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Armor plates: The fix.

Author
IceAero
Ministry of War
Amarr Empire
#21 - 2011-12-09 16:39:06 UTC  |  Edited by: IceAero
Rawls Canardly wrote:

I see your point, perhaps reducing that penalty by 75% would be more applicable.

edit: that would still increase the penalty to 4kg on bs's, but it's not as noticable on them.

edit2: I also see your point on the stat-doubling being invasive. perhaps a 3200 plate is in order instead?


The best I can figure is this: The mass additions needs to stay static but could be slightly reduced to hedge against the current speed/agility issue:

1600mm plates currently range from 3,750,000 kg to 2,062,500 kg (t1 and best faction)
800mm: 1,875,000 kg to 1,031,250 kg
400mm: 375,000 kg to 206,250 kg
200mm: 187,500 kg to 103,125 kg
100mm: 37,500 kg to 22,500 kg
50mm: 18,750 kg to 13, 750 kg

Is this needed? A solution would be this:

1600mm: T1/Faction are 2,000,000 kg, and T2/storyline are 3,000,000 kg
800mm: T1/Faction are 1,000,000 kg, and T2/storyline are 1,500,000 kg
400mm: T1/Faction are 200,000 kg, and T2/storyline are 300,000 kg
200mm: T1/Faction are 100,000 kg, and T2/storyline are 150,000 kg
100mm: T1/Faction are 20,000 kg, and T2/storyline are 30,000 kg
50mm: T1/Faction are 10,00 kg, and T2/storyline are 15,000 kg

I believe this reflects the new changes to their values quite well. The mass difference between the meta level corresponded to the signature radius differences with shield extenders. I don't know if there is a need to entirely get rid of meta level scheduling, but these new values are more appropriately designed around the new stats. There's still the ability to vary them 5% across each meta level as they were done before.
Sphit Ker
Ministry of War
Amarr Empire
#22 - 2011-12-09 17:43:13 UTC  |  Edited by: Sphit Ker
There is no tanking the blob. I believe fiddling with hit points won't matter. Armor tanks are "lame" because they slow ships down to annoying levels. It's all about the mass and the way EVE deals with that. Because greater mass means greater resistance to changes in velocity, right? I say reduce the effect of webs against armoured ships (plates and/or trimarks). It's harder to get going therefore it's harder to pin down.

Who cares for webs against a triple trimarked, twin plated Abaddon? Nobody! It's not going anywhere anyhow. You have to try to fly one of those. It's painful. It really is. There's no point slowing them down anymore than the lazy butts they already are.

Webifier efficiency reduction against armoured boats is a good way to balance the odds without denaturing the intent of plates vs shield extenders philosophy.

ninjaedit: T2 plates have less mass etc etc

It knows what you think.

IceAero
Ministry of War
Amarr Empire
#23 - 2011-12-09 18:22:39 UTC  |  Edited by: IceAero
Sphit Ker wrote:
There is no tanking the blob. I believe fiddling with hit points won't matter. Armor tanks are "lame" because they slow ships down to annoying levels. It's all about the mass and the way EVE deals with that. Because greater mass means greater resistance to changes in velocity, right? I say reduce the effect of webs against armoured ships (plates and/or trimarks). It's harder to get going therefore it's harder to pin down.

Who cares for webs against a triple trimarked, twin plated Abaddon? Nobody! It's not going anywhere anyhow. You have to try to fly one of those. It's painful. It really is. There's no point slowing them down anymore than the lazy butts they already are.

Webifier efficiency reduction against armoured boats is a good way to balance the odds without denaturing the intent of plates vs shield extenders philosophy.

ninjaedit: T2 plates have less mass etc etc



Well, sure this is true. But this seems beyond the scope of this change anyway. I don't think that removing the mass addition of armor plates would be fair either.

What if armor plates ONLY reduced velocity? Or ONLY reduced agility? But I still have no idea how this stat could scale throughout ship classes. The more I think about this conundrum the more I arrive at the conclusion that mass addition is the only drawback which appropriately affects ships for fitting plates.
Proteus Maximus
School of Applied Knowledge
Caldari State
#24 - 2011-12-09 18:45:21 UTC
+1 nice work sir.

If Goons were around when God said, "Let there be light" they'd have called the light gay, and plunged the universe back into darkness by squatting their nutsacks over it.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#25 - 2011-12-09 19:30:02 UTC
+1

The smaller plates especially- the nature of frigates is to avoid damage with speed. Either the speed penalty on 50-200 needs to go down, or the HP up to make it more worth it. You've done the latter, and I approve.

Regarding active tanking, it has it's place in small scale PVP. Triple rep myrm, dual rep vengeance, bleeder punisher, etc, all good dueling or solo boats. In larger gangs there's really no way to get around the focus fire effect. I think the only possible change is to adjust the cycle time to give more control over when your HP is added (10 secs from activation to HP is easily enough to die). Also, perhaps giving hp at beginning of cycle like shield boosters. That would make them rather the same, but there are enough other differences that the usefulness would worth it imo.
IceAero
Ministry of War
Amarr Empire
#26 - 2011-12-28 17:32:30 UTC
Just going to bump this once...would like to hear more input!
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#27 - 2011-12-28 20:58:23 UTC
+1 again. Keep bumping.
Nestara Aldent
Citimatics
#28 - 2011-12-29 07:20:44 UTC  |  Edited by: Nestara Aldent
There could be constraints what plates can be put on certain hull, and besides mass addition and number of slots available, plates could be subject to diminishing returns as well, maybe not in amount of HP gained, but in agility loss or something like that.

From the fiction point of view, ships we fly in are designed to meet some real-world needs, and have limitations as well, so they shouldn't have the ability multiple armor plates to be fixed to them without drawbacks. Smaller plates designed for smaller hulls should maybe work better on them too.

From the balance and game point of view, that will make smaller plates usable.

And about op proposal, armor plates really need fixing, so meta4 isn't better than T2 and faction stuff.
There are too faction armor hardeners which aren't better than T2 variants (I think Federation/Imperial Navy Armor Hardeners, etc).
Twylla
The Scope
Gallente Federation
#29 - 2011-12-29 15:25:09 UTC  |  Edited by: Twylla
My suggestion:

All Meta 1-7 plates offer the same HP bonus, but at decreasing mass penalties and/or fitting sizes
T2 armor plates should carry the standard 30% bonus to HP, at T1 mass penalty and current fitting sizes

Also, reduce CPU and powergrid requirements a little for armor plates. It's a freaking plate!
Retooling 'regenerative' plating may be a point to tackle at some point, since it doesn't actually regenerate anything. Even if it was .5% a second, maybe it would stick to its name a little better.

Players can choose between Meta plates for added speed, while those who want the heavier buffer can opt for T2.

Active armor tanking should have a skill that proportionately reduces the Capacitor costs in relation to the repair-speed bonus recieved from the Armor Repair skill. This should give acitve armor tanking a little extra kick without overdoing it.

~Weapons R&D technician, arms manufacturer, weapons dealer, wormhole project manager, nulsec fleet pilot, armored warfare command/mindlink specialist, thanatos pilot, alliance executor, now retired~

I've done everything. NOW GET OFF MY LAWN!

IceAero
Ministry of War
Amarr Empire
#30 - 2011-12-29 17:28:44 UTC  |  Edited by: IceAero
CCP's original design was to have the armor plates HP bonus very with Meta lvl, so I didn't want to go changing that.

I do feel that the current mass additions are too high, but in reality there just isn't going to be enough possible variation across the levels for it to mean squat to a pilot actually fitting the plate, but the difference in HP would.

I also do not agree with the PG and CPU fittings needing to be changed. These ships have had their base statistics designed around certain fits and the impossibility of certain fits, I do not think that doing and making it easier to fit plates is something that CCP is going to warm up to with all things being equal. I could see that being part of a more substantial overhaul of armor tanking in general, but I cannot say that that is needed right now.

The name 'regenerative' plating is certainly a misnomer and it Would be very interesting to see how things would change if such a mod did actually provide some passive armor generation, (and maybe it did, in the alpha, I know it didn't when I joined the beta) but the dichotomy between armor and shield tanking seems to be set firm with the inability of armor to regenerate itself, hence the ability for most ships to more easily add armor HP (Issue being the reduction of speed). What I believe is the True issue right now, and maybe the only one worth changing without consideration to any other elements of tanking, is the HP bonus of plates. They just make no sense, are too low at the 50,100,200mm levels, and cannot justify their fitting. At the high level, the 800mm plate is also not used enough an penalizes ships too much for what it gives. 1600mm plates are the least worrisome, but they should be placed in line with the rubric of these other changes to give some uniformity to the whole thing. AND, giving T2 plates a use is really the goal here. Plus, EVERY faction armor mod is better than T1/T2...except armor plates. That alone is reason enough for the faction changes.
Jon Marburg
Deep Core Mining Inc.
Caldari State
#31 - 2011-12-29 20:54:35 UTC
+1 I approve this message.
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