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Player Features and Ideas Discussion

 
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Armor / shield rig concept discussion for Inferno

First post
Author
Silly HoBag
Republic Military School
Minmatar Republic
#141 - 2012-04-23 18:53:10 UTC
Ya have to agree, shields are supposed to be faster than armor, the idea of shields get sig radius peanlty and armor get speed penalty... are GOOD as they currently are...

Now it could be said that the AMOUNTS that the penalties are need to be adjusted... i mean honestly i think the armor penalty is pretty heavy while the sig radius penalty could be honestly harsher.
Leontyne Gaterau
The Scope
Gallente Federation
#142 - 2012-04-23 18:55:54 UTC
The current ability of shield tanked ships to wholly dictate the engagement in k-space needs to be nerfed. Not 100% that this is the best way but it is better than nothing. Also, needs more shield tears.
Karah Serrigan
Ministry of War
Amarr Empire
#143 - 2012-04-23 18:58:15 UTC
5antamus wrote:
Bad move, why would any form of shield mod slow you down when it has no mass ... ? Oh wait nothing in Eve makes sense
And since when are resist rigs a purely passive thing? if you don't want to worsen your cap usage then they are a great alternative, you seriously need to re-think on this one

So much this. In addition, since when are gallente based on speed, when their racial EWAR bonus is to disable mwd at great range, slow someone down by 90% and damp the **** out of someone so he has to come close to you anyway?
This change makes no sense at all and actually hurts smallgang pvp, while buffing blobfests. Drakes having a speed penalty instead of sig bloom is huge when youre fighting with 1000 people and not really need to navigate around the field anyway, but when it comes to smallgang nano flight the speed penalty is really harsh and the sig bloom reduction can be neglected.
Fon Revedhort
Monks of War
#144 - 2012-04-23 19:01:21 UTC  |  Edited by: Fon Revedhort
Tippia wrote:
Luba Cibre wrote:
If you had read all my other replies, you would know, that I want to remove the penalties on the active tanking rigs, but except of them (who the fck uses them anyway? (especially shield active tanked rigs)) rigs are fine now.
What you want to see changed doesn't change the fact that your answer was incorrect: what Callic describes is not how rigs work now.

Fon Revedhort wrote:
Just the reverse - active tank should provide boosting in large chunks, otherwise it degenerates into boring passive regenetation, something alike current fugly Drakes.

The ratio between total HP and HP repaired per cycle determines fun factor.
It's also why active tanks are pointless: because it means your reps add roughly zero hitpoints and thus become meaningless.

They are not pointless, they are niche.

What they need is a meaningful advantage over passive ones - and superior mobility hits the spot perfectly.

No one expects that blobtards will switch to active tanks. It's not the point of these changes. The whole point of this is giving active tanks an advantage. Alternatively they can add a velocity boost bonus to reps/shield boosters, but implying penalties to passive things is just much more logical.

Also - all these tears they spill are really delicious :)

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Mioelnir
Brutor Tribe
Minmatar Republic
#145 - 2012-04-23 19:03:17 UTC
Karah Serrigan wrote:
In addition, since when are gallente based on speed, when their racial EWAR bonus is to disable mwd at great range, slow someone down by 90% and damp the **** out of someone so he has to come close to you anyway?


Since the idea behind it is not that you stay away, but that you slow him down, disable his dps at ranges where he can shoot you but you can't shoot back, then close the gap fast and overwhelm him with your superior shortrange DPS.
Basially, since ever.

Ganthrithor
School of Applied Knowledge
Caldari State
#146 - 2012-04-23 19:09:51 UTC
Leontyne Gaterau wrote:
Ganthrithor wrote:
This is quite possibly the worst idea I've seen out of CCP in years, and that includes Monoclegate.

Shield rigs penalizing speed is beyond ******** (guess why shield ships are more popular than armor tankers for PvP, especially small-gang PvP? Hint: it's because unlike their armor counterparts (which must fully commit to a fight due to being slow pieces of ****), shield-tanked ships can actually skirmish.


Death to shield kiting.



Death to your and your 40 friends' drakes.
Leontyne Gaterau
The Scope
Gallente Federation
#147 - 2012-04-23 19:12:13 UTC
Ganthrithor wrote:
Leontyne Gaterau wrote:
Ganthrithor wrote:
This is quite possibly the worst idea I've seen out of CCP in years, and that includes Monoclegate.

Shield rigs penalizing speed is beyond ******** (guess why shield ships are more popular than armor tankers for PvP, especially small-gang PvP? Hint: it's because unlike their armor counterparts (which must fully commit to a fight due to being slow pieces of ****), shield-tanked ships can actually skirmish.


Death to shield kiting.



Death to your and your 40 friends' drakes.


I don't have 40 friends : (
Benjamin Hamburg
Chaos.Theory
#148 - 2012-04-23 19:13:48 UTC
Add a specialization skill to reduce down to 0% rig penality. Job done.
Karah Serrigan
Ministry of War
Amarr Empire
#149 - 2012-04-23 19:16:28 UTC
Mioelnir wrote:
Karah Serrigan wrote:
In addition, since when are gallente based on speed, when their racial EWAR bonus is to disable mwd at great range, slow someone down by 90% and damp the **** out of someone so he has to come close to you anyway?


Since the idea behind it is not that you stay away, but that you slow him down, disable his dps at ranges where he can shoot you but you can't shoot back, then close the gap fast and overwhelm him with your superior shortrange DPS.
Basially, since ever.


Congratulations, you have understood how blaster ships(naga ferox, arguable rokh) are flown, unlike drone ships(ishkur, myrmidon, dominix).
Prometheus Exenthal
Aliastra
Gallente Federation
#150 - 2012-04-23 19:18:41 UTC
As much as I am giddy at the concept of nerfing passive tanks and boosting active tanks, this is the wrong way to go about it.
Yes, passive tanking is insanely powerful, specifically shields.
Yes, active tanking is the black sheep of tanking, specifically armor.

The biggest problem is scaling the two types of tanking for different types of fights and different, uh, price brackets:
For roaming, active tanking is acceptable, but as the number of targets go up, becomes more and more useless.
Passive tanking on the other hand, is always acceptable, and becomes the method of choice as the number of targets begin to ramp up into the large scale.

Both are heavily augmented by link warfare, however one uses cap, and the other does not.
At the same time, shields regenerate and armor does not, giving a sizable edge to shield tanking.

These proposals don't change any of the above constants.
Active tanking will still be comparatively weak, and passive tanking will still be the ideal method.
As someone who routinely pilots active-tanking armor ships, I never stop to think how much slower my rep augmenting rigs are making me. Is it a downside, sure, but it's not something so ridiculous that I think a whole redesign is needed.

Since the speed/agility changes we (CSM6) made in Crucible, this proposal seems a bit outdated and unnecessary.
If you want to change the speed penalty from active armor rigs, go right ahead, but there's no reason to nerf the **** out of passive rigs. The number of ships that gain from this is far smaller than the number of ships that will be nerfed quite heavily.

There are a handful of ships that come to mind that would be heavily effected by these changes;
The Hurricane, Vagabond, Cynabal, Drake, & Tier3 BCs

The Hurricane needs a slap, but this isn't the way to do it.
It's got too much grid and too much speed. Reduce both stats at the ship, not in the rigs.

The Vagabond is a fine ship, leave it alone.

The Cynabal is too agile, has too much SS, and too much grid.
Reduce the stats at the ship, not in the rigs.

Tier3s are heavily niched ships, which are too fast/agile (moreso with links).
They're faster and more agile than HACs, which have no way to compete.
Reduce the stats at the ships, not in the rigs.

I think that about sums it up!

https://www.youtube.com/user/promsrage

DO YOUR JOBS, CCP DEVS. FIX THE GAME INSTEAD OF FKING IT

Dersen Lowery
The Scope
#151 - 2012-04-23 19:18:43 UTC
Off the top of my head:

1) remove all penalties to armor resist rigs, so that there's a clear and concrete reason to prefer them to Trimarks.
2) Extend the armor repper bonus on those ships that get it to apply to remote reps as well, as long as a repper is active, so that active tanks trade absolute EHP for superior regen. You'll want to tweak exactly how much applies to remote reps, since the idea isn't to suddenly make active tanks the "win fit," just to make it a valid fleet option.

Proud founder and member of the Belligerent Desirables.

I voted in CSM X!

Tippia
Sunshine and Lollipops
#152 - 2012-04-23 19:20:10 UTC  |  Edited by: Tippia
Fon Revedhort wrote:
What they need is a meaningful advantage over passive ones - and superior mobility hits the spot perfectly.

No one expects that blobtards will switch to active tanks. It's not the point of these changes. The whole point of this is giving active tanks an advantage.
No, the whole point is to make them worth-while. The need more than a simple mobility boost to make that happen. The problem right now is that there are so many situation where an active tank doesn't actually provide much of a tank at all, and while you may deem it boring to see HP slowly drain away rather than see-saw back and forth at the same rate, making active tanks act more like passive regen would help fix that particular issue (also, since it would still be a matter of cap-for-HP, it wouldn't be the skewed-bell-curve regen of a PST, but a constant, linear recharge across the entire range of hit points… so it wouldn't have the same feel as shooting a passive Drake).

You'd still be able to out-DPS them or just alpha them into oblivion, but the circumstances where the tank itself would actually come into play would be a bit more common. Excitement isn't really a good balancing factor.
Lee Dalton
Ministry of War
Amarr Empire
#153 - 2012-04-23 20:00:01 UTC
Ok, take a step back.

Understand this, buffer tanking will *always* be better than active tanking as the incoming DPS increases. The reasons why should be obvious.

Before making *any* changes, ask this - in what situations do you want active tanking to be more viable?

Solo?

"Small Gang?" (How many people is that anyway?)

Decide when you want to make them viable, then make the changes to accommodate this.
sevyn nine
Cutting Edge Incorporated
#154 - 2012-04-23 20:17:18 UTC
If you want to promote active tanking (and you should, across all races, not just Gallente and Minmatar) just remove penalties from active tanking rigs.
Josef Stylin
University of Caille
Gallente Federation
#155 - 2012-04-23 20:32:45 UTC  |  Edited by: Josef Stylin
I always suspected it but I guess this backs me up, CCP confirmed for EFT warriors who never actually play the game.
Korinne
The Partisan Brigade
#156 - 2012-04-23 20:33:53 UTC  |  Edited by: Korinne
This is just a bad idea. First off, there's a reason that passive/buffer tanking is better in pvp. Second, maybe you should look at the problems w/ active tanking before you go breaking stuff. Third, armor rigs make you heavier, shield rigs make you bigger. This makes a great deal of sense (with a few notable exceptions) as generally most armor rigs give you more max armor hp/resist, thus it makes sense that you would get heavier, likewise with the shield rigs and sig radius. Maybe if you JUST changed armor nano-pumps, it might be something of a reasonable idea. Cutting and pasting penalties however is just the kind of bad idea that has much larger reprecussions than the CCP team these days seems to realize. Not only that, the whole idea is damaging to what you're trying to fix. The problem is that most pvp doesn't last long enough for active tanking to make a difference, not that you're either too big or too slow. The fact is that you're just better off stacking alot of cap-independent hp and hoping you kill the other guy first, mostly because 90% of all pvp happens on station.

Addendum: If it ain't broke, don't fix it. In this case, active tanking isn't broken, it's just got squeaky floorboards, which isn't an excuse to suddenly put in carpet, as you will still have the same problem, if not a worse one as the loose floorboard is gonna wear a hole in your brand new carpet.
Josef Stylin
University of Caille
Gallente Federation
#157 - 2012-04-23 20:44:15 UTC
To add something meaningful to to this discussion - if you wanna improve active tank rigs, just double how good they are, eg. Nanobot Accelerators go from 15% to 30%. This is arbitrary of course, you could increase it to 25% or 20%, what I mean is, you don't have to restructure everything, all you need to do is buff the active tank rigs, it really isn't that hard.
Korinne
The Partisan Brigade
#158 - 2012-04-23 20:48:17 UTC
Agreed. Sweeping changes are bad, just have many smaller little tweaks to get it right.
Fon Revedhort
Monks of War
#159 - 2012-04-23 20:52:30 UTC
Josef Stylin wrote:
To add something meaningful to to this discussion - if you wanna improve active tank rigs, just double how good they are, eg. Nanobot Accelerators go from 15% to 30%. This is arbitrary of course, you could increase it to 25% or 20%, what I mean is, you don't have to restructure everything, all you need to do is buff the active tank rigs, it really isn't that hard.

No need in making EVE even more overtanked.

Tanking values are fine as they are.

EHP is NOT fine. Velocity values are NOT fine. Fittings are NOT fine.

Bring EHP values back to where they were in 2005 and by that alone you'll fix active tank with no effort.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

John Maynard Keynes
Science and Trade Institute
Caldari State
#160 - 2012-04-23 20:53:07 UTC  |  Edited by: John Maynard Keynes
CCP Ytterbium wrote:
We would like to discuss possible changes to Armor / Shield rigs for Inferno.

It would be the first of many steps to rebalance active versus passive tanking, and promote usefulness of active tanking in small, mobile combat while making associated rigs more compatible with Gallente armor repairing bonuses. In general, we want races that need to use speed in combat (Gallente and Minmatar) to favor active tanking, while races that have more a static philosophy (Amarr and Caldari) prefer passive tanking.

Any kind of armor / shield rig that promotes passive tanking would now have a penalty to ship velocity instead of signature radius. Any kind of armor / shield rig that promotes active tanking would now have a penalty to ship signature radius instead of velocity. Penalty amount themselves are not changing.


Rig list:


  • Passive rigs: any kind of resistance, HP gain, shield recharge rate, shield powergrid reduction rig
  • Active rigs: any kind of repair / boost amount, repair / boost capacitor reduction, repair / boost cycle rate or remote repair / boost rig



EDIT: As mentioned here, this is not on the "Test Server Feedback" forum as no implementation has started, this is just a concept that was passed along and that we wanted to discuss early on before proceeding further. Tweaked first paragraph on this post to reflect that, apologies for the confusion.


I think this is actually a great ideat and would be good for balancing. However, you will face fierce resistance from people who want to keep their winmatar canes and so on...