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X-Large Shield Extenders

Author
unidenify
Deaf Armada
#41 - 2015-11-21 23:04:48 UTC  |  Edited by: unidenify
Feyrin wrote:
Hate to be the bearer of bad news on this enthusiastic thread but...

http://community.eveonline.com/news/dev-blogs/reworking-capital-ships-and-thus-it-begins/

New Capital Modules

All existing capital sized modules will be getting a full set of Meta, Tech 2, and Faction variants. Yes, this includes Tech 2 guns (and the skills for them). We're also introducing a bunch of new modules -

All existing XL guns and XL launchers
New: High Angle Weapon Batteries
Remote armor repairers
Remote shield transporters
Remote energy transporters
Remote hull repairers
Local armor repairers
Local shield boosters
New: Local hull repairers
New: Capital Armor Plates
New: Capital Shield Extenders

New: Capital Microwarpdrives
New: Capital Energy Warfare Modules
New: Capital Cap Boosters and Charges
New: Capital Capacitor Batteries
New: Capital Warp Disruptors & Scramblers


we don't know what is their PG/CPU cost. For this reason, we won't know if we can fit them on BS or not.


honest, my concern is that if they bring XL shield extender, it is possible that shield BS get nerf in shield hp.
Reaver Glitterstim
The Scope
Gallente Federation
#42 - 2015-11-21 23:32:04 UTC
unidenify wrote:
we don't know what is their PG/CPU cost. For this reason, we won't know if we can fit them on BS or not.

I think we can feel pretty confident that they won't fit on a battleship. If they did, they couldn't offer capital-level hit point bonuses.


unidenify wrote:
honest, my concern is that if they bring XL shield extender, it is possible that shield BS get nerf in shield hp.

This isn't likely either because battleships don't have much of a hit point margin over combat battlecruisers. Capital ships have a tremendous hit point margin over battleships and while that is intentional, CCP is simply altering the meta by requiring that they get max hit points as a trade-off for other things. Capitals without these extenders will still have far more hit points than any battleship.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

unidenify
Deaf Armada
#43 - 2015-11-22 01:25:00 UTC
Reaver, issue with XL shield extender if we release them without nerf, one that benefit most would be one that have good base for passive shield tank, as Scorpion Navy Issue, and Rattlesnake. as they will get much better passive tank with it.
Reaver Glitterstim
The Scope
Gallente Federation
#44 - 2015-11-22 02:51:31 UTC
unidenify wrote:
Reaver, issue with XL shield extender if we release them without nerf, one that benefit most would be one that have good base for passive shield tank, as Scorpion Navy Issue, and Rattlesnake. as they will get much better passive tank with it.

What's wrong with that? Drakes can get a really strong passive tank with large shield extenders. Rattlesnakes can't get a passive regen tank as strong as they can get a cap stable shield booster tank, and passive tank comes with much heftier penalties. Passive tanks are underpowered on battleships and need a buff.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

unidenify
Deaf Armada
#45 - 2015-11-22 04:47:00 UTC
I don't find it wrong if we see more passive tank shield BS.

just that it is good chance that CCP will nerf shield BS to rebalance on new XL extender
Luscius Uta
#46 - 2015-11-22 12:50:03 UTC
elitatwo wrote:
Luscius Uta wrote:
Supporting this idea, because HP bonus from Large Shield Boosters is too small too make them really effective on Battleships, and almost nobody uses passive Rattlesnakes anymore. X-Large Shield Boosters should use around 100 CPU and 500 PG, while having double the HP bonus of Large ones, and T2 version should require Shield Upgrades V.

About the need for X-Large Armor repairers, that's what current Large ones really are. A new set of repairers designed for Battlecruisers who are somewhere between Mediums and Larges and use around 500 PG could be introduced however.


Large shield boosters are for cruisers like the Moa and Eagle. The XL ones are for battleships and they rep more than twice the amount of large ones.

Battlecruisers usually have enough fitting space to fit two armor reps, sounds fine to me.


Reaver, small shield boosters do not give enough hp per cycle to be worthwile and medium shield boosters were designed to fit on destroyers not frigates.
Back in the day we didn't have gun-grouping and small shield boosters were fine but the day gun-grouping was introduced you had one super-gun on any boat.
The result was that the small shield booster became too small to be of any use.


I was thinking about shield extenders in my first paragraph and didn't notice my epic mistake until I read your answer, which happened just now. Passive shield tanking still works great on Drakes but not so much on Battleships (a bit of EFT warrioring showed up that Barghest beats Rattlesnake in that regard, unless you cripple Rattlesnake's DPS by putting 3 or more SPRs. Also, a deadpace medium shield booster is still extremely effective on a Tengu.

Workarounds are not bugfixes.

Reaver Glitterstim
The Scope
Gallente Federation
#47 - 2015-11-22 19:02:33 UTC  |  Edited by: Reaver Glitterstim
Luscius Uta wrote:
Passive shield tanking still works great on Drakes but not so much on Battleships (a bit of EFT warrioring showed up that Barghest beats Rattlesnake in that regard, unless you cripple Rattlesnake's DPS by putting 3 or more SPRs.

Passive shield regen tanks don't get good until you have a lot of modules dedicated to that tank. It's really unbalanced because you get tiny bonuses but there's no stacking penalty. That means very often the last module you put on can make the difference between a weak tank and a very strong one.

That being said, it's still too weak. Case in point, two Rattlesnake fits I tried:

[Rattlesnake, Active Regen]
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Capacitor Flux Coil II
Damage Control II

Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pith X-Type Explosive Deflection Field
Phased Weapon Navigation Array Generation Extron
Shield Boost Amplifier II
Pith X-Type X-Large Shield Booster
Large Micro Jump Drive

Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Rapid Heavy Missile Launcher II, Scourge Fury Heavy Missile
Drone Link Augmentor I

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Hydraulic Bay Thrusters I



[Rattlesnake, Passive Regen]
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 Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pith X-Type Explosive Deflection Field
Shield Recharger II
Heavy Capacitor Booster II, Cap Booster 75
Large Micro Jump Drive

Rapid Heavy Missile Launcher II, Inferno Fury Heavy Missile
Rapid Heavy Missile Launcher II, Inferno Fury Heavy Missile
Rapid Heavy Missile Launcher II, Inferno Fury Heavy Missile
Rapid Heavy Missile Launcher II, Inferno Fury Heavy Missile
Rapid Heavy Missile Launcher II, Inferno Fury Heavy Missile
Drone Link Augmentor II

Large Core Defense Field Purger I
Large Core Defense Field Purger I
Large Core Defense Field Purger I




The numbers:
both are using an Angel Cartel-approximate damage profile: 1 EM | 2 Thermal | 5 Kinetic | 12 Explosive
my skills

Active regen
Total effective hit points: 150,139
Effective shield hit points: 102,732
Shield resistances: 62% | 69.6% | 77.2% | 91.9%
Defense: 2162
Capacitor loss: -103.4
Capacitor gain: +103.7
Capacitor stability: stable at 32%


Passive regen
Total effective hit points: 134,511
Effective shield hit points: 108,221
Shield resistances: 56.5% | 65.2% | 73.9% | 90.7%
Defense: 1721
Capacitor loss: -8.1
Capacitor gain: +9.3
Capacitor stability: stable at 68%


They both have similar hit points but the Active regen fit has way better defense. Now you might notice that the active regen ship has an X-type shield booster. Yes, the passive regen Rattlesnake's fit is a bit cheaper, but the Pith X-type X-Large Shield Booster is a very cheap module for its value, cheaper than some faction modules. I was unable to find any such deals that would improve the passive regen fit's tank.

Not only does the active regen get a lot more defense, but it also has a rig slot and a medium slot dedicated to its offense. On top of that, the passive regen fit is strangled by its poor capacitor regen and needs a capacitor booster to stay afloat for any extended period of time, while the active regen fit has such rapid capacitor regen it can merely turn off its shield booster 15% of the time to power virtually anything else. Were the deadspace shield boosters more expensive, I'd still rather fly the active tank with a T2 booster (1347 defense), it's lower defense per second but not by a huge margin and it comes with better damage application and capacitor. In fact the T2 shield booster costs less capacitor, so I could take off a capacitor rig or perhaps a flux coil and get something else for damage application.

I won't be using a passive Rattlesnake at the very least until I can fit a battleship-sized shield extender to it. At that point I might do it just to show off some nice defense numbers but I'll probably just stick with the shield booster fit. It's both easier to fly and far more scale-able. Here I showed you the passive tank at its best. Were I to devote five fewer slots to tank on both ships, the passive tank ship would suffer FAR more to the point of not even having a viable tank, while the active tank ship would still tank level 4 missions with ease.

======================================

I just have to ask: What is a 'uta' and why is it luscious?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Luscius Uta
#48 - 2015-11-22 20:38:58 UTC
Reaver Glitterstim wrote:


I just have to ask: What is a 'uta' and why is it luscious?


Luscius is just a misspell for Lucius. Uta is a generic last name that EVE offered to me.

Workarounds are not bugfixes.

Matthew Dust
Sebiestor Tribe
Minmatar Republic
#49 - 2015-11-30 22:48:44 UTC
just throwing this out there fw shield extenders only offer a minute 250 hp more, where as faction amarr plates offer about 500 HP more
Reaver Glitterstim
The Scope
Gallente Federation
#50 - 2015-12-01 02:34:23 UTC
Matthew Dust wrote:
just throwing this out there fw shield extenders only offer a minute 250 hp more, where as faction amarr plates offer about 500 HP more

Faction shield extender offers 5.769% more HP than T2 (+150), faction armor plate offers 9.375% more HP than T2 (+450).
Armor plates actually give three times the amount bonus over T2 that shield extenders give, but when you measure it as a percentage, it is closer. I do believe the Thukker Large Shield Extender is due for a buff, however.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Markus Reese
Deep Core Mining Inc.
Caldari State
#51 - 2015-12-01 04:41:24 UTC  |  Edited by: Markus Reese
Wow, lots of biased fact presenting going on, very interesting.

Okay, none of us will argue that shield and armor should be the same. That is silly. So lets get down to nuts and bolts to compare first. Unfortunately, I am away from the computer, so I do not have the numbers handy. Will speak from personal experiences. If I make errors, please take that fact into account and understand that I actually like to be proven wrong and/or given more info.

Will grab from eve wiki when I can, by default, I will refer to T2

Large Shield extender vs 1600mm armor plates

Large shield extender II:
powergrid usage -165 MW
CPU usage - 46 tf
Shield HP bonus - 2,625 HP
Signature radius bonus - 25 m

Resulting detriment: Higher damage hits. On smaller hulls, such as a LSE cruiser, this can be significant. Lower fitting however. Easy on PG making for easier fitting of high damage weapons and prop mods. Moreso on smaller hulls

1600mm Reinforced Steel Plates II

powergrid usage - 575 MW
CPU usage - 33 tf
Armor Hp Bonus - 4800 HP
Mass Addition - 3,750,000 kg

Uses less CPU, but more powergrid per hitpoint bonus. Half as many hitpoints per powergrid. This can make fitting high power and prop mods more difficult. Grain of salt here as ships tend to have powergrids and cpu similar to what they are fitting. Penalty is you are slower, making kiting style play with passive armor more difficult, as well as easier to track.


So from this point, I am agreeing with the OP. It does seem like there is something missing from the passive tank side for shields. But differentiation is important. Shields are much more powerful on the active side, as mentioned earlier with the extra large shield booster. But not all is so nice. To get high resists, vital to passive tanks and to helping maintain logi transferred hp, you tend to need to use active hardeners. If you full passive, it tends to take up more slots and rigging. This makes you vulnerable to having your tank capped out.

Armor on the other hand, is most powerful when 100% passive. Hardeners at best for just taking up large holes if you want. The active boost is less powerful and needs to essentially be double repper to match a shield. So now things are becoming quite divergent. Armor, being low slot means fewer damage mods, but it can be pure passive, making the only way to break it with guns. In addition, it leaves all mids open for more capacitor and electronics and warfare modules including tackle. Result? An inpenetrable tank that can be effective. See damnations....

Shields? Well if you heavy shield, you are not on a limited pick and choose for your low slots. If you want tackle and prop in your shield mids, well now you are picking and choosing. Though your lows are open enough for high damage. Having an X-Large booster now opens up new passive fittings. A lot more tank along with gank. The old drake for example. High damage AND high defence. Even now, is a reason why certain shield ships are favorable. Combining speed, missiles and shields means you have a good defence, high damage and effective application. Give an xlarge booster and this will become even more apparent. Toss in a boost amp and suddenly a ship can pulse three quick shield pulses and be full hp.


The big issue is the limited nature of active reppers in a battle. Once out of small gang, there is just no use for it. Alpha is king. That is a different matter however. If squad vs squad combat became more normalized, then active boosters might have a higher place in pvp. The same goes for passive regen shields as well. They can be reasonable without a full gimped fit outside of alpha style pvp. I just do not have numbers for what I would consider a reasonable passive regen.

Overall, there is a whole lot of variables to consider, but the numbers are only a part of the truth. We need to look at the whole package. Are their other advantages/disadvantages that are not being considered?

The one bit to all of this that does have me scratching my head is the armor layering. Not much in the fits where that will be a better choice over more resist or just a plate. A 15% boost for a low slot vs any of the plates really? I guess it is a potential on a capital is about it...

Edit: As for the capital stuff, I guess it will come down to whether they can even come close to fitting on a cap. The fitting difference between battleship and capital is pretty extreme.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

elitatwo
Zansha Expansion
#52 - 2015-12-01 08:48:48 UTC
Sorry you two for knocking but shields regenerate and plates do not, carry on.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Reaver Glitterstim
The Scope
Gallente Federation
#53 - 2015-12-01 09:35:41 UTC
elitatwo wrote:
Sorry you two for knocking but shields regenerate and plates do not, carry on.

They should still have the same percentage increase over the T2.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Valacus
Streets of Fire
#54 - 2015-12-01 15:42:17 UTC
Makes sense to me. Battleships in general aren't all that common, but shield battleships are definitely the ones seen the least. It's way easier to get a fat armor tank on a battleship than a shield tank. Small shield extenders don't get used period, and large on used on the second smallest ship size. It makes no sense that there isn't a larger shield extender for battleships. You can easily get two 1600 plates on any armor battleship, and they're worth twice as much.

"Oh, but shield regen!"

Which contributes nothing to your buffer. Either you get reps or you explode. No tiny shield regen is going to save you, or even make you last another second. Shield regen has only ever mattered in PvE and that's the only place it ever will matter.
Lady Rift
His Majesty's Privateers
#55 - 2015-12-01 17:30:38 UTC
Valacus wrote:
Makes sense to me. Battleships in general aren't all that common, but shield battleships are definitely the ones seen the least. It's way easier to get a fat armor tank on a battleship than a shield tank. Small shield extenders don't get used period, and large on used on the second smallest ship size. It makes no sense that there isn't a larger shield extender for battleships. You can easily get two 1600 plates on any armor battleship, and they're worth twice as much.

"Oh, but shield regen!"

Which contributes nothing to your buffer. Either you get reps or you explode. No tiny shield regen is going to save you, or even make you last another second. Shield regen has only ever mattered in PvE and that's the only place it ever will matter.



that only applies to large scale. shield regen can be used and makes a difference in smaller scale engagements. Also ASB.
Valacus
Streets of Fire
#56 - 2015-12-01 20:03:27 UTC
Lady Rift wrote:
Valacus wrote:
Makes sense to me. Battleships in general aren't all that common, but shield battleships are definitely the ones seen the least. It's way easier to get a fat armor tank on a battleship than a shield tank. Small shield extenders don't get used period, and large on used on the second smallest ship size. It makes no sense that there isn't a larger shield extender for battleships. You can easily get two 1600 plates on any armor battleship, and they're worth twice as much.

"Oh, but shield regen!"

Which contributes nothing to your buffer. Either you get reps or you explode. No tiny shield regen is going to save you, or even make you last another second. Shield regen has only ever mattered in PvE and that's the only place it ever will matter.



that only applies to large scale. shield regen can be used and makes a difference in smaller scale engagements. Also ASB.


Even in small scale base shield regen is meaningless. Even in PvE, you have to fit modules dedicated to passive regen in order to make it effective at all. Base shield regen is really only a multiplier for any modules you fit geared towards passive shield regen. By itself it is useless. The amount of time it takes to regenerate your shields is massive. And what the hell does ASB have to do with anything? Active and buffer tank don't really mix, so there's no discussion on that subject to be had.
Joe Risalo
State War Academy
Caldari State
#57 - 2015-12-01 20:32:40 UTC
would be nice for a passive rattlesnake to be worth a crap again..
Reaver Glitterstim
The Scope
Gallente Federation
#58 - 2015-12-02 01:54:41 UTC
Joe Risalo wrote:
would be nice for a passive rattlesnake to be worth a crap again..

It was only ever worth anything before because active tanking was shít and not everyone can be bothered to bring logi to help, especially when your PVE income is substantially higher when you run sites solo (which is generally easy if you have a good setup). You can still run PVE just fine in a passive regen Rattlesnake but its performance is and always has been sub-par. There has never been a ship that wasn't sub-par for passive regen tanking, including the Drake.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Markus Reese
Deep Core Mining Inc.
Caldari State
#59 - 2015-12-02 03:21:08 UTC  |  Edited by: Markus Reese
Reaver Glitterstim wrote:
Joe Risalo wrote:
would be nice for a passive rattlesnake to be worth a crap again..

It was only ever worth anything before because active tanking was shít and not everyone can be bothered to bring logi to help, especially when your PVE income is substantially higher when you run sites solo (which is generally easy if you have a good setup). You can still run PVE just fine in a passive regen Rattlesnake but its performance is and always has been sub-par. There has never been a ship that wasn't sub-par for passive regen tanking, including the Drake.


I dunno, I have a passive fit and I like it. Of course I make use of some mobility and range to reduce damage. The slots usually reserved for the cap to feed active boosters is all damage boosting mods.

Edit: That has been my play from the beginning in regards to pve. It is what I consider a true buffer fit where it doesn't do all the tanking, but regen is passive to it. In terms of armor, that would be a high passive resist with a single repper. Not enough to keep up with high agro, but enough if avoiding damage a bit. Been my pve play style since early eve.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Matthew Dust
Sebiestor Tribe
Minmatar Republic
#60 - 2015-12-02 03:28:35 UTC
passive buffer tank makes shield logi useful, but until then it'll never be anywhere near as useful as armor fleets with armor logi.

I would rather have logi than have to use an x-large ancil shield booster.

And the minmatar factions need shield buffs to the faction shield extenders at the very least.