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lollerskates
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Posted - 2005.11.17 19:37:00 -
[1]
Capacitor Stabilization Unit I (30 cpu) Being low-slot (like capacitor relays, capacitor fluxes, power diags etc.), this module (when activated) decreases the effectiveness of enemy nosferatu and neutralizers.
perhaps have it decrease the amount of cap taken/neutralized by 50%, and the skill being a further 5% per level?
I honestly dont see why there is no module like this; it would not be unfair because the skill alone would have no effect without the module. There have been shield hardeners to protect your shield, Armor hardeners to protect your armor, and now the damage control will protect structure. Working in much the same way, it could just be thought of it as a Capacitor Hardener...
I just think that this could make a valuable addition to "Combat Revisited", adding such a module would allow players with a more defense-based setup to survive slightly longer versus an opponent with capacitor tampering mods. With increased hitpoints coming, I believe that a great deal of ship setups are going to be shifted towards energy stealing/neutralizing.
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lollerskates
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Posted - 2005.11.17 23:25:00 -
[2]
well I supposed no feedback means that not everyone saw it as a completely horrible idea, though I was aiming for a little more discussion.
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pshepherd
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Posted - 2005.11.17 23:39:00 -
[3]
its a fair idea, but some things are needed much more.
============== This is a sig |

Entarii
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Posted - 2005.11.17 23:49:00 -
[4]
Edited by: Entarii on 17/11/2005 23:49:53 OH GOD I HOPE THEY BRING BACK ELVIS.
I like this idea. Also, why not make noses and neuts have tracking added, draining being proportionate to target ship's speed and size. Kind of like the missile changes.. but for draining.
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DHU InMe
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Posted - 2005.11.18 01:20:00 -
[5]
I believe small and medium neutraliser atre just useless since all cruiser and frigates have same regen/s of capacitor. __ BP n bugs Got a new idea ? (Last updated 5 Sept 05) |

Mesuno
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Posted - 2005.11.18 14:18:00 -
[6]
Why does that make them useless?
The point of a neut is you hit your enemies cap HARD in one go. Even if you use up all but 30% of your cap in one go, if he is out you have already won the battle. A NOS is more for helping survive long duration battles where getting a few extra regen per second over 5 minutes really matters.
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DHU InMe
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Posted - 2005.11.22 21:49:00 -
[7]
Edited by: DHU InMe on 22/11/2005 21:49:34 40 cap/6s= 6.66 cap/s
Merlin & tristan same fair fight* 280/187.5 cap/s=(*2.4 because of capacitor formula) 3,584 (no skill) tristan Merlin
In what one removing some energy from the other at cost 1:1 is advantageous ? __ BP n bugs Got a new idea ? (Last updated 5 Sept 05) |

res0nance
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Posted - 2005.11.22 22:05:00 -
[8]
Nice idea lollies
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Cerberal
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Posted - 2005.11.22 22:33:00 -
[9]
I use energy neuts on my minmatar craft, mastering the skill reduces your cap need to use the neut, but drains more of the enemies.
On my minmatar craft, this effectively allows me to continue firing, while blaster/rail/laser frigates have to stop firing altogether due to the inability to recharge cap.
Same thing on my rupture, as i can continue firing even when my cap is nearly drained as well..and the enemy cannot fire nor shield boost, i will always equip the most powerful guns i can to take full advantage of this.
Small and Medium energy neuts have never been useless to me...in fact, id say they've been the deciding factor in my victories.
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DHU InMe
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Posted - 2005.11.23 19:10:00 -
[10]
My apologies. As far as I remember it was 1:1.
Checked it on Sisi and it 5%/lv in less. so it can become 1:0.75 ratio. __ BP n bugs Got a new idea ? (Last updated 5 Sept 05) |
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