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[PROPOSAL] Change Armor Repair Bonuses

Author
Jon Marburg
Deep Core Mining Inc.
Caldari State
#1 - 2012-01-19 07:03:51 UTC  |  Edited by: Jon Marburg
As we all know, active tanking doesn’t work in a large-scale PVP setting. There is no effective method of making it so a single ship is able to tank a large gang of enemy ships without making its tanking ability extremely overpowered but on the other side of the coin a number of ships have active tanking bonuses where they are only able to fully maximize their potential when in a active tanking fit. The problem with armor repair bonuses is that the resistance bonus on similar ships is nearly or as effective in the same active tanking role.

So what do we do? Do we boost these active tanking bonuses, while increasing the chance of making them overpowered, in order to be more effective in that specific role than the resistance bonuses but still leave the ships still relatively unseen in larger fleets? Or do we just scrap the active tanking bonuses in preference of the resists and start seeing higher occurrences of new ships participating in gang warfare and potentially new fleet compositions while at the same time still have the same participation of ships in PVE and small-scale PVP? I’m pretty sure everyone can agree that the latter is the better alternative.

Let us then increase the scale further to take a look at capitals, specifically triage carriers and dreadnaughts. Both ships’ siege modules give bonus to local repair amount, prevent remote repair or energy transfer, and lock them in place for a five-minute cycle. On the small-scale, they currently work moderately well as they are able to tank towers and small gangs until capacitor neutralization starts to occur. However, on the large-scale both of these ships fail catastrophically. Dreads can only be fielded in the initial engagement of a tower and only stay on the field for a minimal amount of cycles without risking massive losses. As soon as an enemy fleet shows up that is greater numbers than your subcap fleet can handle your dreads become next to useless in turning the tide of battle and are going to die if they get tackled or left in siege. Similarly, numerous killmails from the recent WN/CFC conflict demonstrate that triage carriers are unable to function in large-scale fleet engagements, as high alpha will simple melt the carriers between rep cycles.

So again what do we do? The first step to fixing these two capitals is to again move away from the active repair bonus on the siege/triage module in favor of a resistance bonus. Leave to duration bonus alone, but switch the amount bonus to a comparable resistance increase that doesn’t stack similar to a damage control. But what does this mean? By adding resistances you are essentially increasing the amount of time a given amount of opponents need to burn through your tank. You will no longer see a carrier or dread repping back their entire shield or armor in a single cycle, but you are much less likely to see these same ships getting volleyed between reps. An additional bonus of this change is that you are still getting a bonus from the triage module and the fuel used even before you turn on your repair mods and when you are no longer able to use them (i.e. capped out).

A second step if the first proves insufficient in proving a place from these ships in large fleet engagements, especially with the massive numbers of supers currently being fielded, is to potentially allow remote repair on sieged dreads (I’m not entirely sure if this would be the best idea for carriers). These are committed assets and will live or die based on the success or failure of the fleet, which is more than can be said for supercapitals. In their current form, even though you may have a massive fleet of capitals, these ships still come down to each man against the entire enemy fleet. All you can do is sit helplessly and hope that your fleet can kill more enemies than they can kill of yours. The current system is a step away from the idea of group helping each individual become more than what they could be separately. By making this change it shifts the dynamics of capital engagements from who has more to who has better tactics and provides a method in which smaller entities could potentially engage larger capital fleets and with superior tactics have the potential of winning.

TL;DR change active repair bonuses on ships and siege modules to resistance bonuses and potentially allow RR on sieged dreads in order to provide a larger selection of viable ships for gang warfare.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#2 - 2012-01-19 07:29:12 UTC
Disagree.

The active tanking bonus should remain but should also effect remote repair received

Run the numbers. It works perfectly. Resist bonus ships end up with better buffers but active bonus ships get slightly better defense efficiency under remote repair.

Same should apply to both armor and shield.
Thryson
Riemannian Manifold Torus
#3 - 2012-01-19 08:31:47 UTC
Its an interesting concept but by changing this would not put a lot of ship with nothing but the same bonuses and there by eliminate the diversity? A good example of what you are talking about is the Mega/Hype/Abad comparison

with all level 5 skills

A properly fit active Mega can tank about 150 more dps then a Hype and because of bonuses has better tracking then the Hype with only a slight drop in over all damage dealt (made up for ofc by the tracking bonuses) you can compensate for the dps put out by the mega by replacing the faction antimatter with void and still have better tracking then the hype.

An Abad can active tank about 100 less dps then a Hype can however gains the tremendous advantage of being able to also buffer tank with extreme success.

So why ever use a Hyperion? That problem does need to be addressed other ships have similar problems in their respective counter parts tend vastly outclass them.

On this same line of discussion maybe some one could shed some light to me on why some ships get stupid bonuses that make no sense for the race IE Gallente getting a falloff bonus or a Minmatar getting an optimal? should it not be considered that bonuses like these are 99% of the time worthless to the ship and there by making it unused in favor a ship that has bonuses that can all be used for its maximum effect?
Jon Marburg
Deep Core Mining Inc.
Caldari State
#4 - 2012-01-19 10:21:19 UTC
Spugg Galdon wrote:
The active tanking bonus should remain but should also effect remote repair received
I ran the numbers for several different ships and it works out to at most an increase in 100 HPS per guardian difference in RR when including the repair received bonus. This still leaves the situation where the ship is lacking a bonus in any situation where it is not actively receiving reps from logi. The benefit of the resists is that it is constant, it decreases the chance that an enemy fleet is going to alpha/dps through you before reps can be applied. Because, lets face it, dying before you can react or influence the outcome isn't fun.

In regards to Thryson's comments, you can have the same bonuses but still require vastly different tactics in how the ships are flown and used. As an example, you wouldn't fly a Nighthawk into point blank range with the enemy, but even without the resist bonus thats exactly where you'd find the Sleipnir because the weapons system influences how the ship needs to be flow.

I'm not sure what fitting you're using for that comparison (guessing single rep fitting) but this change would have zero impact on actual active tanking. In regards to choosing the mega vs the hype, it would be similar to the geddon vs abaddon currently in one would have better dps while the other would have better tank.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#5 - 2012-01-19 12:04:03 UTC
Defensive bonuses only really matter when you're taking damage. Yes. Less buffer means you can be alpha'd easier. But the difference in buffer isn't all that great (need to check when I get home from work as I have done a lot of research on this)

Remote repair received bonus would allow you to tank more long term whereas resist bonus would allow you to tank more short term (alpha)
That seems to be a fair trade off. 
Soon Shin
Scarlet Weather Rhapsody
#6 - 2012-01-19 19:49:11 UTC  |  Edited by: Soon Shin
Spugg Galdon wrote:
Defensive bonuses only really matter when you're taking damage. Yes. Less buffer means you can be alpha'd easier. But the difference in buffer isn't all that great (need to check when I get home from work as I have done a lot of research on this)

Remote repair received bonus would allow you to tank more long term whereas resist bonus would allow you to tank more short term (alpha)
That seems to be a fair trade off. 


Resist bonuses also make RR more effective. Let me show you why.

Let say an enemy ship is shooting your ship with 100 damage and your RR reps 100.

With Armor resist bonus of 25%, your enemy's damage will be 75, leaving you with 25 extra hp when the RR is given you now have 125 instead of 100. With RR recieved bonus of 37.5 you will have 137.5.

Let me show you

1000 damage.

No bonus: 1000/100= 10

Resist bonus: 750/100 = 7.5

RR bonus: 1000/137.5 = 7.3

2000 damage

No bonus: 2000/100 = 20

Resist bonus: 1500/100= 15

RR bonus: 2000/137.5 = 14.5

10000 damage

No bonus: 10000/100 = 100

Resist Bonus: 7500/100 = 75

RR bonus: 10000/137.5 = 73

As you See the RR bonus is slightly better if it had a 37.5% bonus to RR received. About 10% better than Resist, however Resist also offers over 30% better Buffer at the cost of slightly less local rep and RR received. However we don't know if CCP plans to put bonus to RR received as a bonus in the game.

Let us focus on bonus to Local Armor Repair vs Resist Bonus


Armor resist bonus >>>Local Armor repair bonus.

Resist Bonuses offer you:
Better Buffer EHP
Better RR received
Better Local Rep

Armor Repair only offers you:
Better Local Rep

Local reps mean crap in large scale fights.

Armor Repair Bonus is greatly inferior to Armor Resist Bonus.

Oh and Buffer does MATTER since armor repairers repair at the END OF THE CYCLE.

Active Shield tanking works since Shield Boosters are much stronger than Armor Repairers and it starts at the BEGINNING OF THE CYCLE.
Vertisce Soritenshi
The Scope
Gallente Federation
#7 - 2012-01-19 20:08:00 UTC
Jon Marburg wrote:
As we all know, active tanking doesn’t work in a large-scale PVP setting. There is no effective method of making it so a single ship is able to tank a large gang of enemy ships


Stopped right there. No single ship SHOULD be able to tank a large gang of enemy ships for any reason. Also...armor tanking works very well...this is why everybody uses it.

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

Thryson
Riemannian Manifold Torus
#8 - 2012-01-19 20:10:17 UTC  |  Edited by: Thryson
Jon Marburg wrote:
[quote=Spugg Galdon]
In regards to Thryson's comments, you can have the same bonuses but still require vastly different tactics in how the ships are flown and used. As an example, you wouldn't fly a Nighthawk into point blank range with the enemy, but even without the resist bonus thats exactly where you'd find the Sleipnir because the weapons system influences how the ship needs to be flow.

I'm not sure what fitting you're using for that comparison (guessing single rep fitting) but this change would have zero impact on actual active tanking. In regards to choosing the mega vs the hype, it would be similar to the geddon vs abaddon currently in one would have better dps while the other would have better tank.


To your first statement I am using a dual rep tank on the mega and hype using dual large armor reps t2 everything in tank slots. The differance between the mega and hype is so vast as the mega can also get a decent buff tank and has the traccking advantage as I stated.

To your second I think that you misunderstood what I was getting at with the bonuses. A slep fit with auto cannons and using dps ammo still has no need for an optimal bonuses as it would benfit greatly from a fall off bouns Intead. If I am not mistaken the die most gets a fall off bonus but it would again benfit much more from an optimal making it slightly more useful or less terrible as the case may be I know a lot of ships have the oddball bonuses that bring almost nothing to the table in terms of use.

Sry for poor writing on my phone and I hate texting.
Alticus C Bear
University of Caille
Gallente Federation
#9 - 2012-01-19 21:41:33 UTC
Not supported, I like the active tanking bonus on the Gallente ships and do not feel removing this diversity improves the game. Is some balancing of active tank verses buffer required, yes but this is not down to the active tank bonus.

I would be interested in a dual rep Mega fit that can out tank a Hype? Even a T2 dual rep a Hype can tank 1100DPS and has a extra mid for a tracking comp or webber. Can you post this please.
Jon Marburg
Deep Core Mining Inc.
Caldari State
#10 - 2012-01-19 21:54:33 UTC
Vertisce Soritenshi wrote:
words

Not sure if you can't read or just trolling.

I think I see what you're trying to get at Thryson in that even with the rep bonus the hyperion is only barely better at that role than the mega, a ship that lacks a defensive bonus, due to its slot layout. The Hype really does need to be looked at aside from its bonus as it is pretty underwhelming, but that is a topic for another thread. To address your example, I'd say that weapon systems determine how ships need to be flown. How I envision these ships flying in a balanced system is that the mega have higher dps but weaker tank than the hype, but both faster and more maneuverable than their amarr counterparts.

In regards to the optimal and falloff bonus, I'm pretty sure they give close range ships like the diemost falloff bonuses as it increases the ship's damage projection, but without giving it a larger area in which it can deal maximum damage as a means of limiting blasters which are statistically the highest dps guns.
Jon Marburg
Deep Core Mining Inc.
Caldari State
#11 - 2012-01-20 07:31:00 UTC
So is there an actual argument for keeping the active tanking bonus aside from "I like them" and theoretically decreased diversity? I'll repeat again, even with the same bonuses, you wouldn't fly the nighthawk in the same way you fly a sleipnir just in the same way blasters require different techniques for success than pulse lasers. Obviously you wouldn't close to zero with lasers when facing blasters. So while you are decreasing diversity within the bonuses, you are creating more diversity in the fleets that people are going to use as more ships become effective for large-scale pvp.

As a side-note, this defensive bonus could be switched to a percentage of shield/armor capacity if you wanted to maintain the diversity within bonuses. But really that type of bonus goes more with Amarr/Caldari than Gallente/Minmatar.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#12 - 2012-01-20 16:36:33 UTC  |  Edited by: Spugg Galdon
Soon Shin wrote:


Resist bonuses also make RR more effective. Let me show you why.

Let say an enemy ship is shooting your ship with 100 damage and your RR reps 100.

With Armor resist bonus of 25%, your enemy's damage will be 75, leaving you with 25 extra hp when the RR is given you now have 125 instead of 100. With RR recieved bonus of 37.5 you will have 137.5.

Let me show you

1000 damage.

No bonus: 1000/100= 10

Resist bonus: 750/100 = 7.5

RR bonus: 1000/137.5 = 7.3

2000 damage

No bonus: 2000/100 = 20

Resist bonus: 1500/100= 15

RR bonus: 2000/137.5 = 14.5

10000 damage

No bonus: 10000/100 = 100

Resist Bonus: 7500/100 = 75

RR bonus: 10000/137.5 = 73

As you See the RR bonus is slightly better if it had a 37.5% bonus to RR received. About 10% better than Resist, however Resist also offers over 30% better Buffer at the cost of slightly less local rep and RR received. However we don't know if CCP plans to put bonus to RR received as a bonus in the game.

Let us focus on bonus to Local Armor Repair vs Resist Bonus


Armor resist bonus >>>Local Armor repair bonus.

Resist Bonuses offer you:
Better Buffer EHP
Better RR received
Better Local Rep

Armor Repair only offers you:
Better Local Rep

Local reps mean crap in large scale fights.

Armor Repair Bonus is greatly inferior to Armor Resist Bonus.

Oh and Buffer does MATTER since armor repairers repair at the END OF THE CYCLE.

Active Shield tanking works since Shield Boosters are much stronger than Armor Repairers and it starts at the BEGINNING OF THE CYCLE.


Your math confuses me as I'm not sure what your understanding of the resist bonus is.

Do you understand that the bonus doesn't just add 25% to each armour resist but 25% of the remainder of that particular resist. This means that your damage received isn't reduced by 25% but an average of 16.8%. This also means that your overall EHP doesn't increase by 25% but actually by just under 14% (Abbadon used to get figures. other ships may be slightly different). Example Abaddon:

Level 5 Pilot - No Amarr BS skill and unfitted:
EM 50%
TH 35%
KIN 25%
EXP 20%

EHP - 37810

Level 5 Pilot unfitted:
EM 62% - increase of 25% of 50 (Effective +12%)
TH 51.3% - increase of 25% of 65 (Effective +16.3%)
KIN 43.8% - increase of 25% of 75 (Effective +18.8%)
EXP 40% - increase of 25% of 80 (Effective +20%)

EHP - 43057 an increase of 13.9%

Now that we have that out of the way the resist bonus vs the rep bonus if it was to also apply to remote repair received:

A lvl5 Guardian pilot repairs 384 armour every 5s with each Lg RR module.
If the repair amount received was bonused, the Guardian would be repairing 528 armour every 5s.
Lets assume the Guardian is fitted with 4 Lg RR modules.
4x384= 1536 armour every 5s unbonused
4x528= 2112 armour every 5s bonused
That extra 600 armour per cycle is really going to help but lets consider fitted ships and the difference between the two. I am going to use the Abaddon vs the Hyperion as they're both armour and the Abaddon is considered 733t and the other the Hype-5h1te because of the ****** bonus.

Level 5 Pilots and Buffer tanked fits no fleet bonuses, gang links or implants:
Abaddon: 165979
Hyperion: 133908
The Hyperion has 19% less EHP than the Abaddon or the Abaddon has 24% more than the Hyperion, however you want to look at it.
Defence efficiency with one Guardian using all 4 lg reppers but no drones:
Abaddon:1216
Hyperion:1268 (inc. 37.5% rep bonus proposed)

The Hyperion ends up with approx a 4.2% better tank. Now this may not sound like very much but on a very large scale, lets say a fleet using 10 Guardians. The Hyperion can tank over 600 DPS more than the Abaddon.
Again, I don't believe this to be enough and I do think that the armour rep bonus should be increased to 9%/BS level as this would scale far better when used like this.

So I would propose increasing the Armour rep bonus to 9% per skill level and to include remote repair received.
Jon Marburg
Deep Core Mining Inc.
Caldari State
#13 - 2012-01-20 22:54:02 UTC  |  Edited by: Jon Marburg
Spugg your comparison is flawed. Aside from the fact that your comparing the abaddon against the hyperion (you're really saying you're going to fit all tank in the lows for hype? lol), leaving out the link bonuses is a huge boost in your argument's favor due to how the resist link applies and stacks with the resistance bonus.

Probably the best comparison you can do for this argument is the Absolution vs the Astarte. When fully fitted out with the astarte using 1 dmg mod and navy antimatter and the absolution using 2 dmg mods and conflag the ships become almost identical aside from the resistance bonus. Gun damage and range is 684 vs 682 and range is 11.7 to 12.5. Tank-wise they both have a resistance hole that should be filled as well. They both use an ACR and trimark in the rigs. They're as close as you're likely to find for this comparison. I'll post the fits if it proves beneficial to the argument.

So let's get down to the numbers. I'll show the numbers without and then including T2 Damnation ganglinks and fleet bonuses (you can expect these in any large-scale fleet engagement so why are you leaving them out?)

W/O Links and Bonuses
EHP
Absolution- 105,997
Astarte- 83,903 (20.8% Difference and 21.2% with just fleet bonuses)

Rep Multiplier
Absolution- 6.112
Astarte- 4.816 x 1.375=6.622

HPS per Guardian with 4 RR
Absolution- 2086
Astarte- 2260 (7.7% Difference)

Now let's compare with the links and bonuses
EHP
Absolution- 145,010
Astarte- 110,905 (23.5% Difference)

Rep Multiplier
Absolution- 8.24
Astarte- 6.034 x 1.375=8.29675

HPS per Guardian with 4 RR
Absolution- 4157
Astarte- 4186 (0.7% Difference)

So my conclusion? In minor engagements where there are no logi or command ships you fail to receive any bonus so you are at minimum 20.8% ehp behind you counterpart. In small-scale engagements where you wouldn't find command ships but find logistics you get a alright bonus. You aren't likely to get chewed through in seconds so ehp becomes less of an issue here and 7.7% per logi is pretty decent. However, in large-scale fleet engagements your idea of using the bonus for remote repair fails to hold up. Not only do you have 23.5% less ehp (so the chances of logi being able to lock you up and begin applying reps before you pop are lower) but your rep bonus only gives a 0.7% increase in applied reps versus the resist bonus as well.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#14 - 2012-01-21 17:27:19 UTC
Jon Marburg wrote:
Spugg your comparison is flawed. Aside from the fact that your comparing the abaddon against the hyperion (you're really saying you're going to fit all tank in the lows for hype? lol), leaving out the link bonuses is a huge boost in your argument's favor due to how the resist link applies and stacks with the resistance bonus.

Probably the best comparison you can do for this argument is the Absolution vs the Astarte. When fully fitted out with the astarte using 1 dmg mod and navy antimatter and the absolution using 2 dmg mods and conflag the ships become almost identical aside from the resistance bonus. Gun damage and range is 684 vs 682 and range is 11.7 to 12.5. Tank-wise they both have a resistance hole that should be filled as well. They both use an ACR and trimark in the rigs. They're as close as you're likely to find for this comparison. I'll post the fits if it proves beneficial to the argument.

So let's get down to the numbers. I'll show the numbers without and then including T2 Damnation ganglinks and fleet bonuses (you can expect these in any large-scale fleet engagement so why are you leaving them out?)

W/O Links and Bonuses
EHP
Absolution- 105,997
Astarte- 83,903 (20.8% Difference and 21.2% with just fleet bonuses)

Rep Multiplier
Absolution- 6.112
Astarte- 4.816 x 1.375=6.622

HPS per Guardian with 4 RR
Absolution- 2086
Astarte- 2260 (7.7% Difference)

Now let's compare with the links and bonuses
EHP
Absolution- 145,010
Astarte- 110,905 (23.5% Difference)

Rep Multiplier
Absolution- 8.24
Astarte- 6.034 x 1.375=8.29675

HPS per Guardian with 4 RR
Absolution- 4157
Astarte- 4186 (0.7% Difference)

So my conclusion? In minor engagements where there are no logi or command ships you fail to receive any bonus so you are at minimum 20.8% ehp behind you counterpart. In small-scale engagements where you wouldn't find command ships but find logistics you get a alright bonus. You aren't likely to get chewed through in seconds so ehp becomes less of an issue here and 7.7% per logi is pretty decent. However, in large-scale fleet engagements your idea of using the bonus for remote repair fails to hold up. Not only do you have 23.5% less ehp (so the chances of logi being able to lock you up and begin applying reps before you pop are lower) but your rep bonus only gives a 0.7% increase in applied reps versus the resist bonus as well.


Okay..... First off the Hyperion fit I used did have a damage mod and both ships applied approx 1k DPS at close range.
I compared the two battleships because it's the best "Apples to Apples" comparison out there. I can't compare a Hyperion and a Rokh because shield and armour tanking is very different but I will later to see what happens.

Next.... I am a little confused about your "rep multiplier" figures. Could you explain where you got these figures. I my self am using a defence efficiency formulae (EFT with projected effects) which I believe gives a very accurate prediction.

Okay... lets look at gang links from a T3 with all armour links, level 5 pilot and a mindlink implant:

Abaddon: 237491 EHP
Hyperion: 186430 EHP (21% less)

With fully boosted gang links a Guardian now reps at 384/Lg Repper every 3.25 seconds.
So......
384 x 4 = 1536 hp / 3.25s
+37.5% = 2112 hp / 3.25s (576 hp / 3.25s more or 1Lg Solace + 1Med 'Love' Repper per Guardian)
Plug this into EFT projected effects:
1 Guardian with 4 Lg reps boosted by the Legion with all three T2 ganglinks and a mindlink:
Abaddon: 2530 Def Eff
Hyperion: 2609 Def Eff (3.1% more)

This 3.1% is good but doesn't really compensate for the 21% less EHP the Abaddon has. So I refer to the last line of my previous post (which is bolded):

Spugg Galdon wrote:

So I would propose increasing the Armour rep bonus to 9% per skill level and to include remote repair received.


So using the proposed 9%:-
384 x 4 = 1536 hp / 3.25s
+45% = 2227.2 hp / 3.25s (691.2 hp / 3.25s or 1Lg T1 Rep + 1Lg Arup Rep >approx<)

So....
1 Guardian with 4 Lg reps boosted by the Legion with all three T2 ganglinks and a mindlink:
Abaddon: 2530 Def Eff
Hyperion: 2748 Def Eff >approx<(8.6% more)

That 8.6% better tank per Guardian is now competitive when considering EHP during ship selection wouldn't you think?
Jon Marburg
Deep Core Mining Inc.
Caldari State
#15 - 2012-01-21 23:57:43 UTC
Alright, I ran your numbers for the abaddon vs hype and got the same numbers. I personally wouldn't fit my abaddon or hype like that but we'll go with it for comparison's sake. The rep multiplier is the number you use to multiply the amount repped before dividing by the cycle time in order to calculate defense efficiency aka HPS. +70 HPS difference isn't what I'd call good. +218 HPS per guardian is a bit better, but the enemy only has to bring one or two more dps ships to negate that advantage. Also there is is the issue of alpha. The bonus doesn't help if reps don't land. Third, look at how your bonus scales on other ships as well, such as in the case of my example of Absolution versus Astarte it's only a 5.8% increase. Fourth, have you looked at how that increase will effect active tanking? 7.5% addition tank can mean a lot in 1v3. Fifth, your proposed bonus still leaves these ships inferior in any situation where they're aren't active tanking or have a large number of logistics.
Jalmari Huitsikko
Avanto
Hole Control
#16 - 2012-01-22 03:57:19 UTC
Logistics ships are even now overpowered as they are. There's no need to boost them further. If you shoot people they should just explode. As I see it we're currently having priest overcrowding "problem".

I can agree with giving remote reps on dreads and hics though.

Also just don't try to active tank in pvp it's not even good idea in pve either. Just why do stupid **** if you know it doesn't work. It's like asking more range for blasters cos they cannot shoot to 100k, at least yet. Hopefully not ever.

Basically people won't be happy about active repairs until they can be immortal.


Jon Marburg
Deep Core Mining Inc.
Caldari State
#17 - 2012-01-22 05:13:05 UTC  |  Edited by: Jon Marburg
There was one other thing I would like to mention. By removing these active repair bonuses from hulls in exchange for equal-opportunity bonus such as resists, you're likely to drastically diminish demands for active tanking improvements. You'll notice how there are very few complaints about how the abaddon or rokh active tanks. It is because, while these ships can active tank quite decently, they have an equally viable buffer tank for fleet combat. Conversely, the hyperion and brutix hulls seem to get the short end of the stick. Their bonus makes it so that they are only good at active tanking, but their tanking is only marginally better than ships that have other bonuses, and if they attempt to buffer tank they are drastically behind similar ships in their class. So if they can only do one thing, reason says that they should be able to do it really well and so people complain because that isn't the case. Make it so these ships can be competitively flown in most situations and people will care less about how active tanking stacks up against buffer tanking.
Spugg Galdon
Federal Navy Academy
Gallente Federation
#18 - 2012-01-22 17:39:43 UTC
Jon. The active tank bonus isn't going to change to resistance bonus as it removes a fair portion of the solo and small scale stuff that goes on. Active tanking is actually exceptionally viable when boosting with armour links for small gang work.

As you have highlighted the main issue is the fact that the resist bonus essentially "carries" between spider tanking, buffer tanking and active tanking. Simply homogenising the defensive bonus to be a resist bonus will actually remove diversity and we will be left with people flying different shapes that all do the same thing.

Allowing the active tank bonus to carry to remote repair received balances this issue out. Look at the numbers, the tanking figures become very similar. The only difference is buffer. Which means buffing the bonus to 9% actually makes sense. We lose nothing but gain everything else and the argument that the other side just needs to "bring moar dudes" to break the better tank is utterly moot.

I stick by at the very minimum giving active tanking ships the remote repair received bonus and if the balance all looks good buffing the bonus to 9%.
Il Feytid
State War Academy
Caldari State
#19 - 2012-01-23 09:34:48 UTC
The real problem is large fleet fights have been reduced to:

1. Entire fleet aligning to celestial.
2. Entire fleet locking up one target.
3. Entire fleet pressing F1.
4. Entire fleet locking up another target...

You get the idea. If large fleet fights were actually broken up into dozens of smaller fights, you would see active tank bonuses shine again. Until then; enjoy your predictable fleet dog fight of hundreds of ships primary one person at a time and they race to see who can finish the overview list first.

Boring.
Jon Marburg
Deep Core Mining Inc.
Caldari State
#20 - 2012-01-24 01:43:39 UTC  |  Edited by: Jon Marburg
Spugg Galdon wrote:
The active tank bonus isn't going to change to resistance bonus as it removes a fair portion of the solo and small scale stuff that goes on.
How does this remove solo / small-scale pvp? The difference in active tanking is minimal. Really I'd say this would improve solo / small-scale pvp for these hulls as people are able to competitively buffer fit if they choose to do so allowing for more potential uses.

Spugg Galdon wrote:
Simply homogenising the defensive bonus to be a resist bonus will actually remove diversity and we will be left with people flying different shapes that all do the same thing.
Yeah that would be extremely lame to have different hulls all doing the same thing. But wait! That wouldn't be the case at all with this change. The different weapon systems ensure that each race of ships has to behave in a different manner in order to succeed in pvp. If you go Amarr vs Gallente at 0. Gallente is most likely going to win. However, if you start at 30km apart, the situation flips and Amarr is probably going to win. The problem is that this comparison only really works when both ships have roughly the same hit points. As it currently stands, Amarr will probably win in both cases for the discussed ships, which shouldn't happen.
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