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Kassidus
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2006.11.30 04:46:00 -
[1]
Now I dont mind using NOS and I dont mind getting NOS's I think the idea of NOS is a decent one.
But the reason im starting to think it should be removed is that it has become to important to PVP , and I honestly think its taking all the fun out of it.
Your either forced to make a super NOS ship or have a passive tank, if you dont do either your toast, NOS has made PVPing in blaster setups pretty much useless in anything smaller than a BS, anyone using a gallente assault ship with anything other than rails ?
I just got a myrmidon today and The first thing i did was make a setup that had a passive armor tank and autocannons , but that just bugged me cause the only reason i did it was to not have to worry if i was nos'd.
Im just thinking that the game all around would be better if nos didnt exist, people would have more freedom with there ship setups and PVP would be more fun.
just a thought.
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Xiaodown
Dragons Of Redemption Veritas Immortalis
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Posted - 2006.11.30 05:00:00 -
[2]
I do think especially with the added hitpoints, NOSing will become very annoying in the new pvp world.
But, without NOS, everyone would run an active tank, and it would take a blob to break anyone's tank.
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Ee33k
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Posted - 2006.11.30 05:03:00 -
[3]
to us simpleton, nos-ing someone involves?
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Ephemeron
Caldari Provisions
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Posted - 2006.11.30 05:06:00 -
[4]
Nos is a good weapon as it adds special variety to the game. The real problem is lack of effective anti-Nos modules. Cap injectors are the main solution right now, but that's simply using up your mid slots to feed your enemy with more energy.
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Phoenus
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2006.11.30 05:07:00 -
[5]
Edited by: Phoenus on 30/11/2006 05:07:59 Deleted by User - this'll get mis-interpreted
[ 2006.08.16 20:49:06 ] (combat) Your Electron Blaster Cannon II barely scratches Dominix [NTEMS]<HELLH>(Dominix), causing 1908.4 damage. |
Ed Gein
Lazy Town
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Posted - 2006.11.30 05:24:00 -
[6]
Edited by: Ed Gein on 30/11/2006 05:25:04 It would be better if there was just a warp disruptor range increase to like 30km. That way if you choose to fight outside of nos range, there is a little room where you can and still keep out of nos range. Plus this would have the added benefit of making the extra range you get on energy neutralizer more valuable.
(yes this ability already exists, but I shouldn't have to spend 100 mill on a faction warp disruptor)
-------------------------------------------------------------- What do you call the person that brings a gun to a knife fight?
The Winner. |
MrTripps
Gallente
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Posted - 2006.11.30 05:27:00 -
[7]
I can maybe see nerfing a nos to the point that it leaves you just enough cap to warp out. Other then that no way. If you are running a Nos it is taking up a huge amount of grid and a hi slot. That means that pilot must make up for that dps somehow, usually with drones. How do you counter drones? With a smartbomb.
Most people would sooner die than think; in fact, they do so. - Bertrand Russell |
Haffrage
Revelations Inc. Shroud Of Darkness
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Posted - 2006.11.30 05:30:00 -
[8]
Nos is fine and dandy as additional hi slot filler, but the full nos set ups just bug the hell out of me. I hate the nos domi, vexor, etc. I think they were creative when they came out, but honestly they need to just die. It's not that noobs shouldn't be able to PVP against the 3 year old players, it's that the 3 year old players shouldn't be able to tank and kill 3 noobs in battleships with nos + cap injector + faction disruptors, and a tank that can handle 2+ battleships with ease. -----
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Telemicus Thrace
Thrace Inc Ushra'Khan
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Posted - 2006.11.30 05:38:00 -
[9]
ECM used to be a great Nos counter but that got balanced out of the equation unless you fly Caldari. I heard a rumour that Nos was being fixed so it drained a percentage of targets cap thereby having a diminishing return. But that was not from an official source and I have not checked in game.
I think Nos is great in concept but perhaps some balancing is needed when it comes to stacking them. It will be interesting to see how it pans out with the new PvP environment we have.
>> RECRUITING << |
Lisa Run
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Posted - 2006.11.30 05:40:00 -
[10]
Edited by: Lisa Run on 30/11/2006 05:41:14 I think nosing is part of the game. If it's too strong now, then nerf it to the point where it's balanced again. If you take nos away, then it won't take long that people want ecm, dampeners, tracking disruptor and finally maybe webbers completely removed from the game. It just needs to be balanced.
(Btw since I've tried my first dread on the testserver a few days ago, I don't think that not much can bring him down, except a massive ammount of NOS/energy neutralizers. A moros and fighters of 4-5 carriers and at least one of those carrier sucking my cap was not enough. Was happily tanking that with 40% cap for ages.) ___________________________ ! Post under construction ! |
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Kuolematon
Space Perverts and Forum Warriors United
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Posted - 2006.11.30 05:47:00 -
[11]
Hrrr, how about no.
I'm finally getting to cookiecutter ship with Recon Ships lvl5 training at the moment. Having 40km range and having 3 heavy nosses on cruiser is fantastic! "It's great being Amarr, ain't it?Ö"
"A world without pain" |
ghosttr
Amarr Resource Control Agency
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Posted - 2006.11.30 06:03:00 -
[12]
Just make the nos have accuracy, and affect ships differently. Large NOS-large ship, small nos small ships. And you have less nos at less distance. I don't have a problem with authority... ...as long as it doesn't get in my way. |
Ishiko Tanaka
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Posted - 2006.11.30 06:12:00 -
[13]
I'd prefer NOS not be touched. As it is, small ships already have major advantages over larger ones.
At least with NOS you have some defense that works against the smaller ships.
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Capt Harlock
Band of Builders Inc. Firmus Ixion
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Posted - 2006.11.30 08:24:00 -
[14]
Wondered how long it would be b4 this came up lol. I use nos on my domi and it is imo overpowered. I've been on the recieving end too and had 0 cap when that happens you just sit there like a turkey waiting to die lol. All that training all that isk all that time to sit there like a wet fish. No single mod should be able to completly shut your ship down. I also don't think 100% of your cap should be drained. Another point is capital ships whats the point of all those HP's if you can just get nossed to death by a few vampidom. All that armor without cap just makes your iminent death a bit longer.
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Merdaneth
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Posted - 2006.11.30 08:37:00 -
[15]
How about Nos draining a percentage of your cap, like 5% of your (current) cap. That would make it less and less effective the lower your opponent's cap gets.
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Vladimir Ilych
Hidden Industrial Group
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Posted - 2006.11.30 08:41:00 -
[16]
Originally by: Telemicus Thrace ECM used to be a great Nos counter but that got balanced out of the equation unless you fly Caldari. I heard a rumour that Nos was being fixed so it drained a percentage of targets cap thereby having a diminishing return.
I think this has already been done. In a little PvP test yesterday a BC was NOSing a little frig I brought out and the NOS only drained two bars of cap out of four. It made no more impression than that.
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Voculus
E X O D U S Imperial Republic Of the North
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Posted - 2006.11.30 08:42:00 -
[17]
Edited by: Voculus on 30/11/2006 08:42:32
I'd like a rig that shields your cap from NOS and neutralizers to a degree. Something like 50% maybe. _________________________________________________________
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Lenneth
Minmatar Soar Angelic
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Posted - 2006.11.30 08:43:00 -
[18]
I agree. Whenever i play around with Quickfit, i always end up thinking, what if i get NOS'd? I like the idea of diminishing returns on NOS, or maybe give multiple NOS a penalty like hardeners etc. have. IMHO NOS should primarily used to gain some cap back and not to completely shut down your opponent.
Energy neutralizers should be used for faster cap killing (having the same penalty, but eating 50% more cap than an equal NOS would). But there each ship should have a cap reserve, that cant be drained or neutralized, so everyone stands a chance in shooting back or warp away.
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mr passie
Minmatar Purgatorial Janitors Inc.
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Posted - 2006.11.30 08:50:00 -
[19]
wow what was the full name of the corp with that ticker (NOS) They must be a powerful corp!
then again Bob is still here too.
oh wait this ISN'T the alliances and corporations discussions forum
I'm a reversed paranoid schizophrenic. I have voices in my head I just think I don't hear them! |
Kane Ululani
REUNI0N Red Alliance
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Posted - 2006.11.30 08:50:00 -
[20]
Originally by: Xiaodown But, without NOS, everyone would run an active tank, and it would take a blob to break anyone's tank.
Well, unless your caldari.
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Futher Bezluden
Minmatar Red Dwarf Mining Corps
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Posted - 2006.11.30 08:56:00 -
[21]
not removed, but adjusted...
skill to increase nos/neut amount to current levels skill to increase their ranges to current levels ADD TRACKING... tracking enh/comp affects their tracking. perfect lock drains for 25% more. Have weapon upg and adv weapon upg affect cpu/pg.
THUKKER -Be Paranoid
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Kagura Nikon
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Posted - 2006.11.30 09:02:00 -
[22]
Just cut nos power to half.. easy... no complication. Dont remove the thing.
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Messerschmitt facility
Amarr Shinra Lotka Volterra
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Posted - 2006.11.30 09:03:00 -
[23]
I have a very simple and effective idea. 1 NOS per ship. There, problem solved, just use the same technique that has been used for AF/MWD _________________________________
A conclusion is the place where you got tired of thinking...
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Rina Shanu
Computer-Aided General Exploitation
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Posted - 2006.11.30 09:15:00 -
[24]
There are a variety (grammar check here ?) of ships/setups that can either passive tank or active tank, depending on the characteristics and play style of the pilot. These do not require NOS or are affected very little by it.
From personal experience: wolf, is a very nice ship, never flown it but fought against it. People make the mistake of engaging this ship and nossing it. While it will hurt the repair capability, the guns will still fire and do enough damage. With good skills it will drop your cruiser before you kill it.
Drone ships, because drones are independant and even though a ships firing and repairing capabilities are fecked, the drones will still be effective.
The very nice cap usage for damage controls. You need a very nice NOS staggering to stop that from working.
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Kassidus
Gallente Hidden Agenda Deep Space Engineering
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Posted - 2006.11.30 14:16:00 -
[25]
How about we just limit 1 Nos per ship, then it provides an advantage to the user and a problem for the person being nos'd , but then wouldnt be the be all and end all of pvp ?
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DarkFenix
Caldari Pilots From Honour
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Posted - 2006.11.30 14:32:00 -
[26]
I agree that they've become overpowered, battles just seem to be a case of who can maintain their cap better now.
However I don't think removing them is the solution. They just need nerfing back into line with what they were before. Perhaps drastically increase their fitting reqs, so it's only possible to fit a couple to supplement your regular setup. Perhaps just nerf the amount of energy they drain.
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Dorian Kartel
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Posted - 2006.11.30 14:33:00 -
[27]
Edited by: Dorian Kartel on 30/11/2006 14:35:03 You don't need to change the Nosferatu abilities, just add in a counter to it. For example, why not add a hi-slot weapon with heavy CPU/Grid requirements that if you activate it while under the effect of a Nosferatu you and your opponent both drop to 0 capacitor and the Nosferatu is disabled (so you have to build up the capacitor charge to re-enable it).
Edit: Or how about if you are reduced to 0 capacitor under the effects of a Nosferatu the Nosferatu device on your opponent is completely destroyed? That you could you developer strategies to eat up your capacitor and then depend on a quick recharge to take advantage of your suddenly weaker opponent.
P.S. Using specific ship configurations isn't an effective counter because Nosferatu can be part of any ship configuration, while something like a Drone ship is a very specific configuration. In order for that to be an effective counter you'd have to make Nosferatu weapons require a very specific build as well.
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Crumplecorn
Gallente Aerial Boundaries Inc. Interstellar Starbase Syndicate
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Posted - 2006.11.30 14:37:00 -
[28]
NOS should be nerfed really, there's a few good suggestions on how to do this floating around, like giving it signature radius/resolution/whatever, percentage cap etc..
It nerfs smaller ships attacking bigger ships too much. ----------
IBTL \o/ EVE is upside down! WTZ+Slower Warp=Win |
Rina Shanu
Computer-Aided General Exploitation
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Posted - 2006.11.30 14:38:00 -
[29]
Originally by: Dorian Kartel
P.S. Using specific ship configurations isn't an effective counter because Nosferatu can be part of any ship configuration, while something like a Drone ship is a very specific configuration. In order for that to be an effective counter you'd have to make Nosferatu weapons require a very specific build as well.
Point taken, still, a good part of the pilots can cope with the NOS as it is, thus a drastic measure is not needed. Perhaps the best way to go is temper with the amount of enery a nosferatu takes. This will make using a full nos setup something to think about.......
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Kazaam
Section XIII Tau Ceti Federation
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Posted - 2006.11.30 14:42:00 -
[30]
Edited by: Kazaam on 30/11/2006 14:47:28 Kinda agre with OP, but I won't remove them from the game. I'd "nerf" them so they could NOT leech anymore cap below, let's say 10 or 15%, just to actually let the victim fire his guns, at least. _________________________________________
Originally by: Oveur EVE +NLINE - T+TALHELLDEAAATHHH !!
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