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Drykor
Minmatar Stormriders Fimbulwinter
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Posted - 2007.04.19 15:40:00 -
[1]
I know these topics keep popping up every now and then, unfortunately I've never seen a clear reply about it that would stop them from popping up. So a developer reply would be greatly appreciated.
Tactical Shield Manipulation, or TSM, stops damage from leaking to your armor through your shield, when it is nearly depleted. This sounds good, but if you stop and think about it, it is not. For non-critical situations such as easy missions it might be nice to not have to repair your armor, when you are in real danger however, you'll WANT that damage to leak through.
This is because your natural shield recharge is better when it still has some shield remaining, say around 30-40%. At 0% the natural recharge is really horrible. Yes, you will stop your armor from being damaged for slightly longer, however during the rest of the fight, your shield recharge will be alot less and eventually you will have had less HP throughout the fight.
This is especially a concern for ships relying on passive shield tanking, such as the drake, jaguar, vagabond, possible the caracal and a few more.
You would be better off without the skill, so when you take some damage around 25% shield, your armor will take some points but your shields will be damaged less, giving them the opportunity to heal faster. Unfortunately this skill is the prereq for tech2 shield hardeners, as well as for capital shield tanking.
There is also a rumour that TSM at level 5 will reverse the whole situation and make you take damage again like at level 0. Can anyone confirm or disconfirm this?
I would like people, especially developers, to comment on this. Am I totally wrong? Is the damage leaked to the armor, perhaps extra damage? That would have never taken hitpoints off your shield? I've never seen an indication of this, but it is a possibility.
If I am right, why was it made like this? And could it be possible to turn off the effects of this skill?
Thank you in advance for your replies :)
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Ryas Nia
Minmatar Stormriders Fimbulwinter
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Posted - 2007.04.19 15:53:00 -
[2]
The one thing i can confirm is that TSM 5 is totally broken. Level 4 works very well while level 5 is as though you are back at lvl 1. Lots of damage leaks in.

Recruiting Terrorists |

Janu Hull
Caldari Order of Z Industries
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Posted - 2007.04.19 16:02:00 -
[3]
Originally by: Ryas Nia The one thing i can confirm is that TSM 5 is totally broken. Level 4 works very well while level 5 is as though you are back at lvl 1. Lots of damage leaks in.
Good to know.
This is my sig, there are many others just like it. With me, my sig is worthless. Without (or with even) my sig, I am worthless... |

Drykor
Minmatar Stormriders Fimbulwinter
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Posted - 2007.04.19 16:07:00 -
[4]
Originally by: Ryas Nia The one thing i can confirm is that TSM 5 is totally broken. Level 4 works very well while level 5 is as though you are back at lvl 1. Lots of damage leaks in.
Well I guess I'll have to train that at some point then. I wonder if they left it broken intentionally.
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galadran
Caldari The Power of 3
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Posted - 2007.04.19 16:08:00 -
[5]
While shield recharges optimally at 30-40%. Once you hit 20% your shield loses its recharge ability. So why does it matter? If your shield tank reachs 25% then your a goner. TCM extends the time in which you can run away. Whats so bad about it?
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Drykor
Minmatar Stormriders Fimbulwinter
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Posted - 2007.04.19 16:18:00 -
[6]
Originally by: galadran While shield recharges optimally at 30-40%. Once you hit 20% your shield loses its recharge ability. So why does it matter? If your shield tank reachs 25% then your a goner. TCM extends the time in which you can run away. Whats so bad about it?
How does it extend the time? As I see it, it lowers the time, since you end up with less hp throughout the fight.
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Alski
Gallente Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.04.19 16:25:00 -
[7]
Originally by: Drykor
Originally by: galadran While shield recharges optimally at 30-40%. Once you hit 20% your shield loses its recharge ability. So why does it matter? If your shield tank reachs 25% then your a goner. TCM extends the time in which you can run away. Whats so bad about it?
How does it extend the time? As I see it, it lowers the time, since you end up with less hp throughout the fight.
weather it leaks through or not the total HP you have and damage received is exactley the same, the advantage of the damage not leaking through is when your useing active shield boosting and getting very low on shields yet still able to just about out-boost the damage received, in that situaction not takeing armor damage is a definate plus. -
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Kweel Nakashyn
Minmatar Aeden Tau Ceti Federation
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Posted - 2007.04.19 16:28:00 -
[8]
Originally by: Drykor I know these topics keep popping up every now and then, unfortunately I've never seen a clear reply about it that would stop them from popping up. So a developer reply would be greatly appreciated.
Tactical Shield Manipulation, or TSM, stops damage from leaking to your armor through your shield, when it is nearly depleted. This sounds good, but if you stop and think about it, it is not. For non-critical situations such as easy missions it might be nice to not have to repair your armor, when you are in real danger however, you'll WANT that damage to leak through.
This is because your natural shield recharge is better when it still has some shield remaining, say around 30-40%. At 0% the natural recharge is really horrible. Yes, you will stop your armor from being damaged for slightly longer, however during the rest of the fight, your shield recharge will be alot less and eventually you will have had less HP throughout the fight.
This is especially a concern for ships relying on passive shield tanking, such as the drake, jaguar, vagabond, possible the caracal and a few more.
You would be better off without the skill, so when you take some damage around 25% shield, your armor will take some points but your shields will be damaged less, giving them the opportunity to heal faster. Unfortunately this skill is the prereq for tech2 shield hardeners, as well as for capital shield tanking.
There is also a rumour that TSM at level 5 will reverse the whole situation and make you take damage again like at level 0. Can anyone confirm or disconfirm this?
I would like people, especially developers, to comment on this. Am I totally wrong? Is the damage leaked to the armor, perhaps extra damage? That would have never taken hitpoints off your shield? I've never seen an indication of this, but it is a possibility.
If I am right, why was it made like this? And could it be possible to turn off the effects of this skill?
Thank you in advance for your replies :)
+1 funny, I was thinking about this this morning. -----
History is made by whinners
Originally by: DB Preacher (...) Ignore what the coalition muppets are saying on their forums (...)
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DragonRiderTao
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Posted - 2007.04.19 16:39:00 -
[9]
This is an interesting topic. I Have thought about this just recently because i had just trained the skill. It looked wrong from most situations I could perceive.
I have not heard that the shield recharges less as it gets lower. Is this true? How many dragons can you slay? You cant slay mine. |

Pardack
State War Academy
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Posted - 2007.04.19 16:41:00 -
[10]
You've gone over many points that have bugged me since I started playing.
TSM benefits armor tanking, not shield tanking. It seems a bit silly but there it is.
As you mentioned, when shield tanking, you'd rather have some damage leak through to your armor. This would help you sustain your tank a little longer as your shields are offloaded by your armor. With TSM trained, this isn't the case and it actually slightly hurts your tank since no damage leaks through and your shields take all the abuse.
When armor tanking, the opposite is true. You want to have your shield hold up longer. The longer your shields last, the longer you can wait to activate your repper(s) and the longer you can keep your cap.
Originally by: Drykor
Unfortunately this skill is the prereq for tech2 shield hardeners, as well as for capital shield tanking.
This is unfortunate indeed. Obviously the people who want T2 hardeners will be shield tanking and will be required to train this skill which hurts their tank a bit, especially when things are dicey and your shields are running low.
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.04.19 16:47:00 -
[11]
Another one of the little annoying bugs in Eve Online that has been ignored for God knows how long.
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Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.19 16:53:00 -
[12]
i dont understand how people can think tsm is a good thing.
it is obviously a bad thing that hurts you.
PLZ ccp, do not fix the lvl 5 tsm 'bug', leave this one as a 'feature'.
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Alski
Gallente Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2007.04.19 16:54:00 -
[13]
Originally by: Pardack You've gone over many points that have bugged me since I started playing.
TSM benefits armor tanking, not shield tanking. It seems a bit silly but there it is.
As you mentioned, when shield tanking, you'd rather have some damage leak through to your armor. This would help you sustain your tank a little longer as your shields are offloaded by your armor. With TSM trained, this isn't the case and it actually slightly hurts your tank since no damage leaks through and your shields take all the abuse.
When armor tanking, the opposite is true. You want to have your shield hold up longer. The longer your shields last, the longer you can wait to activate your repper(s) and the longer you can keep your cap.
Originally by: Drykor
Unfortunately this skill is the prereq for tech2 shield hardeners, as well as for capital shield tanking.
This is unfortunate indeed. Obviously the people who want T2 hardeners will be shield tanking and will be required to train this skill which hurts their tank a bit, especially when things are dicey and your shields are running low.
I gotta disagree, damage leaking through to armor is bad, your armor will have half the resists of your shield at least so any damage you take to armor is doing at least twice the damage, unless the damage that passes through is calculated on shield resists 
Also say you get a breif moment where your enemy gets a few bad shots giveing you time to boost your shield, any damage you took to armor isent going to be repaired whereas the damage to your shield is.
For armor tanking, i don't even consider my shield as haveing anything to do with my surviveability except in fleet combat where you seek to warp out and repair later (there is no tanking in fleet warfare when you get called primary)
If it aint hardened, and if i can't repair it, its not part of my tank and has zero bearing on my surviveability - thats my view, so TSM level zero or five makes no difference. -
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Raketenkaese
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Posted - 2007.04.19 17:11:00 -
[14]
Theres more skills behaving like this?
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Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.19 20:23:00 -
[15]
Edited by: Gobblock on 19/04/2007 20:23:23 to respond to your idea that if its not hardened, or not repairable, i say thats besides teh point, if your going to die, all your armor is going to be gone anyway, the ONLY thing that matters is HOW long it takes to die. if it takes you longer to die than your opponent, you win.
i suppose you coudl say, but what about back to back engagements, but is say, if you survive a fight, be happy =), odds are someone in your gang has armor rep drones, or you can dock before your next fight
Okay, When armor bleeding dmg is good for a sheild tanker. (#'s are not exact or accurate, they just illustrate a concept)
We have two identical ships, flown by identical pilots, except one has tsm 4 while one has tsm 0 (or 5)
They are both at 50% shield, taking 10% sheild dmg per second, at this point they both regen the same amount of shield per second (say 5%)
after 2 seconds, the pilot with tsm 4 is still taking 100% of the dmg to his sheild, and regening abuot 7% sheild per second. the pilot with tsm 0 is at 35% sehild, with some armor dmg, he is regening 7.5 sheild per second
after 4 seconds, teh pilot with tsm 4 has about 10% sheild, and isnt regening 1-2% sheild per second, but has 100% armor, the pilot with tsm 0 has abuot 20% sheild, some more armor dmg, and is regening about 3% sheild per second
at 5 seconds the guy with tsm 4 is into armor, and teh pilot iwth tsm 0 is at about 10% sheild, and is regening 1-2% sheild.
okay, now the guy with tsm 4 has more armor, but has been regening less sheidl the whole time, whiel the guy with tsm 0 has been taking armor dmg to keep his sheild regening at a faster rate. So given the same armor, same hp, same sheild, at the end of the batte it will take MORE dmg to kill the guy with tsm 0
the only time tsm 0/5 is bad is when your fight goes on and on and on for ages, it takes an AWEFUL long time to beat down all your armor, andall your structure through the sheild, which is also an AWEFUL long time to be regening sheild faster 
therefor, tsm is bad for EVERYONE except at lvl 0 or 5, although on armor tankers, it doesnt really matter, as teh actual % involved isnt jack anyway
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SiJira
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Posted - 2007.04.19 21:45:00 -
[16]
so why does your shield regen at a different rate when the shield levels go up or down ?? doesnt make any sense to me
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Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.19 21:59:00 -
[17]
Sheild has a natural regen, just like capacitor. This is why it is possible to sheild tank with no sheild booster on certain setups.
And just like cap, when its almost full, or almost empty, it barely recharges at all, and when your sheild is at 33%, it regenerates at 2.4 * (max sheild/recharge time), just like cap, which is the ideal max regen, assuming a perfectly even drain (which doesnt exist in eve)
the reason tsm is bad is because you end up in the 'power band' of high natural recharge for a shorter period of time.
on some setups, literally the only thing keeping your sheild fed is its natural regen. on most setups, the effect is small, but not insignificant.
This is why many slightly underpowered o.o mining tanks will not have enough sheild booster to cover the dps they take, and slowly lose sheild over an hour or so, but eventually settle at 45% sheild or so, as that is where the 'power band' realy starts to take effect
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SiJira
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Posted - 2007.04.19 22:05:00 -
[18]
Originally by: Gobblock Sheild has a natural regen, just like capacitor. This is why it is possible to sheild tank with no sheild booster on certain setups.
And just like cap, when its almost full, or almost empty, it barely recharges at all, and when your sheild is at 33%, it regenerates at 2.4 * (max sheild/recharge time), just like cap, which is the ideal max regen, assuming a perfectly even drain (which doesnt exist in eve)
the reason tsm is bad is because you end up in the 'power band' of high natural recharge for a shorter period of time.
on some setups, literally the only thing keeping your sheild fed is its natural regen. on most setups, the effect is small, but not insignificant.
This is why many slightly underpowered o.o mining tanks will not have enough sheild booster to cover the dps they take, and slowly lose sheild over an hour or so, but eventually settle at 45% sheild or so, as that is where the 'power band' realy starts to take effect
why would shield regen less when its almsot full or almost empty. if its to conserve energy for almost full, I am sure most people would rather waste that energy. If its because it is to simulate a broken ship at low shield then that is even dumber as thats the reason we got a shield in teh first place, so the ship does not malfunction
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Estel Arador
Minmatar AFK
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Posted - 2007.04.19 22:06:00 -
[19]
I love TSM 
Here's why: It's correct that I'll be able to sustain (a little) more damage without TSM before getting destroyed, but I'm not gonna stick around for that! If my shields drop to below 25%, I consider my tank broken and there's just one thing I want to do: getting the hell out. While I'm getting out, I'll continue to get damage. I'd rather have that damage taken by my (tanked) shield than having to repair my armour afterwards.
=AFK=
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Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.19 22:17:00 -
[20]
Edited by: Gobblock on 19/04/2007 22:13:09
Originally by: SiJira why would shield regen less when its almsot full or almost empty.[/quote
thats how it works in game, thats why 
Estel; thats a valid opinion for pve perhaps, but in pvp you dont always have the choice of running away, and in that situation i would rather have the extra hp, than have a required skill actually REDUCE my combat effectiveness.
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dalman
Finite Horizon
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Posted - 2007.04.19 22:20:00 -
[21]
Yea, the op is correct that the skill is bad for passive shieldtanking. Though as said, it's not a very big thing, since damage doesn't start to leak until you hit 25%, and you don't get any major leaking until you're much lower than that. And at this part, your regenerating tank has long been broken. And yes, the skill is of good use when you fly an active tank.
Am I forced to have any regret? I've become the lie, beautiful and free In my righteous own mind I adore and preach the insanity you gave to me |

Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.19 22:27:00 -
[22]
While it may not be a 'very big thing', anyone who has survived a fight with a sliver of hull left will agree, every bit helps.
It just boggles the mind from an rp point of view, that by learning methods manage your sheilds more effectively, that you would in certain situations actually employ these methods to HURT your overall proformance.
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Drykor
Minmatar Stormriders Fimbulwinter
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Posted - 2007.04.20 00:31:00 -
[23]
Originally by: Alski
weather it leaks through or not the total HP you have and damage received is exactley the same, the advantage of the damage not leaking through is when your useing active shield boosting and getting very low on shields yet still able to just about out-boost the damage received, in that situaction not takeing armor damage is a definate plus.
In fact, actually the opposite is true. If you do manage to just tank the damage when low on shields, this is only because of the increased natural regen, this is something that TSM will LOWER, not make better. You're also wrong about the total HP being the same, it is not because, like other people commented after you, you will regen more shield without TSM trained.
Originally by: Alski
EDIT: actuley i just thought of anouther reason why TSM is good, if your shield tanking its natural to assume that your shield resists are much higher than your armor resists, in which case that damage that leaks through is probaley going to do at least twice as much damage to your armor as i would to your shields. 
Again, not true. That damage would have been received anyway, it would just be a few seconds later (also see my first point). The difference is that you will have had less shield (thus less resists) to take the damage on, throughout the entire fight.
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Drykor
Minmatar Stormriders Fimbulwinter
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Posted - 2007.04.20 00:35:00 -
[24]
Originally by: Estel Arador I love TSM 
Here's why: It's correct that I'll be able to sustain (a little) more damage without TSM before getting destroyed, but I'm not gonna stick around for that! If my shields drop to below 25%, I consider my tank broken and there's just one thing I want to do: getting the hell out. While I'm getting out, I'll continue to get damage. I'd rather have that damage taken by my (tanked) shield than having to repair my armour afterwards.
You are right about this, yes. But every slight chance of your ship surviving will make up for this slight advantage. Most stations have repair facilities and the cost isn't that much when you're only slightly damaged. If not you can always fit an armor rep. I'm just assuming you don't get that low on shields in most missions.
However, when you do find yourself scrambled by npc frigs (or in pvp) and heavy damage is done on your ship, you'll want all the hp you can get. Now I know most level 4's aren't really a challenge if you have the skills, also consider the future level 5's though. For me personally it's mostly important in pvp.
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Mike Atropos
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Posted - 2007.04.21 03:50:00 -
[25]
The obvious solution is that each level of TSM also increases your shield recharge rate while its under 25% by a tiny amount to directly counteract the additional shield damage beeing kept.
It woudnt be a big change tho, just a sliver of extra recharge rate. Really, its not worth worrying about. Train it up to 4 for the Tech 2 shield stuff and then forget it.
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Krav
Egad Inc. Sparta Alliance
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Posted - 2007.04.21 04:28:00 -
[26]
Edited by: Krav on 21/04/2007 04:25:40
Originally by: Gobblock Edited by: Gobblock on 19/04/2007 20:23:23 to respond to your idea that if its not hardened, or not repairable, i say thats besides teh point, if your going to die, all your armor is going to be gone anyway, the ONLY thing that matters is HOW long it takes to die. if it takes you longer to die than your opponent, you win.
i suppose you coudl say, but what about back to back engagements, but is say, if you survive a fight, be happy =), odds are someone in your gang has armor rep drones, or you can dock before your next fight
Okay, When armor bleeding dmg is good for a sheild tanker. (#'s are not exact or accurate, they just illustrate a concept)
We have two identical ships, flown by identical pilots, except one has tsm 4 while one has tsm 0 (or 5)
They are both at 50% shield, taking 10% sheild dmg per second, at this point they both regen the same amount of shield per second (say 5%)
after 2 seconds, the pilot with tsm 4 is still taking 100% of the dmg to his sheild, and regening abuot 7% sheild per second. the pilot with tsm 0 is at 35% sehild, with some armor dmg, he is regening 7.5 sheild per second
after 4 seconds, teh pilot with tsm 4 has about 10% sheild, and isnt regening 1-2% sheild per second, but has 100% armor, the pilot with tsm 0 has abuot 20% sheild, some more armor dmg, and is regening about 3% sheild per second
at 5 seconds the guy with tsm 4 is into armor, and teh pilot iwth tsm 0 is at about 10% sheild, and is regening 1-2% sheild.
okay, now the guy with tsm 4 has more armor, but has been regening less sheidl the whole time, whiel the guy with tsm 0 has been taking armor dmg to keep his sheild regening at a faster rate. So given the same armor, same hp, same sheild, at the end of the batte it will take MORE dmg to kill the guy with tsm 0
the only time tsm 0/5 is bad is when your fight goes on and on and on for ages, it takes an AWEFUL long time to beat down all your armor, andall your structure through the sheild, which is also an AWEFUL long time to be regening sheild faster 
therefor, tsm is bad for EVERYONE except at lvl 0 or 5, although on armor tankers, it doesnt really matter, as teh actual % involved isnt jack anyway
Your example is hypothetical but the concept makes sense to me. I never thought about it before, but the longer you keep your shield out of the gutter (0% with the worst possible recharge rate, vs 20-25% with better recharge[b.c. shield is closer to max recharge at 33%]) the better. And it's a very small debuff, to be sure.
Krav =====
 Stacking Penalties and you |

Incantare
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Posted - 2007.04.21 04:37:00 -
[27]
Unfortunately TSM 5 is a prereq to capital shield operation. Otherwise there would be no reason to train it. Needs a fix badly.
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Todes
Caldari Blood Reign Circle
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Posted - 2007.04.21 05:47:00 -
[28]
TSM, Active tanks I can see being VERY important, Cap booster is reloading, your booster dies off due to heavy nos, your cap kicks up from the cap booster, you hit your booster and your tank holds.
Thats my personal view on TSM. I like it, I love it, I wouldn't trade it for anything. If I take any armor damage on my shield tanked ships, I consider it a very painful situation, usually costly to myself.
Now I can see an option here for a toggle as it were, an option to swap from bleed thru to solid field.
I believe Tatical Shield Manipulation is the concept of reinforcing sections of the shields that require the most attention to prevent damage from bleeding through the gaps and TSM reinforces thiese sections and closes thiese gaps.
All in all a solid theory and I do believe it should be taken into a view of player preference.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.04.21 10:54:00 -
[29]
All this whining wether TSM is good for anything or not. The ones claiming it is bad to have it are utter morons. Sure, it's not much of a help either, but it certainly does NOT hurt. And here's the explanation why.
1. Armortanker scenario Working TSM means you get to start your hardners/repairers/etc a tiny bit later. Overall, it makes no difference on damage taken.
2. Shieldtanker scenario Working TSM means you are less likely to get armor damage, for which you have no repairer fited. Also, your armor is unhardened, whereas your shields usually are. Imagine receiving almost exclusively explosive damage, and you having a double-invul setup. There is a slight possibility that you will BE killed (damage bleeding only) with shields remaining.
* 2.1. Active shieldtanker scenario Your booster is the main "shield regen". You don't care all *that* much about passive recharge. Hovering below 25% shield for a longer time a likely scenario (see above), so TSM is good.
* 2.2. Passive shieldtanker scenario So your shield regen rate is your main tank. And boe-hoe-hoe, TSM lets all damage go on shield. At 25% and below shield, that recharge rate is already going down, and it's not getting any better anytime soon. If as a passive tanker you start getting under 25% shield, that's a good sign you should have warped out a few seconds ago. Newsflash: TSM won't harm your tank in any significant way, your tank is harmed badly enough already. If anything, be happy you can actually get away without (or with little) armor damage and shields almost down.
So yeah, those saying a broken TSM at L5 is a good thing are morons. There is no single scenario where having shields completely "impermeable" would be WORSE as bleed-through shields, and there are loads of scenarios where it's better to not have any bleedthrough. _ MySkills | Module/Rig stacknerfing explained |

Gobblock
AWE Corporation Intrepid Crossing
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Posted - 2007.04.21 20:49:00 -
[30]
the idea that its worse to take armor dmg than sheild dmg is assinine.
who cares if its hardened, or if you have a repper.
the only thing that REALLY matters is do you die, or not. You can repair armor dmg, you CANNOT repair a ship that has blown up.
at the end of the fight ifyou add up the total dmg you took, if you died, would be HIGHER with tsm 5 or tsm 0.
the idea is, if your going to die, your going to lose all your armor anyway, and in practice, there is no reasonable situation where you will die from bleed dmg.
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