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AAR = Devs Completely Shield Biased

Author
Roime
Mea Culpa.
Shadow Cartel
#181 - 2013-02-25 20:44:39 UTC
Liang Nuren wrote:
I like how you talk about it being a "whole 18 seconds longer" (30% more) and then compare the "51% more burst tank". All you are interested in doing is twisting whatever the outcome is until there is no possible way that shields is superior to armor. That is to say: that armor is overpowered.

-Liang


29% and 57.6%. Twisting, whatever, outcomes, strawmen.

Also, 15.8%.

What implants did you use on the armor Myrm? Did you forget to use the correct cycle time for the reppers on the AAR fit that reaches 3134 hp/s, or was it just more comfortable for your argument?

(SPOILER: it's not 6.5 seconds)









.

Paikis
Vapour Holdings
#182 - 2013-02-25 20:45:32 UTC
Roime wrote:
I'm trying to find a reason why active armor needs to be weaker for the different tanks to be balanced. This should be easy to answer, and I might simply overlook something obvious.


It is, and you did.

Armour tanks can get the same or (usually) better buffer tanks. Their buffer tanks are not reliant on capacitor.

Why should active armour not be as good as active shields? Because buffer shields are not as good as buffer armour.
Roime
Mea Culpa.
Shadow Cartel
#183 - 2013-02-25 21:47:19 UTC  |  Edited by: Roime
Dear Paikis, you tried that one already and while you are amusing, you are wrong. Lets go over this one more time.

First of all, buffer tanks are unrelated to the issue we are discussing. They don't affect the relative balance of the active tank variants in any way. You get easily confused by names, perhaps things we're easier for you if we called buffer tanks for example plate and forcefield tanks. Your argument is as relevant as saying that active tanks are balanced because railguns have longer range than beams.

Secondly, shield buffers are as good as armor buffers because they allow for more damage and mobility. This has been repeated several times in this thread already.

higher HP <> higher dps
higher mobility <> more midslots

Tell me, if armor buffer is so superior in your opinion, why don't people fit plates on their Drakes? Why people often opt to shield tank their armor ships, but the other way around only on ECM ships? Right.

Anyway it's cool that you acknowledge that active armor is inferior. The imbalance is not as dramatic as it was before 1.1, they removed the mobility penalty and introduced AARs, which brought the total rep amount to nearly comparable levels with shield tank- when comparing the tanks on armor rep bonused hulls. AAR itself is a two-sided thing, it's a sweet module to put on a solo 800mm-plated Gallente HAC, but at the same time it feels like a hack, instead of just touching the normal reppers themselves. Cap issue is still left, and it causes active armor to have a hard counter, and lose it's comparative midslot advantage.

By the way, easiest solution is still to fix the broken shield mod oversizing. Introduce a BC-sized armor repper. Then buff all active mod rep/boost amounts, shield and armor, and make them all use cap, but less than currently.

This way the main choice would be the same easy balance as buffers have- tank or gank. Shield has still more mobility due to available lows and the astronautic rig drawbacks, armor has the token extra mid (well, not all but those that don't are plenty fast enough or have other traits to even things for them). But best of all both actives would have the same hard counter, but would all be viable.

Active tanking is fun and challenging gameplay and deserves to be promoted, it adds lovely blinking buttons that we can press and meters to monitor, allowing us to feel real pro. I think that the current oversized ASB boost amount is closer to ideal than current armor rep amount, and therefore would rather bring all active mods near that level instead of just nerfing ASBs.

.

Hannott Thanos
Squadron 15
#184 - 2013-02-25 21:57:02 UTC
@Roime.
Armor tanks (active ones) does not really have the advantage of mid slots. You have 3 or maybe if you are lucky 4 mid slots. Guess what at least one or two of those slots have to be used for. Medium Electrochemical Cap Booster.

Passive armor > mid slot ewar
Active armor > Cap boosters

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Roime
Mea Culpa.
Shadow Cartel
#185 - 2013-02-25 22:07:52 UTC  |  Edited by: Roime
Well true, I've tried to make that point in several earlier posts in this thread, but It also depends on the hull. Or race mostly, at least the active armor bonused ships do gain one midslot (or in best case two) on fits that don't try to reach oversized ASB amounts of tank. Boosting the rep amount and reducing cap drain would decrease the pressure to fit more cap boosters. Not forgetting the cap requirement for ASBs as well in my suggestion, would be harder to fit a big shield boosting setup and have full tackle, resulting in comparative midslot advantage for armor.

In general it might be easier to rebalance existing things than inventing new things that cause need for more balancing.

.

Cambarus
The Baros Syndicate
#186 - 2013-02-25 22:29:49 UTC
Paikis wrote:

Why should active armour not be as good as active shields? Because buffer shields are not as good as buffer armour.

The drake, tengu, cane, rokh and more than half the other top 20 ships out there would like to have a word with you.
Taoist Dragon
Okata Syndicate
#187 - 2013-02-25 22:41:39 UTC
You lot still whinging about the 'differences' in tanking types?!

All the suggestions to balance out armour and shield are just homogising them to being exactly the same.

NO!

Armour is different to shield. Guess what they are both usefull. They are both tanky (either active or passive or buffer).
They have different applications in different scenarios.

FFS give it a rest.

If you don't like armour then FFS don't fly it! But don't whinge when an armourt tanker comes and pawns your shield ship with ewar or some such crap!

If you don't like shield don't fly them then. But don't whinge when you can't catch your targets!

Seriously you lot need to get out more and just have fun.

That is the Way, the Tao.

Balance is everything.

Paikis
Vapour Holdings
#188 - 2013-02-25 22:44:37 UTC
Cambarus wrote:
Paikis wrote:

Why should active armour not be as good as active shields? Because buffer shields are not as good as buffer armour.

The drake, tengu, cane, rokh and more than half the other top 20 ships out there would like to have a word with you.


No way, you mean a bunch of ships with resistance bonuses have good tanks? Who knew?

The Prophecy, Proteus, Maller, Abaddon, and basically any armour ship with a resistance bonus to match all those shield ships with resist bonuses you linked would like to have a word with you.

Liang Nuren
No Salvation
Divine Damnation
#189 - 2013-02-25 23:53:52 UTC
Roime wrote:
Liang Nuren wrote:
I like how you talk about it being a "whole 18 seconds longer" (30% more) and then compare the "51% more burst tank". All you are interested in doing is twisting whatever the outcome is until there is no possible way that shields is superior to armor. That is to say: that armor is overpowered.

-Liang


29% and 57.6%. Twisting, whatever, outcomes, strawmen.

Also, 15.8%.

What implants did you use on the armor Myrm? Did you forget to use the correct cycle time for the reppers on the AAR fit that reaches 3134 hp/s, or was it just more comfortable for your argument?

(SPOILER: it's not 6.5 seconds)


Maybe the "noble" ones, considering we were talking about crystal implants? Roll

-Liang

I'm an idiot, don't mind me.

Cambarus
The Baros Syndicate
#190 - 2013-02-26 00:04:51 UTC
Paikis wrote:
Cambarus wrote:
Paikis wrote:

Why should active armour not be as good as active shields? Because buffer shields are not as good as buffer armour.

The drake, tengu, cane, rokh and more than half the other top 20 ships out there would like to have a word with you.


No way, you mean a bunch of ships with resistance bonuses have good tanks? Who knew?

The Prophecy, Proteus, Maller, Abaddon, and basically any armour ship with a resistance bonus to match all those shield ships with resist bonuses you linked would like to have a word with you.


Exactly, armor and shield buffer tanks are balanced, despite armor having more actual tank. Take that advantage away, and shields are clearly better.
Roime
Mea Culpa.
Shadow Cartel
#191 - 2013-02-26 07:10:15 UTC
Liang Nuren wrote:
Roime wrote:
Liang Nuren wrote:
I like how you talk about it being a "whole 18 seconds longer" (30% more) and then compare the "51% more burst tank". All you are interested in doing is twisting whatever the outcome is until there is no possible way that shields is superior to armor. That is to say: that armor is overpowered.

-Liang


29% and 57.6%. Twisting, whatever, outcomes, strawmen.

Also, 15.8%.

What implants did you use on the armor Myrm? Did you forget to use the correct cycle time for the reppers on the AAR fit that reaches 3134 hp/s, or was it just more comfortable for your argument?

(SPOILER: it's not 6.5 seconds)


Maybe the "noble" ones, considering we were talking about crystal implants? Roll

-Liang


They are all "noble" ones. Why not simply list all the modifiers that you use?

And again, your argument was based on false numbers. The AAR runs out of nanite at about T=32, and therefore pops at T=55.

Seven seconds before the ASB version.





.

Hannott Thanos
Squadron 15
#192 - 2013-02-26 08:46:45 UTC
It doesn't really matter how fast either run out of charges. What matters is if you can tank the dps incoming.
With slow cycles you have to run them continuously and maybe even overload to keep up. With fast cycle times, you don't even have to do that. You do one cycle, then wait until you take enough damage, then cycle again.

This is where shield shines bright and armor struggles behind. This is why we fit 3 reps and micromanage them to counter the dps, while shield can just turn off auto-repeat and hit the asb when needed.

As I concluded before, the tanking in itself is more or less balanced. I would f.ex rather fly a triple rep Hurricane solo than a ASB one, because the dps tanked are about the same, but armor runs for longer.

It's a bit sad that in the nature of active armor tanking you get all the microing. Cap, overloading boosters, overloading reps, managing charges in the new AAR, all this together with actually fighting. It gets overwhelming fast.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Liang Nuren
No Salvation
Divine Damnation
#193 - 2013-02-26 08:55:49 UTC  |  Edited by: Liang Nuren
Roime wrote:
They are all "noble" ones. Why not simply list all the modifiers that you use?


I didn't list Crystal Alpha, Crystal Beta ... etc either. It should be pretty obvious to anyone involved in this conversation which implants were used.

Quote:

And again, your argument was based on false numbers. The AAR runs out of nanite at about T=32, and therefore pops at T=55.

Seven seconds before the ASB version.


Nice catch - I've edited the post. However, I still contend that the armor Myrm handles the overall tanking job in a superior manner to the ASB Myrmidon. There's a couple of reasons for this, not the least of which is that jumping a Myrmidon into 3000 DPS is getting into armor tanking territory (95 seconds with dual 1600 plates). Another reason is that the sig radius on the armor Myrmidon is smaller than the ASB Myrm - even more-so when you consider that you aren't tied to using Crystals on armor Myrmidon. You could use Slaves or Halos instead - both of which substantially increase your tank. And finally, I think that the Armor Myrmidon just flat handles realistic tank levels better.

Consider the ASB Myrm. In order to "sustain" a tank, the ASB Myrm must spread 9 navy charges out over 60 seconds. That means the maximum "sustainable" tank with a dual ASB is ~1200 DPS. On the flip side, the MAAR setup is able to sustain almost 1800 DPS until it runs out of cap boosters. There was some complaining earlier about the triple cap boost, but I don't think anyone caught on to the fact that the dual 400s were meant to help offset neuting. It's pretty easy to upgrade to the more traditional 2 Med EC and throw some extra utility in the freed up mid.

Anyway, the situation to me seems pretty cut and dry. The ASB Myrmidon is a one trick pony that doesn't trick very well... while the armor Myrm is much more versatile and powerful.

-Liang

I'm an idiot, don't mind me.

Hannott Thanos
Squadron 15
#194 - 2013-02-26 09:27:27 UTC
It bothers me a bit that the Myrmidon is impossible to fit unless you have perfect skills and then some. In a triple rep setup I had to fit the dual 150 mm railguns, and that's even when we now have one less highslot. Need that AWU 5 to fit dual 180's.

I really appreciate the effort you put into this discussion Liang.

while (CurrentSelectedTarget.Status == ShipStatus.Alive) {

     _myShip.FireAllGuns(CurrentSelectedTarget);

}

Lili Lu
#195 - 2013-02-26 15:49:01 UTC  |  Edited by: Lili Lu
Paikis wrote:
Cambarus wrote:
Paikis wrote:

Why should active armour not be as good as active shields? Because buffer shields are not as good as buffer armour.

The drake, tengu, cane, rokh and more than half the other top 20 ships out there would like to have a word with you.


No way, you mean a bunch of ships with resistance bonuses have good tanks? Who knew?

The Prophecy, Proteus, Maller, Abaddon, and basically any armour ship with a resistance bonus to match all those shield ships with resist bonuses you linked would like to have a word with you.


Yes, and until the top 20 is itself topped with the ships you just listed, instead of the shield tanked or shield resist ships that are currently there, then you can whine without being laughed at. http://eve-kill.net/?a=top20 Oh look, no Prophecy, no Proteus, no Maller, not even an Abaddon any longer. What?
Paikis
Vapour Holdings
#196 - 2013-02-26 20:48:55 UTC  |  Edited by: Paikis
Oh look. Another lemming who thinks that popularity has anything to do with effectiveness. Tell me more about why the Drake used to be on top of that list. (Hint: it had nothing to do with the Drake being good)

You are bad, and you should feel bad.
Sid Hudgens
Doomheim
#197 - 2013-02-26 21:18:54 UTC
This is EVE people. Your character can train into whatever they want. There is no need for things to be "balanced." Roll

If one thing is better than another then the rational and sensible thing to do it USE THE BETTER THING. Shocked

"....as if 10,058 Goon voices cried out and were suddenly silenced."

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#198 - 2013-02-26 21:31:28 UTC
Sid Hudgens wrote:
This is EVE people. Your character can train into whatever they want. There is no need for things to be "balanced." Roll

If one thing is better than another then the rational and sensible thing to do it USE THE BETTER THING. Shocked

No, that's not rational at all as it destroys the meaningfulness of choice and reduces the importance of strategic ship and fitting choices.
Lili Lu
#199 - 2013-02-27 04:50:12 UTC
Paikis wrote:
Oh look. Another lemming who thinks that popularity has anything to do with effectiveness. Tell me more about why the Drake used to be on top of that list. (Hint: it had nothing to do with the Drake being good)

You are bad, and you should feel bad.

Actually I'm laughing at you implying that people flew Drakes so much because they were simply popular and had no effectiveness/advantages. And yes it had to do with an almost BS sized buffer on a ship that could hit at 70km with mediocre but better than the alternatives at that range. It could also be configured to perma mwd. All while being quite cheap. No other BC could do what it did. The closest was the Cane. And it really neither had the range or tank.

Blob null fleet battles. Lowsec small gang roams. Pretty much any type of pvp in eve the Drake was well represented in. So much so that it outnumbered whatever was the number two ship by 2 or 3 to 1. Eve-kill is looking better now. Still reflecting certain in-game advantages for certain ships. But no ship is getting the ridiculous usage numbers the pre-HM nerf drake was getting. And of course it was the easy route to pve isk earning.

But of course people in a game use what is not really the best to use. They love flying substandard stuff and not worrying about it exploding and hitting their wallets. You are right. It must be the look of the thing.
Paikis
Vapour Holdings
#200 - 2013-02-27 05:04:57 UTC
DRAEKs were used in nullsec because they were easy to fly, relatively effective with low SP and cheap. NOT because they were particularly effective. The word Drake is a synonym for the word average. Also, Drakes were not the most used ship in low, not even close. The most used BC was the cane by far.

You suggesting that the Drake's position on a killboard has anything to do with how effective they are is laughable. 100 drake pilots all whore onto a kill, let's say it's a ratting carrier that they caught. That is 100 kills attributed to Drakes. 1 ship died to a blob of drakes, and +100 drake kills is recorded.

Being high on a killboard doesn't tell you squat about how effective a thing is, it only tells you how many pilots flying that particular ship managed to land a hit on a ship that exploded. If a nullsec block decided that they were going to use fleets of n00bships and dragged them up to the top of eve-kill, would you be in here telling us all how overpowered the n00bships are?