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Thread Statistics | Show CCP posts - 4 post(s) |

Moac Tor
Cy-Core Industries Stain Confederation
301
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Posted - 2015.11.05 21:25:47 -
[1] - Quote
Interesting........
Modulated ECM Effects
An Alternative to Skill Trading
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Moac Tor
Cy-Core Industries Stain Confederation
303
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Posted - 2015.11.06 19:06:09 -
[2] - Quote
Cearain wrote:CCP Larrikin wrote: Changes [list] 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)
So I if I am neuting someone at 100% optimal and 100% falloff do I still lose all of my cap even though the neut is only 50% effective? If so then this combined with the reduced falloff seem like a nerf. This is a small nerf, slightly more so to ships which have a bonus to nuet / nos range.
Most people would be using the unstable power fluctuator which is getting a range and nuet amount nerf. The range nerf is slightly less if you use the scoped version although that uses extra CPU which will make it unviable for a lot of current fits.
To keep things pretty much as they are you now need to use the T2 version which uses quite a bit of extra PG and CPU which again will make it unviable for a lot of current fits.
Ships with bonuses will be getting a very small extra nerf as they will have half the bonus to the falloff range although this is quite insignificant as falloff is only a small part of the total range.
On the other hand being able to activate the Nos/Nuet when outside of range is a big advantage and being able to have the option to Nos/Neut when a ship is at falloff or beyond is again a big advantage particularly for heavy versions which are still going to be effective against smaller ships.
All in all these are good changes, although I think the scoped versions should have the same range as the T2 versions as they need more of a benefit over the compact version for the extra PG and CPU. T2 will still be preferred due to the extra nuet amount.
(Also please have a look again at T2 MWDs, I said it before that they were going to be useless compared to the Quad-Lif versions, and as of yet I have not had any reason to use a T2 MWD on any of my fits over the Quad-Lif)
Modulated ECM Effects
An Alternative to Skill Trading
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Moac Tor
Cy-Core Industries Stain Confederation
303
|
Posted - 2015.11.06 19:13:22 -
[3] - Quote
Harumi Akiga wrote:More buffs for already vastly overpowered sentinel and curse ... well played CCP. Read my post above. This is a nerf and more so for ships with bonuses. Being able to activate outside of range is a quality of life improvement, but in terms of raw performance they will take a small hit.
Modulated ECM Effects
An Alternative to Skill Trading
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Moac Tor
Cy-Core Industries Stain Confederation
316
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Posted - 2015.11.16 20:45:42 -
[4] - Quote
Bienator II wrote:neuts (assuming nos too) turn off automatically when you are completely out of range - thats great thanks for listening ccp. http://i.imgur.com/PLP6nJy.png
This is stupid, the whole point was having neuts and nos behave more like guns and other ewar.
The pilot should have the freedom to choose when to activate or deactivate their nos / neuts without needing CCP to implement a mechanic to nanny them. And I can think of many situations where it will be favourable to leave nos or neuts running when out of range so it is reducing the potential of options available in the sandbox.
It is a good point about the icon showing when they are out of range though, but perhaps it could be greyed out such as the case with other EWAR effects.
Modulated ECM Effects
An Alternative to Skill Trading
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Moac Tor
Cy-Core Industries Stain Confederation
317
|
Posted - 2015.11.16 22:46:10 -
[5] - Quote
CaesarGREG2 wrote:5.Most important module should disable automaticly if beyond Fallof range like now beyond optimal. U shouldnt activate it when beyond range!!!!!!!! Your nos and nuet is still effective beyond falloff range though, so that would be a nerf if we cannot neut or nos beyond falloff. Also why would you not want to activate nos / neut beyond falloff and yet be happy to do the opposite with guns and other EWAR?
Modulated ECM Effects
An Alternative to Skill Trading
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