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Karbonadas
Infinity Explorers Exhale.
16
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Posted - 2013.05.19 18:33:00 -
[1] - Quote
Hello there EVE lovers and haters, lets talk about cap neutralizers and how they should be impacting ship in PVP
My idea is that if ship is totally drained, it should not be able to run main engines or side thrusters, so its speed should be going to zero and it wouldn't be able to maneuver, so if ships is out of cap it should be dead and stay dead until cap is back to 1 or 2%. And what is more important that neuted ship should not be able to reload ammo/missiles. This would help balance negative aspect of cap usage by Lasers and Blasters compering to Projectiles and Missiles. Its just simple real life logic.
Also CCP could add very nice and informative visual to ships that are cap drained. When capacitor go below 3% all light emitting points of ship could start to flicker and go darker, and when cap is just around zero ship could be just a lifeless piece of metal floating in space. How cool would be this to see... your pray is going down
So NOSes could be acting as WEBifiers and you could use hi slot for that, and bring more modules to mid slot, lets say more EW. And to maintain NOS you need lots of PG and your own cap so it would not change webs completely, it would just add some variety to PVP fits.
I don`t see any other drawbacks so what do you think. |
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
91
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Posted - 2013.05.19 19:09:00 -
[2] - Quote
Karbonadas wrote:Hello there EVE lovers and haters, lets talk about cap neutralizers and how they should be impacting ship in PVP My idea is that if ship is totally drained, it should not be able to run main engines or side thrusters, so its speed should be going to zero and it wouldn't be able to maneuver, so if ships is out of cap it should be dead and stay dead until cap is back to 1 or 2%. And what is more important that neuted ship should not be able to reload ammo/missiles. This would help balance negative aspect of cap usage by Lasers and Blasters compering to Projectiles and Missiles. Its just simple real life logic. Also CCP could add very nice and informative visual to ships that are cap drained. When capacitor go below 3% all light emitting points of ship could start to flicker and go darker, and when cap is just around zero ship could be just a lifeless piece of metal floating in space. How cool would be this to see... your pray is going down So NOSes could be acting as WEBifiers and you could use hi slot for that, and bring more modules to mid slot, lets say more EW. And to maintain NOS you need lots of PG and your own cap so it would not change webs completely, it would just add some variety to PVP fits. I don`t see any other drawbacks so what do you think. Neither main engine of ship use capacitor to run nor any other internal systems, it is warp/jump drive and auxiliary thrusters (MWD, MJD, AB) that use it. Thats why neuted dry ship does not stop.
As for reload of projectiles/missiles - manpowered mechanic devices on minmatar ships cant care less about capacitor.
Dimming ship lights according to capacitor level is a nice idea.
What you suggest is to make neuts even more powerful EWar that jamming currently is. That will be too OP imo and will greatly shift balance toward amarr faction in PvP. |
Linkxsc162534
Ancients Of Destruction
17
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Posted - 2013.05.19 21:14:00 -
[3] - Quote
With this argument. Wouldn't that also mean that a ships shields would automatically start plummeting also, ship attitude would become uncontrollable, targeting systems and such would all offline (hence making it so you couldn't try to NOS).
I see lots of drawbacks, evey ship (even more then now) will have neuts in its highs. Just close range, whoever neuts the other ship out first will win, and you'll just keep neuting them down while shooting at them.
Also. why would an autocannon or a missile launcher not be able to cycle with this system? Guns concevably could be built with a gas blowback system just like IRL. And missile are installed into an array and just fired 1 at a time. Although they should technically be able to fire all of them in a salvo. Guess that could be a counter to it. Missile ships get the highest alpha damage, and they fire entire magazines from each launcher all at once, but have a 90 sec reload time normally. Either A you run neuts and try to outneut eachother, or B you kill them and then are worthless for a min and a half.
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Alvatore DiMarco
Capricious Endeavours Ltd
133
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Posted - 2013.05.20 06:59:00 -
[4] - Quote
Thank god our ships have reactor cores to run 99% of the ship's functions, including the onboard lighting and life support. You can't neut out my Prophecy's Antimatter Reactor or my Wolf's Nuclear Reactor no matter how many capital-sized neuts you put on me.
The capacitor only powers modules and the warp drive. Nothing else.
In the case of projectile weapons, I believe the kinetic energy that is discharged when they fire gets stored up or something in order to continue firing the guns. The Loki's "turret concurrence registry" subsystem has a short thing about it. |
Hopelesshobo
Red Dwarf Mining Corporation space weaponry and trade
15
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Posted - 2013.05.20 14:47:00 -
[5] - Quote
alts with RSBs+Bhaalgorns=I.W.I.N.
In fact, can we also make sensor boosters and remote sensor boosters not have a stacking penalty either so I can actually insta lock, neut out and kill entire fleets with a single bhaalgorn and a couple rookie ships?
However a visual indication other then a ship scanner would be nice to see your target's cap level. |
Antangil
Future Corps Sleeper Social Club
1
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Posted - 2013.05.21 15:27:00 -
[6] - Quote
+1 to the ship lights idea, sounds neat. Might be tough for people that use low graphics settings, guessing that ccp could figure it out if they wanted to.
-1 to completely incapacitating ships when their capacitor runs dry. Capacitors store extra energy not used by the ship itself; that extra production is what active modules use. Functions not governed by active modules (warp drive, engines, life support for crew) are part of the hull and don't draw on the capacitor system in the first place. If neuts could disrupt warp, act as a cumulative 100% stasis web, and turn off all the modules on the ship, there'd be no reason for any other utility in PvP. |
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