
HankMurphy
Pelennor Swarm Eternal Rangers of Terror
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Posted - 2006.12.22 23:14:00 -
[1]
Edited by: HankMurphy on 22/12/2006 23:15:21 I could support the increase to batteries. I think we should even have the option to use xlrg.
But as far as not letting that battery be affected by nos? NO way.
I hate being drained by a nosdomi just like the next guy, but there are a couple reasons i say this.
1) passive setups leaving just weapons that require energy would be getting too much of a boost. on battery for your weaps ensures you invinsible to nos
2)a ship that is nos focused (amarr recons, any nano-ship) relies on killing the enemies cap before you die (either run outta cap or HP).
Its a touchy balance and having the option to last out a little longer vs a nos dependant ship just throws a wrench into the works.
Cap boosters work fine. Just kill your enemy before you run outta charges (gotta fit them damage mods).
Cap batteries could use some love but not THAT much love.
i would also agree w/ some form of stackingn penalty to nos, but not where fitting above 3 is useless (too extreme). Would be a touchy scale to outline and not one i'm going to assume i can guess at... just too many factors w/ how integrated/important nos is to pvp
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HankMurphy
Pelennor Swarm Eternal Rangers of Terror
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Posted - 2006.12.23 00:09:00 -
[2]
Originally by: Rod Blaine Edited by: Rod Blaine on 22/12/2006 23:47:29 K, give me an amarr or gallente ship that can run its guns based on the recharge rate it has between 0% and 20% cap then.
There is none. Having the last 10-20% of your cap immune to nossing only helps you when ti comes to either one or two rep cycles, one minute of shooting, or a fair while of running active hardeners or webs/scramblers.
You see, I agree that nos should be able to stop a non-dedicated-anti-nos enemy ship from tanking and shooting and scrambling you all at the same time. And they will, even with the last 10-20% of the cap invulnerable to your nos.
Tellme how the curse would suffer btw. I'm fairly curious in which way the curse is currently challenged by countermeasures already possible against it's nossing, and how you would see it being challenged by occasionally runnning into enemies that have the ability to actually use 10-20% of their cap before it's drained ?
We're only talking a small bit of cap here, just enough to not always make you win, but not enough to make you lose either.
to be fair, ships like curse are not ships like nos domi. so... the opponent should be fighting from the get go, thus using his cap as its being drained (and while he tries to counter it we hope)
i agree w/ you that the last litte bit from the battery probably wont sustain their weapons much longer (i dunno, would have to test it) but its still an additional buffer that was never there before.
ie: a litte bit of cap is a HUGE difference from NO cap. i think we can all agree on that. what if the person just stops firing when he hits his battery buffer? if its a passive tank he could make the fight last a good bit longer, perhaps for friends to show up?
the scenario's are endless. i think you hit the nail on the head w/ everything you've said except something about un-NOSable cap, no matter how much i try to consider it.... just doesnt sit well w/ me.
but ppl are using a midslot for those cap batteries... so there hsould be something to make the capbattery more appealing than making certain cap shy frigs warp longer
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