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[Updated] [June] Module Tiericide - Armor Plates and Shield Extenders

First post First post
Author
FT Diomedes
The Graduates
#141 - 2015-05-25 09:09:10 UTC
Xequecal wrote:
Stratios got massively buffed by the plate changes. Stratios has 1150 PG, which currently lets you fit two 1600mm plates and a MWD, but nothing else, so 2x 1600mm plate fits aren't viable unless you want to use Genolutions, storyline MWD, or storyline 1600mm plates, all of which are obscenely expensive.

After these changes, you can just fit two Syndicate plates which actually have more HP than T2 plates do now, and won't be that expensive. (27000 LP and no tags) The result is a ship that can fit an expanded probe launcher and a cloak and still do 500-600 DPS of whatever damage type it wants alongside having ~70,000 EHP. Use a reactive armor hardener when hunting ratters (they do the same damage type as the rats) and your EHP will be much higher. Even though you'll be relatively slow when double plated, it's still rather difficult to catch a ship with a covops cloak and a MWD.


That is one ship I have thought about flying for a long while now. I'll have to give it a shot when I finish this deployment. It sounds as though it will suit a certain patient play style of which I am very fond.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Xequecal
Ministry of War
Amarr Empire
#142 - 2015-05-25 10:07:50 UTC
Syndicate 1600mm Steel Plates
Syndicate 1600mm Steel Plates
Internal Force Field Array I
Imperial Navy Adaptive Nano Plating
Imperial Navy Drone Damage Amplifier

Experimental 10MN Microwarpdrive I
Caldari Navy Warp Scrambler
'Langour' Drive Disruptor I
'Langour' Drive Disruptor I

125mm Gatling AutoCannon II,Republic Fleet EMP S
125mm Gatling AutoCannon II,Republic Fleet EMP S
125mm Gatling AutoCannon II,Republic Fleet EMP S
Covert Ops Cloaking Device II
Sisters Expanded Probe Launcher,Core Scanner Probe I

Medium Processor Overclocking Unit I
Medium Trimark Armor Pump II
Medium Trimark Armor Pump II

This is a fit with no implants at all. Yes those are small guns and that's an empty mid slot. You're at 535/535 CPU exactly, there's nothing that fits there. If you use a 2% CPU implant, you can use a sensor booster and fleeting webs. A 4% CPU implant will let you use a target painter and fleeting webs.
Mike theBuilder
Ministry of War
Amarr Empire
#143 - 2015-05-25 10:52:46 UTC
CCP Delegate Zero wrote:

In terms of 'Named' modules, the 'Reinforced Nanofiber Plates' range will merge into the 'Crystalline Carbonide Restrained Plates'. Likewise, the 'Reinforced Titanium Plates' will merge into the 'Rolled Tungsten Compact Plates'.

With shield extenders this process is mirrored by the merger of 'Subordinate Screen Stabilizers' into 'F-S9 Regolith Compact Shield Extenders', and the merger of 'Supplemental Barrier Emitters' into 'Azeotropic Restrained Shield Extenders'.


When your saying "merge", are we to expect that say the Nanofiber Plates will become what is currently the Meta 3 Module (Crystaline Carbonide Plate), and this combined item gets its name changed, stats adjusted and becomes a Meta 1 Item (it keeps its old TypeID and so on), or those two old modules combined become a new module that will have a new ID, and the balanced stats. Previous rounds with module tiericide, we had every item listed and what they would become, but when you write it this way its not really clear what the exact database entry will change to.

This actually have a large effect on market. Because on patch day, if its a new typeID, no items will be listed on any market and instead be moved+combined in hangars all across the universe. It will create a large vacuum on item values when there isn't any way of listing what the previous values used to be before the patch. Obviously people will adapt quick in market hubs, but you can sort of manipulate the market very easy in lower activity regions.
Vlad Vladimir Vladinovsky
Imperial Academy
Amarr Empire
#144 - 2015-05-26 02:32:33 UTC
I don't like this 1600mm plate nerf at all, let alone any of the nerfs, you increase the CPU usage when there wasn't a CPU problem before, you reduce the PG usage of the plates when there wasn't a PG issue before.

You reduce the effective tank and give armor little to go by. The agility and speed penalties are far worse than sig radius penalties on shield extenders purely because a shield ship retains all their speed and agility and by default can simply out kite a sig radius penalty and then it doesn't matter

Yea armor has its own armor layering but the penalty doesn't go away significantly and the agility and speed problems are still there. CCP you seem to heavily favor this kite meta which largely excludes armor at all variants. I've been doing 1v1 fights in FW for a very long time and I see fewer and fewer ships running plates and instead going with these AAR fits because AAR's have zero agility and speed penalty. I've fought merlins that use their lows to tank mods and fill their mids with utilities because they can just gimp a fit and it works. Meanwhile ships like the punisher are in tan objectively WORSE situation now because they didn't get a bonus like shield ships did. Things like the punisher are slow and useless largely because they get scram kited by other brawlers. I totally look forward to liquidating my plate armor fits and never running mallers for anything useful ever again because you've obviously shown a huge bias towards shields.

If shield extenders get buffs like this then why don't armor? you punished T2 plates with no significant benefit, the PG was never a problem but you somehow reduce PG and create CPU issues for no reason what so ever.

an MSE is now nearly on part with a 400mm plate but I guarantee you I'd rather take an MSE because with that MSE I get to keep all of my agility and speed that negates the sig penalty, but with a 400mm plate I'm slow and sluggish with no way to over come it.
Kaarous Aldurald
Black Hydra Consortium.
#145 - 2015-05-26 03:10:25 UTC
Vlad has a good point there. Speed is by far the most valuable, meaningful stat, and Armor is penalized in that category too severely.

The meta is already too kitey, this will make it worse.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

CCP Delegate Zero
C C P
C C P Alliance
#146 - 2015-05-26 13:16:28 UTC
Mike theBuilder wrote:

When your saying "merge", are we to expect that say the Nanofiber Plates will become what is currently the Meta 3 Module (Crystaline Carbonide Plate), and this combined item gets its name changed, stats adjusted and becomes a Meta 1 Item (it keeps its old TypeID and so on), or those two old modules combined become a new module that will have a new ID, and the balanced stats.


The former case - modules variants that are removed will be turned into remaining variants.



CCP Delegate Zero | Content Designer - Writer | @CCPDelegateZero

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#147 - 2015-05-26 13:57:51 UTC
Kaarous Aldurald wrote:
Vlad has a good point there. Speed is by far the most valuable, meaningful stat, and Armor is penalized in that category too severely.

The meta is already too kitey, this will make it worse.


rigs give you most of the penalties, not plates/extenders
Jeanne-Luise Argenau
Brutor Tribe
Minmatar Republic
#148 - 2015-05-26 14:24:04 UTC
doesnt look to bad,
personally i would switch the rolled and crystaline plates and also the f-s9 and the azeo as they would then hold the same role as the current one does
Casivek Andrard
True Drone Expanse
What Could Possibly Go Wr0ng
#149 - 2015-05-26 14:55:21 UTC
Vlad Vladimir Vladinovsky wrote:
I don't like this 1600mm plate nerf at all, let alone any of the nerfs, you increase the CPU usage when there wasn't a CPU problem before, you reduce the PG usage of the plates when there wasn't a PG issue before.

You reduce the effective tank and give armor little to go by. The agility and speed penalties are far worse than sig radius penalties on shield extenders purely because a shield ship retains all their speed and agility and by default can simply out kite a sig radius penalty and then it doesn't matter

Yea armor has its own armor layering but the penalty doesn't go away significantly and the agility and speed problems are still there. CCP you seem to heavily favor this kite meta which largely excludes armor at all variants. I've been doing 1v1 fights in FW for a very long time and I see fewer and fewer ships running plates and instead going with these AAR fits because AAR's have zero agility and speed penalty. I've fought merlins that use their lows to tank mods and fill their mids with utilities because they can just gimp a fit and it works. Meanwhile ships like the punisher are in tan objectively WORSE situation now because they didn't get a bonus like shield ships did. Things like the punisher are slow and useless largely because they get scram kited by other brawlers. I totally look forward to liquidating my plate armor fits and never running mallers for anything useful ever again because you've obviously shown a huge bias towards shields.

If shield extenders get buffs like this then why don't armor? you punished T2 plates with no significant benefit, the PG was never a problem but you somehow reduce PG and create CPU issues for no reason what so ever.

an MSE is now nearly on part with a 400mm plate but I guarantee you I'd rather take an MSE because with that MSE I get to keep all of my agility and speed that negates the sig penalty, but with a 400mm plate I'm slow and sluggish with no way to over come it.



Welcome to eve online where ccp says **** everyone that isn't a null bear 99% of the time
Hakaari Inkuran
State War Academy
Caldari State
#150 - 2015-05-26 15:02:31 UTC
Vlad Vladimir Vladinovsky wrote:
I don't like this 1600mm plate nerf at all, let alone any of the nerfs, you increase the CPU usage when there wasn't a CPU problem before, you reduce the PG usage of the plates when there wasn't a PG issue before.

You reduce the effective tank and give armor little to go by. The agility and speed penalties are far worse than sig radius penalties on shield extenders purely because a shield ship retains all their speed and agility and by default can simply out kite a sig radius penalty and then it doesn't matter

Yea armor has its own armor layering but the penalty doesn't go away significantly and the agility and speed problems are still there. CCP you seem to heavily favor this kite meta which largely excludes armor at all variants. I've been doing 1v1 fights in FW for a very long time and I see fewer and fewer ships running plates and instead going with these AAR fits because AAR's have zero agility and speed penalty. I've fought merlins that use their lows to tank mods and fill their mids with utilities because they can just gimp a fit and it works. Meanwhile ships like the punisher are in tan objectively WORSE situation now because they didn't get a bonus like shield ships did. Things like the punisher are slow and useless largely because they get scram kited by other brawlers. I totally look forward to liquidating my plate armor fits and never running mallers for anything useful ever again because you've obviously shown a huge bias towards shields.

If shield extenders get buffs like this then why don't armor? you punished T2 plates with no significant benefit, the PG was never a problem but you somehow reduce PG and create CPU issues for no reason what so ever.

an MSE is now nearly on part with a 400mm plate but I guarantee you I'd rather take an MSE because with that MSE I get to keep all of my agility and speed that negates the sig penalty, but with a 400mm plate I'm slow and sluggish with no way to over come it.

If you are areguing extenders need a nerf i agree. Non t2 plates needed a nerf though.
Vlad Vladimir Vladinovsky
Imperial Academy
Amarr Empire
#151 - 2015-05-26 15:52:12 UTC
Hakaari Inkuran wrote:

If you are areguing extenders need a nerf i agree. Non t2 plates needed a nerf though.

I didn't argue that, I clearly pointed out that T2 plates got shafted obviously while shields got buffed through the roof.

Non T2 plates didn't need nerfing, there was nothing wrong with them, in FW I hardly see plates used at all anymore because people would rather run AAR's because AAR's don't give mass penalties which results in heavy speed and agility penalties. I don't use the punisher anymore for 2 reasons, 1. it has no ability for utilities, 2. its forced to be flown one way and its slow as hell.

I've seen people run 200mm plated condors so they can fill their mids with utilities because thats how hard you can gimp things to work in extraneous ways. This doesn't call for a meta plate nerf that doesn't solve anything, its not OP at all and a small shield extender with these changes would poison that anyway. There is nothing OP about 400mm plates purely because of that speed and agility loss. yea your signature is slightly lower but does it matter at all when you're far less agile? its counter intuitive.

Kiting metas and kiting ships should have been left to a skill based thing where pilots could out fly others purely because they actually know how to fly their ships. Not this implicated kite role that makes even the most mindless set ups able to kite about.

Wanna run an armor kite ship? don't run a plate or trimarks because you're shooting yourself in the foot right off the bat.

trouserdeagle wrote:
rigs give you most of the penalties


I'd argue that with the mass penalty of plates you're adopting agility loss which means you align slower, your acceleration and deceleration is slower and your overall speed is less. Its a double whammy and it has ruined armor meta in the game in favor of kite shield ships that can load their lows with damage and tracking mods and fill their mids with all the tank in the world. This is particularly where the Kiting Shield Ishtar doctrines come from. 5 mids 5 lows, they fill their mids with dual shield extenders, and resist mods to fill gaps. Lows are either 4 drone damage amps and a nano, DCU or shield flux coil.

Why aren't they running armor ishtars? because they're objectively worse. Low speed, low agility, less damage than the shield set up and they're prone to sitting still because their speed is so low and they will get spiked by other ships because they're standing virtually still in comparison. Yea you can fill your mids with utilities but in this example, Heavy drones don't really need the assist, nor do geckos or even sentries, yea they help but its obviously not required.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#152 - 2015-05-26 16:08:42 UTC  |  Edited by: TrouserDeagle
yeah and I'd argue that the mass penalty is tiny, so who cares

edit: I actually read your post

Quote:
Why aren't they running armor ishtars? because they're objectively worse. Low speed, low agility, less damage than the shield set up and they're prone to sitting still because their speed is so low and they will get spiked by other ships because they're standing virtually still in comparison. Yea you can fill your mids with utilities but in this example, Heavy drones don't really need the assist, nor do geckos or even sentries, yea they help but its obviously not required.


I don't know where to start with this. I don't want to respond to every sentence individually with 'this is wrong'.
Altrue
Exploration Frontier inc
Tactical-Retreat
#153 - 2015-05-26 17:40:01 UTC  |  Edited by: Altrue
CCP Delegate Zero wrote:


The former case - modules variants that are removed will be turned into remaining variants.



Would be cool to have details: What is turned into what? And I mean in a general sense, we never get told how the transformation process will work.
Also, what about the cases where a new module appears? Like prop mods I believe.

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Vlad Vladimir Vladinovsky
Imperial Academy
Amarr Empire
#154 - 2015-05-26 18:04:51 UTC  |  Edited by: Vlad Vladimir Vladinovsky
TrouserDeagle wrote:
yeah and I'd argue that the mass penalty is tiny, so who cares

edit: I actually read your post

Quote:
Why aren't they running armor ishtars? because they're objectively worse. Low speed, low agility, less damage than the shield set up and they're prone to sitting still because their speed is so low and they will get spiked by other ships because they're standing virtually still in comparison. Yea you can fill your mids with utilities but in this example, Heavy drones don't really need the assist, nor do geckos or even sentries, yea they help but its obviously not required.


I don't know where to start with this. I don't want to respond to every sentence individually with 'this is wrong'.

I don't believe I am wrong though. I've been flying ishtars in null for a while to know how they work and how they're used. Shield ishtars are so popular because of the raw DPS output with the tanks being very high. This is part of the reason why I opt against armor vexors because a shield vexor while it tanks a little less in comparison, its far faster, more agile and does way more DPS because your low slots aren't reserved for tank mods but instead massive amounts of damage mods.

Remember that mass penalty does two things. the first thing it does is make you harder to turn, accelerate, align, get to warp all sorts of agility related things. The second thing that penalty does is reduce your top speed which means you're going to be less able to create angular velocity against a target, it means you're more prone to missile damage and DPS can be activated on you easier. It means you can't catch targets as easily and it makes you sit still more, double backing to the DPS application, you become far easier to shoot at. the rigs further reduce your speed not as a function of mass but just a pure penalty to top speed, it means your AB's and MWD's are less effective because they scale relative to your base, which sounds like I'm stating the obvious but it just compounds far worse

Yes shield fits do naturally increase your sig radius, but sig radius exists in the same rules for gun and missile formula and you can better negate damage because you're faster which means the sig radius penalty is so easily negated purely because you're faster and have higher top speeds. You create more angular velocity against a target, while your sig radius makes you easier to hit, you're faster than the armor equivalent and you create a secondary bottleneck on the ship shooting at you through his tracking.
Midnight Hope
Pator Tech School
Minmatar Republic
#155 - 2015-05-27 03:19:51 UTC
Morihei Akachi wrote:
CCP Delegate Zero wrote:

As a reminder the meta module signifiers used for these changes are:

  • Restrained: lower penalties on use


Still calling technological equipment "restrained," eh? This doesn't get any more plausible merely by virtue of repetition. I doubt I'll be fitting these.



This^

- Meta modules:
Compact: Lower fitting requirements
Restrained: Lower drawbacks

Please try to get something with a bit more scifi flavor. I'm sure you can find an engineer or three for ideas:

Compact -> Micro/Nano (same functionality, less use of fittings)
Restrained -> Enhanced/Optimized/Advanced (if I understood correctly, the item is not actually "restrained", the item is "enhanced" or optimized in such a way that its drawbacks are reduced or restrained)
Masao Kurata
Perkone
Caldari State
#156 - 2015-05-27 17:57:15 UTC  |  Edited by: Masao Kurata
Meta 0 and navy plate modules are strangely bulky compared to the rest of the modules in the group. For example meta 0 and navy 1600mm plate is 100 m3 vs the 20 m3 of all other 1600mm plate. Is this a design decision or an oversight, and if it's an oversight could you make the module volumes uniform?

EDIT: Never mind, you did in fact fix this, love you! Couldn't check sisi before posting because of launcher issues.
Noxisia Arkana
Deadspace Knights
#157 - 2015-05-28 01:59:45 UTC
Not a huge fan of the plate nerfs (non faction) from a raw HP standpoint... they didn't feel broken before - and they gave fleets a reason to fit armor buffer over shield.

From a shield standpoint, looks cool.

Is this on purpose, since you're going to be introducing sov mechanics that will favor nimble multi-pronged attacks; and thus are buffing shield / kiting / sig radius based tactics?

If so, what niche would you see armor fleets fulfilling?
James Baboli
Warp to Pharmacy
#158 - 2015-05-28 02:11:44 UTC
Noxisia Arkana wrote:
Not a huge fan of the plate nerfs (non faction) from a raw HP standpoint... they didn't feel broken before - and they gave fleets a reason to fit armor buffer over shield.

From a shield standpoint, looks cool.

Is this on purpose, since you're going to be introducing sov mechanics that will favor nimble multi-pronged attacks; and thus are buffing shield / kiting / sig radius based tactics?

If so, what niche would you see armor fleets fulfilling?

Damps to bring them in, tackle to hold them down, blasters to eat them alive.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Anthar Thebess
#159 - 2015-05-28 08:21:14 UTC
CCP Delegate Zero wrote:

I see some issues in the module list you provided.
You forgot to put there :
- Sansha/Serpentis Armor Plates
- Angel/Guristas Shield Extenders
Zarek RedHill
State War Academy
Caldari State
#160 - 2015-05-28 12:00:51 UTC
re: oversized modules -- I think they should either be impossible OR that you should need to give up a LOT to achieve it. I see MSEs used in frigates currently as a matter of course. IMO you should have to give up a lot of mobility or firepower to achieve this.