I tried to be cool and all I got was a lousy warning about my sig being too big.
They're sort of the exception as much as the rule. Brutix, Astarte, Eos, all bonused but can't do full tackle, prop mod and dual injected. Links make a huge difference here just for being able to cycle 2 reps off of 1 injection. And canes are by far the main threat w.r.t. neuts.
And none of the dual-ASB fits do it.... on top of (almost) universally using slots or rigs to increase CPU/PG
This is akin to people "discovering" blasters after the buff... I specifically remember somebody posting my exact shield/vagahunting brutix as if it was a sudden revelation, when it wasn't substantially different from pre-buff stats.
Good, bonused, drugged, implanted active tanks have always worked this well. Just now that there's a shinier and yes, slightly more effective way to do it, everybody noticed.
I think some tweaks can be made, of course. XLASB numbers should come down a bit probably, but a restriction to one per ship will instantly obsolete the module (and then people will "discover" how well Xlsb +the cap booster works)
1v1-4 good active tanks have been owning face for ages
Edit: and if anything the blaster tracking buff made it so the 'tix/Astarte don't NEED full tackle. 5 med drones + med blasters hurts anything but an extremely skilled AB-AF pilot
Last edited by Tyrus Tenebros; August 2 2012 at 03:19:54 PM.
I tried to be cool and all I got was a lousy warning about my sig being too big.
The only problem i see is that they tank to much for the price, they should be on the level of tech2 shield boosters, and i coudnt care less that stupid canes now cant shut off an active tank , thats good imo (meaning fulldps canes, meaning if a frig catches one its more likly to kill it)! And in general less neuts!
On the contrary, ASBs are legitimatly the instant satisfaction of solo'ers everywhere that your shit 5 man gang you HAD to bring to fight my single ship well will be as effective as you wanted prior. Of course someone with enough isk can just fit a normal ship to be as effective as an ASB ship..
Look its not OP, it just means you use different tactics to kill it. Alpha/Nuets to kill resists/Overwhelming fire power/attrition.. People are always gonna whine. Alpha fleets are unkillable, supercaps are unkillable, blah blah blah. Stop wanting to change things as soon as you can't 'JUST KILL THEM'. Look people are gonna be mad because they cant just blob a solo'er so easily and thats cool in fact it makes me giggle. But 1 Bushido Maelstrom can take on a 15 man gang, but will most likely not survive, but its the fact you can that reminds people numbers do not equal skill and thier attempts to ninja an easy kill were just thwarted.
I think ASBs are amazing, I think they should stay the way they are. The 68 second gap between use and the CPU restrictions + the limit to the amount of tackle u can use make it difficult to be super effective. But its literally about time that a dynamic of the game was seemingly almost specificly designed so solo pvpers could rape people again and effectivly and without dropping billions.
So when do we get armour versions?
There's also the small issue that armor can't solo anything ASB
Solo armour was meh but not entirely crap before ASB. Now... well, if you take a single XLASB Myrmidon with crystals + pills (but not links) and use it properly (which is repping "manually" instead of autorepeat and with heat) you need to chew through about 170K EHP before reload (or bring 40K alpha or over 3+K DPS). That's 70K more EHP then a HG slaved Hurricane, and 70K more EHP then a Drake. Cyclone is even tankier, one overheated boost reps most of your shields.
Basically... you're fucked if you're upclose. Best bet if you're solo would be to neut it with a nano Tempest and fight from range where they can't hit properly, and they won't be able to power MWD/etc so you can run away if help arrives. They can still tank you long enough to get support, though, since you won't shut down the tank itself. I had this fight vs a ASB Myrm where it got it's Dominix mate to save it a minute and a half into the fight. There's no old ship which would've survived a Tempest melting it for a minute and a half.
There is one counter to dual-ASBs: ignore everything with dual-ASB potential if you're solo.
On the subject of armor tanking: solo armor ships werent particularly strong, and were dispatched right into the dumpster even before ASBs. Namely the second tier3 BCs came out.
- you cant engage if you dont have stuff hard tackled - good luck with that in a meta where everything going below 1500m/s is considered slow
- you cant engage if you cant tank everything present on grid for at least a little while - o7 tier3s doing 800+ DPS each from outside point, let alone web range.
- and with the introduction of ASBs you also tank fuckall compared to those
http://en.wikipedia.org/wiki/Power_creep
Last edited by n0th; August 30 2012 at 01:18:11 PM.
<3 my 3 ASB Navy Scorpion :-)
No prolonged fight though I guess? By the time your through the 3 Id have to think you have like 1 boost cycle left with charges maybe 2, plus the less Invuls/Shield Boost amps means you have a weaker tank overall.
Not a horrendous Idea but I think if you need that much you have bigger problems than just waiting ur timer and jumping out
EDIT: The more I think about It if you contemplate the time it takes to kill 1 like BC which is litearlly the perfect gang to fight, you will need the longest lasting tank possible to kill as many ships as possible. I like the concept but almost think you need the absolutle most powerful/longest lasting tank.
Last edited by AndersonW; August 31 2012 at 01:15:27 PM.
The third ASB also serves as free storage for 13 cap boosters which helps with longevity
When I put a 3 asb navy scorp into eft I went with at least one cargo rig
phoneposting~
Psst, there's a thread with the navy scorp already covered...![]()
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