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Was CCP Successful In Buffing Armor Tanking?

First post
Author
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#21 - 2013-10-02 23:06:07 UTC
Aurilen Baxtab wrote:
Good Lord I just can not keep up. Ugh

Gallente shield tank? ShockedOops

Ishtar and Proteus are two of the best shield tanking ships for PvE vs Gurista / Serpentis. Looking at around 2 to 3k sustained tank n easily solo 10/10s and L5s

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Tauranon
Weeesearch
CAStabouts
#22 - 2013-10-03 01:16:09 UTC
Nerath Naaris wrote:
Aurilen Baxtab wrote:
Good Lord I just can not keep up. Ugh

Gallente shield tank? ShockedOops


Yes, I started out with a shield tanked Navy Domi and never looked back. Now with the "new" drone damage mods even the classic Dominix is a killing machine. Unless you are really new and underskilled for L4s, fitting armor tank in the lows would simply be a waste.
Which leaves shield tank. Sure, it does not compare to double LAR, but over 1000 DPS more than make up for that.


There isn't an armor tanking battleship in the game that can't fit 4 damage mods whilst armor tanked anymore. That was one of the points of rebalancing.

The standard armor tank is 1x med cap booster (cap 800), 2x aux nanos, 1x large rep, 1x prime hardener, 1x secondary hardener.

When fit that way, you should have 4 damage mods, and (on a dominix for 1020 dps @ 30km reported to me) 4 mods free for solving prop and applied damage problems, and in a lot of ways having utterly predictable applied damage is better for undertanking than having slightly more dps.

On a hyperion armor tanked you can have 5 damage mods.
Fia Magrath
The Clown Inquisition
#23 - 2013-10-03 03:01:27 UTC
I think buffer armor tanks are fine and are properly balanced and defined in comparison to active shielding. Passive shielding is a bit of a weirdo but seems to work well where the situation calls for it.

The broken part is active local armor tanks - they have superior cap efficiency but much lower hp/s compared to shields which makes sense in the whole armor/shield asymmetry thing but right now doesn't work very well for balance.
1. Shield tankers can easily fit an oversized module, conserving slots for other thing, armor tankers cant
2. Armor tankers have lower hp/s which means lower chance of seeing the point where cap efficiency starts to matter (which as explained is their only upside)
This means unless the ship is bonused for armor reps or has an otherwise unyielding slot configuration there is no reason to even consider active armor tank for pvp.

I'm not saying ccp needs to just copy/paste active shield modules and rename them for armor but rather add a different benefit to active armor reps.. for an example let local armor reps be able to rep the armor 50% above the base hull armor amount or something like that.
baltec1
Bat Country
Pandemic Horde
#24 - 2013-10-03 04:35:24 UTC
Aurilen Baxtab wrote:
Good Lord I just can not keep up. Ugh

Gallente shield tank? ShockedOops


I started doing this three years ago...
Caviar Liberta
The Scope
Gallente Federation
#25 - 2013-10-03 04:51:19 UTC
When doing PVE the shield warning tells you its time to turn on your armor repair.

When roaming in a PVP fleet the shield warming gives you time to broadcast for remote reps.
Laserak
The Scope
Gallente Federation
#26 - 2013-10-03 05:17:22 UTC
Hungry Eyes wrote:
im still seeing people flying mostly shield tanked ships


Did you look in 0.0?

almost everything is armor these days
Nalha Saldana
Aliastra
Gallente Federation
#27 - 2013-10-03 09:38:20 UTC
There still arent any real armor recons, they need to move some mids to lows and increase PG on some of them!
Velicitia
XS Tech
#28 - 2013-10-03 10:33:10 UTC
look at all you with Shield or Armor tanks ...


... Real men hull tank.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Teinyhr
Ourumur
#29 - 2013-10-03 10:50:39 UTC
I just got this crazy idea - make damage mods omnislottable. Meaning, you can fit them to either low, medium or high slots. Of course there's the stacking penalty but to make sure this wouldn't be abused by stacking a whole ship full of damage mods there could be a penalty for adding them to other tier slots - meaning if you have 3 gyrostabs in mid and 4th in high utility slot the fourth in high would either give no bonuses at all or even more reduced bonuses than 4th one normally would.

This is just an idea and not really thought out, feel free to point out how ********/awesome this could be after giving it some thought.
Roime
Mea Culpa.
Shadow Cartel
#30 - 2013-10-03 11:18:11 UTC
Armor is boss, the recent 15% repper buff, the mass reduction of 800mm plates, RAH and AARs have turned armor very competitive in solo and small gang. Plate & AAR hybrid setups are the new black, I love them to bits.

Active armor setups tank enough to get to use their midslot superiority.
You can even have viable fast armor ships due to the rig drawback change.

Currently both tanks have their places, which is the way it should be.





.

Galen Darksmith
Sky Fighters
Rote Kapelle
#31 - 2013-10-03 14:01:40 UTC
Laserak wrote:
Hungry Eyes wrote:
im still seeing people flying mostly shield tanked ships


Did you look in 0.0?

almost everything is armor these days



Same for wormhole. Unless you live in a pulsar, t3 armor gangs with guardian support rule the meta.

"EVE is a dark and harsh world, you're supposed to feel a bit worried and slightly angry when you log in, you're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, that's what hello kitty online is for." -CCP Wrangler

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