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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Larrikin
C C P C C P Alliance
291
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Posted - 2015.11.05 13:31:00 -
[1] - Quote
Hi M8s!
As part of our December release, we're doing a module tiericide pass on Neutralizers and Nosferatu. Tell us what you think!
Goals
Changes
- Added Effectiveness Falloff
- This works by reducing the effectivness of the module when in falloff. Formula is the same as gun falloff formula
at 100% Optimal + 0% Falloff = 100% Effectivness (approx figures only) at 100% Optimal + 100% Falloff = 50% Effectivness (approx figures only) at 100% Optimal + 200% Falloff = 6% Effectivness (approx figures only)
- Renamed Market Group to 'Energy Neutralizers' & 'Energy Nosferatu'
- Neutralizers & Nosferatu won't activate on targets it can have no effect on
- Ships with existing bonuses to Neut/Nos Optimal Range will receive a 2nd half strength bonus to Falloff
- Added Deadspace Neutralizers
Stats
Q&A
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
296
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Posted - 2015.11.05 13:51:07 -
[2] - Quote
Querns wrote:CCP Larrikin wrote:GoalsChanges
- Neutralizers & Nosferatu won't activate on targets it can have no effect on
Does this include targets who are out of capacitor (for neutralizers,) or are below the level of capacitor where a nosferatu would be effective?
No, they will activate on a ship regardless, and most NPCs. But stuff like Structures, Asteroids etc, they will not activate on.
Minchurra wrote:CCP Larrikin wrote:
Ships with existing bonuses to Neut/Nos Optimal Range will receive a 2nd half strength bonus to Falloff Could you clarify this point please? Do you mean that the Sentinel bonus will now read: 80% bonus to Energy Vampire and Energy Neutralizer optimal and falloff range Or 80% bonus to Energy Vampire and Energy Neutralizer transfer optimal range 40% bonus to Energy Vampire and Energy Neutralizer transfer falloff range
The second one.
Good questions, let me put them into the Q&A
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
314
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Posted - 2015.11.06 12:28:10 -
[3] - Quote
Chainsaw Plankton wrote:CCP Larrikin wrote:- Added Effectiveness Falloff
- This works by reducing the effectivness of the module when in falloff. Formula is the same as gun falloff formula
at 100% Optimal + 0% Falloff = 100% Effectivness (approx figures only) at 100% Optimal + 100% Falloff = 50% Effectivness (approx figures only) at 100% Optimal + 200% Falloff = 6% Effectivness (approx figures only)
is this will work at those percentages, or will apply at those percentages? in other words at 100% optimal + 100% falloff will it have a 50% chance to hit, or will it hit for 50% of transfer amount?
50% Effectiveness, or 50% Transfer. Not a chance-to-hit.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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CCP Larrikin
C C P C C P Alliance
314
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Posted - 2015.11.06 12:28:48 -
[4] - Quote
Lijhal wrote: does that mean nos&neuts are going to have reduced effectivness when NOT at optimal range or will they always have 100% effectivness as long they are in optimal range ?
If they are within optimal range they will be 100% effective.
Game Designer | Team Five-0 | https://twitter.com/CCP_Larrikin
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