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[December] Module Tiericide – Shield Rechargers and Others

First post First post
Author
Falin Whalen
Federal Navy Academy
Gallente Federation
#41 - 2015-06-20 19:38:47 UTC  |  Edited by: Falin Whalen
Shield flux coils. The best use for them is to still melt them down, and use the minerals to build something useful.

EDIT: SPRs out recharge SFCs WITHOUT 15% taken from your primary tank.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

HeXxploiT
Doomheim
#42 - 2015-06-20 23:42:51 UTC  |  Edited by: HeXxploiT
Yazzinra wrote:
How about y'all finish ship teiricide. Just another incomplete feature from CCP.


Logic would dictate having a level base module set before modifying ships. Anyway the module tiericide has been going splendidly and once completed it will be easier for the devs to balance ships having their module formula in place and not so chaotic.
James Baboli
Warp to Pharmacy
#43 - 2015-06-21 02:02:58 UTC
HeXxploiT wrote:
Yazzinra wrote:
How about y'all finish ship teiricide. Just another incomplete feature from CCP.


Logic would dictate having a level base module set before modifying ships. Anyway the module tiericide has been going splendidly and once completed it will be easier for the devs to balance ships having their module formula in place and not so chaotic.


Especially with the ships left to rebalance having either very dedicated communities built around them (BLOPS) or built around building them (T3s) or are niche by design (many of the remaining t2 classes, like EAFs). All of these are very subject to major changes in how the modules they use are balance as they are usually razor edge on one or more resource of the fit (PG, CPU, Cap) to make them work properly. As such, I am not gonna get my jimmies rustled about various ships languishing so long as CCP acknowledges they are being watched, makes changes at a reasonable rate (every other or every third release is enough for me on the things which are getting filed down, rather than a mallet or spackle) etc.

As for these modules, I can't say I'm much impressed with the scale of buffs. they are still all extremely niche at best, and SFCs are probably just a tiny bit better than an empty slot now.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Orca Platypus
Pator Tech School
Minmatar Republic
#44 - 2015-06-21 05:33:27 UTC
If those stats are final, chance to make those mods useful is completely wasted.
Shield power relays remain pretty much the only shield tanking low slots, thus they at least have their niche.
Flux coils suck. Rechargers suck.
Arthur Aihaken
CODE.d
#45 - 2015-06-21 07:58:56 UTC
Instead of a shield HP reduction for shield flux coils, why not reduce either armor or hull by the same corresponding amount?

I am currently away, traveling through time and will be returning last week.

afkalt
Republic Military School
Minmatar Republic
#46 - 2015-06-21 08:20:16 UTC
I don't think I've ever found a fit where an extender wasn't better than a recharger.

And flux coils....lolwut? It's like they were made as if regen value wasn't tied to total capacity but a flat value per hull.
Haatakan Reppola
Science and Trade Institute
Caldari State
#47 - 2015-06-21 10:18:00 UTC
Some stacking "penalty" on the negative aspects of these modules would go a long way. As far as i can tell there is no stacking penalty on any of these modules.
Alexis Nightwish
#48 - 2015-06-21 15:06:38 UTC
Current stats:

[Rattlesnake, SPRII]
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II
Shield Power Relay II

Large Core Defense Field Purger II
Large Core Defense Field Purger II
Large Core Defense Field Purger II

56k EHP
451 DPS tank (this will go up slightly in Aegis)



[Rattlesnake, SFCII]
Shield Flux Coil II
Shield Flux Coil II
Shield Flux Coil II
Shield Flux Coil II
Shield Flux Coil II
Shield Flux Coil II

Large Core Defense Field Purger II
Large Core Defense Field Purger II
Large Core Defense Field Purger II

39k EHP
278 DPS tank



So who in their right mind would ever use flux coils? No one does now, and no one will after. The shield HP penalty of the flux coils is too damn high to ever justify their use.

Just delete flux coils from the game. That would fit in with the stated goals:

"Reduce unnecessary complexity" by removing modules that ironically cripple your ship rather than help it. I remember as a newbie trying to understand the point of flux coils. It wasn't until years later that I realized there is none.

"Provide meaningful options within the module set" by removing a meaningless set of modules from the game.

Oh and before you tell me that the advantage of flux coils is that they don't penalize the capacitor like SPRs do, let me tell you that the only ships that ever go full passive shield regen are PvE ships that don't need cap like the Rattle, Gila, Scorp Navy, etc.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

James Baboli
Warp to Pharmacy
#49 - 2015-06-21 15:16:30 UTC
Orca Platypus wrote:
If those stats are final, chance to make those mods useful is completely wasted.
Shield power relays remain pretty much the only shield tanking low slots, thus they at least have their niche.
Flux coils suck. Rechargers suck.


Power diagnositic system. Shield amount and recharge.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#50 - 2015-06-21 15:17:44 UTC
afkalt wrote:
I don't think I've ever found a fit where an extender wasn't better than a recharger.

And flux coils....lolwut? It's like they were made as if regen value wasn't tied to total capacity but a flat value per hull.


Where you can't fit an extender?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

McChicken Combo HalfMayo
The Happy Meal
#51 - 2015-06-21 16:38:46 UTC  |  Edited by: McChicken Combo HalfMayo
Flip the shield recharge stats around on the meta 0 and meta 1 shield rechargers. That gives us a meaningful choice between the two.

Is there a design reason why meta 0 modules sometimes don't have use besides invention?

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

afkalt
Republic Military School
Minmatar Republic
#52 - 2015-06-21 16:40:45 UTC
James Baboli wrote:
afkalt wrote:
I don't think I've ever found a fit where an extender wasn't better than a recharger.

And flux coils....lolwut? It's like they were made as if regen value wasn't tied to total capacity but a flat value per hull.


Where you can't fit an extender?


Perhaps should have said extender/hardener.

They're a waste of a slot.
CCP Terminus
C C P
C C P Alliance
#53 - 2015-06-22 02:10:19 UTC
Regarding Shield Flux Coils and Shield Rechargers, I'll make sure to bring up some of the points and ideas made in this thread the next time we have a module tiericide meeting. There's always potential for changes at this stage.

@CCP_Terminus // Game Designer // Team Size Matters

Ranamar
Nobody in Local
Deepwater Hooligans
#54 - 2015-06-22 04:04:13 UTC
CCP Terminus wrote:
Regarding Shield Flux Coils and Shield Rechargers, I'll make sure to bring up some of the points and ideas made in this thread the next time we have a module tiericide meeting. There's always potential for changes at this stage.


I think you're already thinking of this, but I basically have two questions, one essentially a follow-on from the other.

1) Are you looking to change the desirability of using shield recharge modules during this tiericide pass?

2) What do you think of the current state of shield recharge modules? (Relatedly, when do you think they should be a strong consideration? We can give feedback on what's missing then.)

I'm not really sure what I think of them, but I basically never use them, either.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#55 - 2015-06-22 04:23:48 UTC
Thanks, CCP Terminus.

As Alexis nightwish said above, these modules have limited (rechargers) to no practicable use (flux coils).

It is clear CCP has the will and ability to put module types in the game and try things out, c.f. Target Spectrum Breaker, the new missile guidance computers. Likewise, you should be capable and willing to admit that the idea of flux coils is good, but the practical use is next to nil because it is one of the few modules which basically works against itself.

I mean, there's no armour module which increases resistance but reduces hitpoints. Granted it's not a direct comparison, due to shield recharge being what it is, and there's no passive recharge of armour, but regardless there's almost no modules in the game which have self-defeating negatives.

So, if you're willing to at least discuss changing the module's mechanism, if you remove the hitpoint penalty it becomes a better version of the SPR due to having no cap penalty.

if you reduce the hitpoint penalty it would need to be balanced against the SPR and Recharger.

The Flux Coil has to have a clear benefit versus either of these modules and versus other options for tanking.

eg, a recharger competes with the SPR (which is more efficient at % recharge but has an unrelated drawback) and with resist modules, which are more effective for tanking because they increase EHP not just recharge. It also competes with extenders if you have the spare PG. its only real use is in PG constrained battleship fits, because every other ship either needs buffer (eg, frigates) or has the spare CPU to fit resists.

Assume you have 10,000 raw hitpoints and 600s recharge, with 0% across the board resists, and are deciding on an invul field (eg; 30% resist bonus for simplicity's sakes) or a recharger with 15% resist bonus. The passive tank raw is 16 hp/s. With 30% resists the effective hitpoint tank goes to 20.8. 15% recharge bonus goes to 19.6.

Therefore you will choose better resists to give a better EHP tank with a lower raw tank, and not choose shield rechargers. Ergo, to passive tank, you fill your lows with SPR's and deal with the capacitor problems (unneeded with Drakes, Rattlers, etc, and as we know no one ever passive shield tanks any laser boats).

So, comparing the T2 modules;
Recharger II = 15%
Shield Power Relay = 25%
Flux Coil II = 30%

If you remove the shield hitpoint penalty for the flux coil, it invalidates the SPR. If you remove the cap penalty of the SPR, likewise, it becomes even moreso the module of choice.

So the only real option with the flux coil is to either reduce the shield hitpoint penalty so that the nett effect is equal with the SPR so that thereby the tradeoff is, i guess, do you lose capacitor with the SPR or buffer with the flux coil?

But if you consider the effect of midslots, you'd never, ever choose the flux coil anyway because as shown above, you can add resists to make any given pool of hitpoints more effective. In other words, why trade off capacitor for buffer when you can keep the buffer and use midslots to add even MORE buffer and MORE resists?

So, yeah, to my mind the choices with the flux coil are to redesign the mechanism of its operation entirely, or remove it entirely because it is demonstrated that it cannot be modified to become useful and not a redundant variation of the SPR anyway. The whole idea of passive shield tanking is to add buffer, then resists, then recharge, capacitor be damned i'm using capless weapons or drones.
Kasia en Tilavine
School of Applied Knowledge
Caldari State
#56 - 2015-06-22 05:01:37 UTC
CCP Terminus wrote:
Regarding Shield Flux Coils and Shield Rechargers, I'll make sure to bring up some of the points and ideas made in this thread the next time we have a module tiericide meeting. There's always potential for changes at this stage.


Might I suggest flipping the two stats so that flux coils are a buffer extender with a reduction to recharge rate? ASB tankers would like a low slot buffer extension module and don't particularly care to much about their recharge when they're feeding their tank with charges.

As for Mid slot rechargers, Just take into consideration the modules they're competing against....

I am considering fitting a mid slot recharger... oh wait, i'd rather fit...

Shield extenders
ASB's
Cap boosters
second prop
Invulns
damage hole plugs
scrams/disruptors
E-war
Tracking computers/MGE's/Omni-directionals
PWNAGE
webs
Sensor boosters


I'm not sure what can be changed about rechargers to make them considerable for fitting against the massive list of better alternatives without making them OP. Perhaps an active module with a 50% recharge reduction but the cap use of an Invuln? Neutable, and burnable with overheat to raise it to 65% recharge reduction... That may be op on rattlesnakes with 2/3 extenders... IDK, they don't seem like they can be balanced... just remove them then?
Rawketsled
Generic Corp Name
#57 - 2015-06-22 05:36:25 UTC  |  Edited by: Rawketsled
At what point does the stacking penalty on Invuln's make a Recharger more effective?

I'm taking a guess that 2x Inv + 1x Recharger gives you a marginally higher DPS than 3x Inv.

[EDIT] Osmium is the best website. Turns out 3x T2 Hardeners + 1x Recharger is better than 4x T2 Hardeners.

I can't think of any situation where 4x Hardeners is sensible outside of capitals. But that's for the buffer, not for the DPS.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#58 - 2015-06-22 06:29:31 UTC
As a concept, coils were supposed to give some more sustained HPpS than relays at the expense of alpha resistance. Sounds like something you'd fit on traditional PvE boat. IMO it can work, but they need to be buffed considerably.

Shield rechargers and relays are pretty much blood raiders grinding mods as well, I really doubt there's a good use of them outside of traditional PvE against heavy neuting.
Janeway84
Insane's Asylum
#59 - 2015-06-22 08:25:11 UTC
Its great that you keep the module tiericide train going! Im sure you guys can handle both ship and module tiericide work at the same time.

Flux coils are very bad compared to other options, they need some serious tweaks or like someone suggested deleted from the game.
Maybe you can trade off armor hp for recharge? Since they are a low slot mod.
Shield rechargers are also less useful but not as bad as flux coils from my own experience.
Thing is shield rechargers are using a mid slot wich most players w most ships find other modules that are more needed to fit there, I liked the idea someone had of making it a active module like invul field and giving it a higher recharge.

SPR's seem like they are in a good place imo, would perhaps be fun to see a few navy / faction variants for each of the module types so they are in line with other modules in the game.
afkalt
Republic Military School
Minmatar Republic
#60 - 2015-06-22 09:35:57 UTC
Trinkets friend wrote:
Thanks, CCP Terminus.

As Alexis nightwish said above, these modules have limited (rechargers) to no practicable use (flux coils).

It is clear CCP has the will and ability to put module types in the game and try things out, c.f. Target Spectrum Breaker, the new missile guidance computers. Likewise, you should be capable and willing to admit that the idea of flux coils is good, but the practical use is next to nil because it is one of the few modules which basically works against itself.

I mean, there's no armour module which increases resistance but reduces hitpoints. Granted it's not a direct comparison, due to shield recharge being what it is, and there's no passive recharge of armour, but regardless there's almost no modules in the game which have self-defeating negatives.

So, if you're willing to at least discuss changing the module's mechanism, if you remove the hitpoint penalty it becomes a better version of the SPR due to having no cap penalty.

if you reduce the hitpoint penalty it would need to be balanced against the SPR and Recharger.

The Flux Coil has to have a clear benefit versus either of these modules and versus other options for tanking.

eg, a recharger competes with the SPR (which is more efficient at % recharge but has an unrelated drawback) and with resist modules, which are more effective for tanking because they increase EHP not just recharge. It also competes with extenders if you have the spare PG. its only real use is in PG constrained battleship fits, because every other ship either needs buffer (eg, frigates) or has the spare CPU to fit resists.

Assume you have 10,000 raw hitpoints and 600s recharge, with 0% across the board resists, and are deciding on an invul field (eg; 30% resist bonus for simplicity's sakes) or a recharger with 15% resist bonus. The passive tank raw is 16 hp/s. With 30% resists the effective hitpoint tank goes to 20.8. 15% recharge bonus goes to 19.6.

Therefore you will choose better resists to give a better EHP tank with a lower raw tank, and not choose shield rechargers. Ergo, to passive tank, you fill your lows with SPR's and deal with the capacitor problems (unneeded with Drakes, Rattlers, etc, and as we know no one ever passive shield tanks any laser boats).

So, comparing the T2 modules;
Recharger II = 15%
Shield Power Relay = 25%
Flux Coil II = 30%

If you remove the shield hitpoint penalty for the flux coil, it invalidates the SPR. If you remove the cap penalty of the SPR, likewise, it becomes even moreso the module of choice.

So the only real option with the flux coil is to either reduce the shield hitpoint penalty so that the nett effect is equal with the SPR so that thereby the tradeoff is, i guess, do you lose capacitor with the SPR or buffer with the flux coil?

But if you consider the effect of midslots, you'd never, ever choose the flux coil anyway because as shown above, you can add resists to make any given pool of hitpoints more effective. In other words, why trade off capacitor for buffer when you can keep the buffer and use midslots to add even MORE buffer and MORE resists?

So, yeah, to my mind the choices with the flux coil are to redesign the mechanism of its operation entirely, or remove it entirely because it is demonstrated that it cannot be modified to become useful and not a redundant variation of the SPR anyway. The whole idea of passive shield tanking is to add buffer, then resists, then recharge, capacitor be damned i'm using capless weapons or drones.


This. Unfortunately.


That said, its name lends itself perfectly to being the shield version of reactive armor hardener tbh.