffer superiority vs shield.

1.
But it isn't, that's your problem. The Vexor had both 25% more conventional tank, and an AB, compared to a dual-LSE/invul Caracal. To DP your Caracal you either give up hitpoints, resists or point. That is worth keeping in mind, as those are pretty essential slots. If there's any "myth" then it is that armor would be cripplingly slow or that mid/bay utility slots are not useful. Those are myths, especially once you factor in active modules and the existance of heat.

You used a poor example to suit your claim and then you began talking about the shield-ship disengaging, so you opened up that discussion as well. I gave you a better example when i answered you.

Even the Omen from your example would be "kited" by the shield-ship in your solo scenario, within it's optimal where it has a superior tank and effective firepower. The Vexor in my example doesn't match optimals, but has it's own ways to deal with the situation as i laid out in my last post.

Asking to have superior tank, firepower and control at all times, is simply asking too much: Especially in the cases where you have the utility to do something about the control, at times (as the Vexor do, which the Omen admittedly doesn't really do in the same sense with it's three mids and cap-hungry weapons). The Omen have other appeals than solo play though, while the Arbitrator do not have the same issues with availability of mids and capacitor, and presents a much better example if solo is what you aim to do. The principle still stands though, even the Omen can deal with any common AC or missile buffer shielder kiting them by better projection-buffer up to the 24km mark the shielder kite from. Wanting both that - and - better speed to maintain point to follow a kiter around a grid, is just greedy.

If you'd rather have inferior tank, but superior damage potential and control through speed - to float around holding points and disengaging - then you should be flying shield, and in most cases Minmatar (since Caldari would either not be utilizing it's range, or just be at a shorter range to begin with - at slower speeds), because that is what they do. Once you begin to factor in support-ships that enable the shielders to kite at higher distance, you must also factor in support-ships that enable armors to tackle at distance. You can do both and still call it small scale.


2.
The AAR balance to AST was always based around the ideal to fit multiple AAR in relation to AST+BAmps. Assuming a similar relation to exist for buffers, shield ships should in general have an abundance of tank-slots, which given the nature of active midslots, is the opposite.

ASB, of course, is another beast - with it's own pony show. However, the above is the reason ASB got introduced.

Most complaints about active armor have arisen in relation to ASB being slotted left and right as a utility tank - because it's alot of utility from a single slot. This is especially in regard to smaller ships with a fewer amount of slots where you don't dedicate yourself to tank. What you should do instead is looking at how the bonused ships fare - and you will see that they are still quite useful. ASB is definately an issue all the way up to BS (you could, for example, see ASB-Kronos and ASB-Vindi in the New Eden Open), but it's not like active Myrms, Hypes or Sacris are bad at their niche: even with ASB in the picture! AST never had as much appeal as utility tank, and still don't.

The whole XLSB to 1600mm argument thus become somewhat ridiculous since XLSB hardly see any profileration in the game whereas 1600mm is proven and quite useful all the way down to Tech I Cruisers.

Maybe i've missed some awesome XLSB Cruiser setups out there wreaking havoc. That ASB still need some tweaking is something i belive most of us agree on, so that too is a moot issue by now.

Still, whatever remarks are given here regarding small armor (which seems limited to solo-pair armor within a duel culture where leaving grid is frowned upon) somehow mistakenly attributed to a greater picture, equally so are remarks given at larger scale with larger ships regarding shield in the specifics of large-fleet projection-buffer and armor-support (even though that seems to be more popular in total): That makes me think the whole armor-shield balance is pretty reasonable overall, and nothing to cause such commotion about on the forums because your armor-ship doesn't do precisely what you want it to within the very limited environment you want to use it in (small "nano shield tactics", with armor ships).
Zyella Stormborn
Green Seekers
#155 - 2012-12-30 17:42:39 UTC
Ivory Vintare Embermist wrote:


4 – I never understood why Shield is fully repaired on docking but not armor, I can understand that structure wouldn’t get suck benefit as long as there isn’t any realiabre Hull Tanking mechanic. Armor should get fully repaired upon docking like shield is.



Or enable us to use our armor repper while docked. P

There is a special Hell for people like that, Right next to child molestors, and people that talk in the theater. ~Firefly

Jerick Ludhowe
Internet Tuff Guys
#156 - 2012-12-30 18:23:24 UTC
Mizhir wrote:
Jerick Ludhowe wrote:
I think that a reduction of the grid requirements on medium reppers as well as the 7.5% boost per level bonus changed to 10% per level on all hulls with active armor bonus would be a good start. I also strongly feel that medium cap booster "capacity" should be increased to allow for 2x navy 800 boosters to bit fit into a t2 med cap booster. Currently 1 med cap booster with 800 charges is not even enough to run a dual rep tank.


Increasing the bonus to 10% will only benefit ships with the bonus, but wouldn't change anything for unbonused active tanking which is quite lacking.


As as been stated numerous times before. W/o a 10% per level to repper bonus, the 5% per level to resistance will be essentially superior in almost every situation. At level 5 the difference between a ship with 7.5% to rep and 5% to resistances is about 3% in active tank, however the ship with resistances has far more ehp and has the "versatility" advantage being able to field both active and buffer tanks very effectively via bonus. This is the fundamental reason that the 7.5% per level active bonus is not sufficient.
Mund Richard
#157 - 2012-12-30 19:11:09 UTC  |  Edited by: Mund Richard
*snip*

"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.

Mund Richard
#158 - 2012-12-30 19:11:34 UTC  |  Edited by: Mund Richard
Jerick Ludhowe wrote:
Mizhir wrote:
Increasing the bonus to 10% will only benefit ships with the bonus, but wouldn't change anything for unbonused active tanking which is quite lacking.
*snip*
This is the fundamental reason that the 7.5% per level active bonus is not sufficient.
Just a worthless comment:
These are two separate topics though, one saying active tank % hull bonus needs a boost to properly out-perform the passive, the other about how it doesn't help at all make the majority of ships' (ones lacking such bonus) local armor tank better (which they are probably in need of).

"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.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#159 - 2012-12-30 21:51:15 UTC
The only change that's needed is to increase Armor Reps cycle rate. Keep the HP/sec the same, but make em run every 2 or 3 seconds for a constant, slow regen. Armor is about staying poer, and getting primaried in 10 seconds before your repper returns one HP defeats the prupose of even bothering to try.
Mund Richard
#160 - 2012-12-30 22:18:38 UTC  |  Edited by: Mund Richard
Ines Tegator wrote:
The only change that's needed is to increase Armor Reps cycle rate. Keep the HP/sec the same, but make em run every 2 or 3 seconds for a constant, slow regen. Armor is about staying poer, and getting primaried in 10 seconds before your repper returns one HP defeats the prupose of even bothering to try.
Considering that for any repper you could fit a plate instead without any capacitor cost (but increased mass)...
Small repper vs plate 50:
Plate costs about no PG, gives 300 health, repper gives 80 HP per cycle, needs to run 2 cycles to give more HP and even then you pay for it with PG and Cap.
SARII vs 100 plate: plate costs more CPU, repper needs 4 cycles to give more EHP at a cost of cap, freeing up 4 cpu

MAR II vs 800 tungsten: one costs a bit more CPU, the other PG, repper does 320/9, plate gives 2100 HP.
7 cycles to get more EHP, which is a whooping 56 seconds and 60% of the cap reserve of a Thorax (with no MWD fit).

LAR II vs 1600: plate is 3/5th of the CPU, 1/4th of the PG cost (!!!), 800hp/11,25sec as opposed to 4800 hp.
6 full cycles, which is well over a minute, and also consuming 1/3rd of a Domi's cap (without recharge).

What exactly would keeping the rep/sec and rep/cap while cutting the cycle time in half achieve?
It would maaaybe help on an armor tanked frig getting Large NOS-ed I suppose, more cycles before cap goes empty, assuming the regen is crazy enough, but you said 10 secons, so not this case at all, but one of those one minute timers...


TL;DR:
If you die before your first repper cycle goes off, it wouldn't have saved you anyways, now would it?
(Non-ASB) Reppers are a long-term plan (with a backup plan - probably - needed for cap). Staying power is right.

"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.