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Ancillary shield booster vs ancillary armour repairer.

Author
Fivethumbs
Skeptics Guide to the Universe
#21 - 2015-02-28 01:27:18 UTC
Tsukino Stareine wrote:


So assuming one tiny part of the game, you've decided this is imbalanced.

ok


I'm perfectly willing to believe it's fine, but for the life of me I can't see how. That's why I started the thread and asked. The ASB just seems massively overpowered.
Aerie Evingod
Midwest Miners LLC
#22 - 2015-02-28 02:39:10 UTC  |  Edited by: Aerie Evingod
Fivethumbs wrote:

After the charges have run out for the AAR you are using 40 Gj for 8.6 hp rep per second, that's not going to be much help. If you stop it you have to wait 60 secs for the reload, while the dual ASB setup has 48.6 hp/s per repper which can be alternated across reload cycles. Add to that the fact that armour reps hit at the end of the cycle and shield at the start. This is all assuming basic numbers without skills.

I understand the point about cargo space, but assuming a 1v1, where this would most likely be used, by the time charges are an issue the fight is over.

I really don't think it's balanced at all.


Couple things;
1) Alternated across reload cycles doesnt work. With regular charges a MASB holds 7 charges, 9 with Navy. A 3 second cycle time means you have 21 and 27 seconds of use before its out of charges. Giving you a grand total of 42 to 54 seconds of use or a gap between reloads of 33 to 39 seconds. (Edit: no heat)

2) The SAAR can hold 8 nanite repair paste and at 4.5 second cycle you get 36 seconds of use, you can run the repper longer with charges than a MASB with regular or Navy charges.

3) SAAR uses 5pg and 5 CPU. MASB uses 12pg and 50 CPU

4) If your SAAR runs with charges or dry, it uses 40gj (or 8.9gj/s). If the MASB runs out of charges it uses 178gj (or 59.4gj/s). Or in relative frigate terms, one chargless MASB cycle will use >50% of your total cap.
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#23 - 2015-02-28 04:10:32 UTC
Aerie Evingod wrote:

1) Alternated across reload cycles doesnt work. With regular charges a MASB holds 7 charges, 9 with Navy. A 3 second cycle time means you have 21 and 27 seconds of use before its out of charges. Giving you a grand total of 42 to 54 seconds of use or a gap between reloads of 33 to 39 seconds. (Edit: no heat)

there might be times where your calculation is correct, but as ive run my asb ships in 1 vs 1 situation i didnt let them auto repeat, often had multiple seconds before i injected another cycle and that can make up for it
Tusker Crazinski
Native Freshfood
Minmatar Republic
#24 - 2015-03-01 00:12:42 UTC
Specia1 K wrote:
Oh, and why no ancillary hull-repper?
Based on the active hull-rep modules, it might just get 1 or 2 hp/sec
Roll


because there's no duct tape charges to load them with....... yet
Plato Forko
123 Fake Street
#25 - 2015-03-01 00:42:53 UTC
Most of the stuff has been mentioned. The other things I like about AAR vs ASB when it comes to frig PvP:

1) DC benefits mostly armour and hull. Since shield mods are CPU-hungry, mounting a decent ASB tank on a ship might mean having to leave off the DC, which means that you'll be left completely dependent on winning the fight within <12 cycles (9 booster charges + that extra cycle or two before your cap runs dry) because there will be very, very little armour or hull left to fall back on.

2) AAR tank means mid slots are free for the requisite prop mod, scram and web a brawler's gotta have.

3) An ASB tank will require shield rigs, and those will blow up sig. An AAR tanker can good use of nano pump rigs, and those neither affect sig nor do they reduce speed like the other armour rigs do


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