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Ancillary Shield Boosters... again

Author
Vyl Vit
#21 - 2015-02-02 15:19:55 UTC  |  Edited by: Vyl Vit
Ask a Minmatar about shields. For years we're armor tanking as a rule with few exceptions. Then, one merry "update" later, we're supposed to be shield tanking all the ships we once armor tanked? And...this mysterious ASB appears. I'm still training up shield skills after getting the appropriate amount of armor tanking skills for a Minmatar became obsolete...pretty much. Some might argue, but in the main...anyway.

I've watched dozens of videos of competent pilots to learn a bit about PvP, and have always been intrigued by the shield tanking. Drakes used to rule, so tons of videos were from shield tanks - you see their control panel, right? You don't see the opponent's, right? I was jealous, for true, seeing the capsuleer reach up and click on that ASB icon and watch those shields magically reappear completely, making the ship safe regardless of what armor damage had been done. . . even structure in a lot of cases.

SO...what? Well, I've been waiting for someone to crunch the numbers on this; standard shield boosters vs. ancillary...cap useage stats...cap warefare impact...this sort of thing, and I've found (strangely enough and stranger for EVE) not much information about this is out there. What's this matter for huh?

This discussion is strictly in the numbers, not the philosophy. What are the stats?
Anybody can throw out "technique" (read: workarounds.) What are the facts here?

Paradise is like where you are right now, only much, much better.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#22 - 2015-02-02 15:25:11 UTC
Just wanted to add a comment about cap efficiency. I thought I'd check.

For fun I fitted up a dual-xlasb raven with cruise (a mythical solo gate-camp, shall we say?).

The cap efficiency works as follows:

dual XLSB:
shield points restored per cycle: 980
cap used: (1 400 booster): 400
efficiency: 2.45 shield points per unit of cap

Then I refitted the same raven with xlsb and cap booster. I also fitted a T2 Core Defense Capacitor Safeguard (because let's be generous, right?)
shield points restored per cycle: 690
cap used: 306GJ (perfect skills, T2 safeguard rig)
efficiency: 2.25

So the XL-ASB fit is actually more cap efficient than the XL-SB version. It's true that the ASB version has one fewer low slots free (it requires one co-processor) but then it has one more rig slot free (no capacitor safeguard necessary). This means it can fit a cargo expander rig to compensate, while the SB version can fit a cargohold expander module.

So the total number of cap stored in charges charges are a tiny bit different. working out the numbers, converting cap booster changes to EHP over the course of the fight and applying the same resistances means we can discount resistances in the maths.

The SB raven will hold 35 navy 800 boosters in the hold and 6 in the cap booster, allowing it to recover (35+6)*800*2.25 = 73960 points of shield

The ASB version will hold 66 navy 400 boosters in the cargo hold and another 18 in the two ASB units. for a total of (66 + 18)*800*2.45 = 82320 points of shield

Thus the XLASB version of the same ship, with the same damage output will last 11% LONGER than the equivalent T2 XLSB version.

Therefore, there is no reason whatsoever to consider fitting the SB version. Therefore, the x-large shield booster is obsolete. Even before considering the potential loss of cap in the SB-fitted ship due to cap warfare.

I rest my case.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

thatonepersone
Black Jack 0-1
#23 - 2015-02-02 15:26:57 UTC
The problem with the tournament was that is what meta 1 only. My t2 fit frigate does over 300 dps.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#24 - 2015-02-02 15:40:12 UTC
thatonepersone wrote:
The problem with the tournament was that is what meta 1 only. My t2 fit frigate does over 300 dps.


T1, non-faction frigate? I call your bluff.

You can get 312 overheated dps from a neutron blaster incursus with 3 T2 mag stabs, 2 overclocks, meta 4 DC and 1 explosive rig or transverse bulkhead. No tank though, and you have to settle for an AB. No cpu for a MWD.

The problem is not the tournament. The problem is the efficiency of the ASB. See above.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

ArmyOfMe
Teddybears.
#25 - 2015-02-02 15:52:26 UTC
Mournful Conciousness wrote:


The winning ship (I won't say pilot, because there was no skill involved) was a dual MASB maulus. I was operating it. Even when completely neutralised it was easily able to tank every other ship that came at it - even well flown ones.

This was saddening for a few reasons:

I'll give it ago against your maulus on tq if u want Pirate

GM Guard > I must ask you not to use the petition option like this again but i personally would finish the chicken sandwich first so it won´t go to waste. The spaghetti will keep and you can use it the next time you get hungry. Best regards.

Donte
Imperial Academy
Amarr Empire
#26 - 2015-02-02 16:02:00 UTC
The guy has a point. i think the issues is you can fit more than one. If they were limited and you had to do what armor does to dual rep which is fit a regular rep and an ancillary rep, then the ASB's would be more balanced.

Why can you fit multiple ASB's but not multiple AAR's? the armor reppers iven take cap and can be turned off under neuts. The AAR's Tank less damage, they dont reapir instantly, require capacitor to operate, and they cannot be fit on ships that are a class under their size (med for frigs, large for crusiers). for that, they repair a pathetically small amount after the nanite paste runs out.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#27 - 2015-02-02 16:18:04 UTC
Donte wrote:
The guy has a point. i think the issues is you can fit more than one. If they were limited and you had to do what armor does to dual rep which is fit a regular rep and an ancillary rep, then the ASB's would be more balanced.

Why can you fit multiple ASB's but not multiple AAR's? the armor reppers iven take cap and can be turned off under neuts. The AAR's Tank less damage, they dont reapir instantly, require capacitor to operate, and they cannot be fit on ships that are a class under their size (med for frigs, large for crusiers). for that, they repair a pathetically small amount after the nanite paste runs out.



Either limit the ASB to one per ship or change the shield recharge maths so that the ASB converts 1 point of cap charge into 1 point of shield.

The massive imbalance comes about because a cap booster 400 generates as much shield recovery as a cap booster 800. It seems to me that this is an error in implementation. I am sure that at the design stage CCP meant to alter the recovered shield amount according to the size of the charge expended.

Being in the software game myself, I can understand how this got lost. From design to implementation, unless things are explicitly stated they can be interpreted differently by designers and programmers.

However, this seems like an obvious error to me which I think CCP ought to correct as part of its "little things" program (is that still running?)

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Soldarius
Dreddit
Test Alliance Please Ignore
#28 - 2015-02-02 16:19:11 UTC
There is a reason why ASBs have been limited to 1 per ship in alliance tournament.

http://youtu.be/YVkUvmDQ3HY

Serene Repose
#29 - 2015-02-02 16:49:30 UTC
Before this gets moved to Ships & Modules, or Warfare & Tactics, I'd like to point out this isn't a discussion over which is preferrable and why. It's a statement that the one module has made an entire set of T1/T2/faction/storyline/officer mods obsolete. And, is a request for the community and CCP to take a good hard look at this and a possible remedy if such is needed.

We must accommodate the idiocracy.

Hengle Teron
Red Sky Morning
The Amarr Militia.
#30 - 2015-02-02 17:08:13 UTC
It's a game of right tools for the right job.

Some situation will want a buffer tank some an ASB and still other normal shield boosters.

You can't balance everything for every situation and there would be no point in doing that.

It's like calling that a Rifter obsoletes the Probe in 1v1 combat...
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#31 - 2015-02-02 17:13:22 UTC  |  Edited by: Mournful Conciousness
Hengle Teron wrote:
It's a game of right tools for the right job.

Some situation will want a buffer tank some an ASB and still other normal shield boosters.

You can't balance everything for every situation and there would be no point in doing that.

It's like calling that a Rifter obsoletes the Probe in 1v1 combat...


If you look at the comparison of an equivalent fit a few posts back, one with dual ASB, the other with SB plus cap booster, you will see that the ASB always outperforms the SB. There is never a time when you will prefer a shield booster over the equivalently-sized ancillary version.*

*edit: unless the SB is of the gist a-type or gist x-type variety

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Stitch Kaneland
The Tuskers
The Tuskers Co.
#32 - 2015-02-02 17:21:53 UTC
Strange. My arty thrasher killed a triple MASB hawk without much issue.

This is because alpha counters most active tanks. How many of those meta0 t1 frigs fit arty? Course then again your are playing in a confined set of rules of meta0 items and t1 frigs. in reality, a t2 fit AF, or even a LML breacher or condor would take you out. Since you have no damps to counter them at range.

Which reminds me. Dual MASB breacher is strong in brawling range, but you get out of scram range and kite (or never get there in the first place.. And itll die just the same. Just because something tanks alot, doesnt mean it has no weakness.

The difference between MASB and AAR is fitting. MASBs take up more fitting than AARs. AARs use less than a t2 equivalent, not to mention they rep more and continue repping even without paste. Once ASBs run out of charges, you wait 45s on reload and have no tank (unless you have 2). If you get attacked by ships that arent t1 and fit with meta0 modules, on a non bonused hull, you will get a very different outcome.

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#33 - 2015-02-02 17:30:16 UTC  |  Edited by: Mournful Conciousness
Stitch Kaneland wrote:
Strange. My arty thrasher killed a triple MASB hawk without much issue.

This is because alpha counters most active tanks. How many of those meta0 t1 frigs fit arty? Course then again your are playing in a confined set of rules of meta0 items and t1 frigs. in reality, a t2 fit AF, or even a LML breacher or condor would take you out. Since you have no damps to counter them at range.

Which reminds me. Dual MASB breacher is strong in brawling range, but you get out of scram range and kite (or never get there in the first place.. And itll die just the same. Just because something tanks alot, doesnt mean it has no weakness.

The difference between MASB and AAR is fitting. MASBs take up more fitting than AARs. AARs use less than a t2 equivalent, not to mention they rep more and continue repping even without paste. Once ASBs run out of charges, you wait 45s on reload and have no tank (unless you have 2). If you get attacked by ships that arent t1 and fit with meta0 modules, on a non bonused hull, you will get a very different outcome.



Stitch, you realise what you've just said though right? The counter to a dual MASB frigate is a ship one class higher - a destroyer.

Similarly an effective counter to a dual-asb battlecruiser is a battleship.

The counter to a dual (or triple) ASB battleship is... a marauder...

I think this illustrates nicely what is wrong with the dual-asb setup in its current form.

Reducing the shield regen to be proportional to the size of the charge you put in the module solves this without gimping the original intent of the ASB (a quick recharge to shields for skirmishers)

To be specific. This thread is not a moan about the concept of the ASB, it's highlighting the fact that dual-asb is too easy to fit, too efficient and so powerful that it makes all other shield tanks obsolete.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Sean Parisi
Blackrise Vanguard
#34 - 2015-02-02 17:47:43 UTC
Of course in the test that is prevalent they would come out on top. However, I would assume a dual repped incursus with boosters would have done the same. Also Dual ASB ships are not "Prevalent" in Faction warfare. You occasionally will run into ships that run this and if you aren't prepped it can be a headache - however these ships can be easily destroyed.

Most dual asb fits - especially on frigates lack any form of dual tackle, Ie: Range dictation - they cannot web, scram and ab - where as the other target can. Their fit if often tight meaning they have smaller guns - thus less range. They lack substantial buffer meaning they easily fall under concentrated DPS unless linked / implanted and they are susceptible to alpha strikes.

ASB's will run out of charges if pressured by enough DPS. More so if you can hold that target at an optimal where they cannot retaliate or if you TD / Neut the target into submission. Because although Neuts wont shut the temporary tank down - they will indeed turn the targets prop mod off, scram and guns.

Also ASB is essentially the equivalent of a Tech 2 Module - so you should have not been using it in the fight you were having. Those limitations hardly provide reasonable skill based limitations. Tech 2 = Barrage, Null, Scorch - these are things that make a substantial and massive difference in a given fight.
ashley Eoner
#35 - 2015-02-02 17:51:57 UTC
So this thread can be summed up with... "OMG ASBs are OP in our tourny that had rules which seemed specifically designed to give ASB setups an advantage"....
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#36 - 2015-02-02 17:56:45 UTC
Sean Parisi wrote:
Of course in the test that is prevalent they would come out on top. However, I would assume a dual repped incursus with boosters would have done the same. Also Dual ASB ships are not "Prevalent" in Faction warfare. You occasionally will run into ships that run this and if you aren't prepped it can be a headache - however these ships can be easily destroyed.

Most dual asb fits - especially on frigates lack any form of dual tackle, Ie: Range dictation - they cannot web, scram and ab - where as the other target can. Their fit if often tight meaning they have smaller guns - thus less range. They lack substantial buffer meaning they easily fall under concentrated DPS unless linked / implanted and they are susceptible to alpha strikes.

ASB's will run out of charges if pressured by enough DPS. More so if you can hold that target at an optimal where they cannot retaliate or if you TD / Neut the target into submission. Because although Neuts wont shut the temporary tank down - they will indeed turn the targets prop mod off, scram and guns.

Also ASB is essentially the equivalent of a Tech 2 Module - so you should have not been using it in the fight you were having. Those limitations hardly provide reasonable skill based limitations. Tech 2 = Barrage, Null, Scorch - these are things that make a substantial and massive difference in a given fight.


Yes I hear that a lot - "it's really a T2 module" and I have some sympathy with the position (except that it's cost is almost nothing).

Have a look at my further analysis of cap efficiency in ASBs. The fact that ASBs give the same increase in shield for a half-sized cap booster means that they are more efficient than standard shield boosters. And in reality the fitting requirements for dual ASB are no more than those for fitting SB plus cap booster, which is the normal equivalent.

For this reason you would always without exception prefer dual T1 ASB over T2 SB + CAP booster.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Lady Rift
His Majesty's Privateers
#37 - 2015-02-02 18:00:51 UTC
from your rules why didn't someone just out range you with light missiles? pop your drones and wear you out of charges.


6 un bounsed drones aren't much for toughness.

Lady Rift
His Majesty's Privateers
#38 - 2015-02-02 18:01:55 UTC
Mournful Conciousness wrote:
Sean Parisi wrote:
Of course in the test that is prevalent they would come out on top. However, I would assume a dual repped incursus with boosters would have done the same. Also Dual ASB ships are not "Prevalent" in Faction warfare. You occasionally will run into ships that run this and if you aren't prepped it can be a headache - however these ships can be easily destroyed.

Most dual asb fits - especially on frigates lack any form of dual tackle, Ie: Range dictation - they cannot web, scram and ab - where as the other target can. Their fit if often tight meaning they have smaller guns - thus less range. They lack substantial buffer meaning they easily fall under concentrated DPS unless linked / implanted and they are susceptible to alpha strikes.

ASB's will run out of charges if pressured by enough DPS. More so if you can hold that target at an optimal where they cannot retaliate or if you TD / Neut the target into submission. Because although Neuts wont shut the temporary tank down - they will indeed turn the targets prop mod off, scram and guns.

Also ASB is essentially the equivalent of a Tech 2 Module - so you should have not been using it in the fight you were having. Those limitations hardly provide reasonable skill based limitations. Tech 2 = Barrage, Null, Scorch - these are things that make a substantial and massive difference in a given fight.


Yes I hear that a lot - "it's really a T2 module" and I have some sympathy with the position (except that it's cost is almost nothing).

Have a look at my further analysis of cap efficiency in ASBs. The fact that ASBs give the same increase in shield for a half-sized cap booster means that they are more efficient than standard shield boosters. And in reality the fitting requirements for dual ASB are no more than those for fitting SB plus cap booster, which is the normal equivalent.

For this reason you would always without exception prefer dual T1 ASB over T2 SB + CAP booster.



unless you expect neuts and require cap to run your tackle and guns.
Adrie Atticus
Caldari Provisions
Caldari State
#39 - 2015-02-02 18:05:30 UTC
So, ASB's are OP because you stopped the fights when you ran out of cap boosters due to an arbitrary time limit?
Caleb Seremshur
Commando Guri
Guristas Pirates
#40 - 2015-02-02 18:15:44 UTC
Jack Morrison wrote:
They were really really OP when they got out and hence were nerfed a bit.

What is the issue bro ? ASBs being powerful in small gang fights ? (like a tri-rep hyperion) Well that is the point.

As soon as your enemy has a few alpha ships or even just a few dps ships focusing fire on you - it's game over.

I would say - there is nothing to see here, move along!


When was the last time you fought a triple xlasb (minmatar missile command ship)? It's really not that simple. I've seen these things tank multiple battleships worth of damage pretty much indefinitely.

Fastest way to fix asb problems? Reduce cargo capacity as a penalty. By like 30% per module. Also they dontt actuslly function correctly. I remember from design notes that an xlasb loaded with 400s still required 400cap per cycle from the ship to work meaning you either sported 800s and ran capless or you ran 400s and still risked veing capped out.

So in that respect I think asbs were broken on delivery for that reason alone. They have options for what size booster you load them with because they were designed around it mattering.

If not a cargo bay reduction then at least patch them to require the largest booster ammo they can fit ie xlasb take 800s only. Lasb take 400 and masb take 200. Should have been done a long time ago.