Pages: 1 2 3 4 5 6 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Weirda
Minmatar Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 01:51:00 -
[1]
Weirda think of Nos quite a bit lately, and role they have in battle. many pilot are happy with their current state, others feel that they do not fit the 'mold' of the last couple year of rebalancing and are due for 'major nerf', while other still remain ambivalent.
of the category - Weirda fall most probably into the last... or somewhere in between.
Weirda not feel they 'fine' as they are... a skilless extension of you ship with little penalty other then fitting. they are definatley far too sexy of alternate to fitting secondary weapon system for which ship have been designed to carry. there is also large desparity between ship which can function with 1/2 to full rack of nos, vs those that cannot. the DEV have stated that they 'looking' into them (since about last year this time) and we have still seen nothing.
Weirda here to rehash an old idea and help the DEV along. Weirda will keep it simple, stupid (such is the Matari way).
The Nos Change - NOS deactivate if there is not enough cap in target ship for them to 'suck full load' - there is no energy transfer on any cycle that there not enough energy for full transfer - Activation cycle will have to 'wait out' till next cycle before reactivation can occur
What it solves: - F1-Fx 'fire and forget' activation of all nos on target (skilless play) - 'bigger is better' (pretty much only for nos at this point) - target being 'completely dead in the water awaiting their slow doom' (Weirda thing that we should all admit that this is frustrating, boring, and bad gameplay)
How? - target have 100 cap... nos try to take 150... target still keep 100 cap. module can run and target can continue to fight, having to think and work even harder to stay within small amount of cap they still have - attacker will have to manage Nos cycle (like it or not - this is better gameplay) - attacker can still get 'lucky shot' and hit for 150 when target have 151, and thus completely cripple them still
But... but Signature Radius!!!?!!!one - Weirda will be very happy if another system is not operating against sig radius - the target is the Capacitor of the enemy ship... not the ship size/electronic signature - 'transfer activation' (or sucking) take the full amount to activate, otherwise those big behemouth NOS do not have enough power to complete the extraction/transfer. - again, Weirda would rather see this then some % based system... if they use 'cap radius' (for example): target capacitor size vs. drainer 'suck radius'... it just keep the Nos as they are: skilless, fire and forget 'weapon' system that require no management or intelligence to use.
STOP LIMITING SHIP SETUPS FFS - when you remove absolute dominance of win buttons... you actually place less restriction - this is the best way
but what of the curse... it bonus will hurt it - rather then increase sucking amount, the bonus should increase the rate of fire - meta item get same treatment, rather then longer range and more sucking, they get longer range - and faster ROF
that all Weirda have to say. am hoping that this will be good discussion and not flame fest. please think before you post, and avoid bad argument logic (ad hominem, slippery slope, straw man, etc). if you have nothing intelligent to say, take it to general discussion please.  __ Weirda Join QotSA |

Naughty Boy
Chronics of ordinary hate
|
Posted - 2007.01.19 01:56:00 -
[2]
Originally by: Weirda that all Weirda have to say.
Good post Weirda 
NB.
In Rust We Trust |

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.19 02:01:00 -
[3]
I really like this idea weirda
|

Tsanse Kinske
WeMeanYouKnowHarm
|
Posted - 2007.01.19 02:02:00 -
[4]
That's pretty brilliant actually. I'd love this change.
* * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Arian Snow
The Nest Interstellar Alcohol Conglomerate
|
Posted - 2007.01.19 02:15:00 -
[5]
Its a good idea, but playerskill is highly overrated imo.
O' and: /signed I dont remember I dont recall I dont have memory of anything at all! |

Nyxus
GALAXIAN Rule of Three
|
Posted - 2007.01.19 02:18:00 -
[6]
I am very very leery of most nos posts becuase if the curse loses nos it will turn into the suck. Especially since TD's are relatively underpowered to all EW except for Painters. Matari and Amarr 4tw. 
But I like it. The Curse stays good, nos domi's not so "afk, tell me when baddies are dead".
The Curse change needs to make sure that it doesn't reduce the total nos amount it has now. Maybe even boost it again. Would also like to see the pilgrim get a range bonus over an amount.
Weirda rules, Caldari drools!
Nyxus
The Gallente ideals of Freedom, Liberty and Equality will be met by the Amarr realities of Lasers, Armor and Battleships. - Golan Trevize |

Frools
The Priory Shroud Of Darkness
|
Posted - 2007.01.19 02:20:00 -
[7]
nice, only problem i can see is with neuts on a curse/pilgrim as it is the bonus means they kill an awful lot of cap and dont use that much in comparison with a 'nos rof' bonus they'd be killing the same ratio of cap on you and your target, making them far less useful
|

Blood Agent
|
Posted - 2007.01.19 02:27:00 -
[8]
The curse can already beat just about any ship 1v1, removing its ability to wtf pwn anythings cap with neuts is fine by me. |

Kldraina
|
Posted - 2007.01.19 02:28:00 -
[9]
Edited by: Kldraina on 19/01/2007 02:27:23 I actually really like this idea. It makes large nos less effective against small ships than small nos is, as the small ships just need to keep their cap below 100 to be immune to large nos. I like this idea a lot.
Edit: two issues, 1) this makes cap flux coils a lot more useful especially on small ships, 2) this makes Cap Batteries a lot less useful, especially on small ships. I like the fact that it makes cap flux coils more useful, but dislike the fact that it makes cap batteries less useful. |

Shandling
Minmatar Disband Phoenix Supremacy
|
Posted - 2007.01.19 02:33:00 -
[10]
Edited by: Shandling on 19/01/2007 02:32:02 Great idea. Would make people think before just tossing NOS on.
This could open a door for mods too.. how about passive lows that decrease the amount of energy drained in trade for a faster 'firing time' on the NOS? Something like...
-15% NOS Cycle Time -15% Cap Drained per Cycle
That would keep the energy per second drained the same and allow the player to keep the target's cap lower... while taking up a low slot.
|
|

Frools
The Priory Shroud Of Darkness
|
Posted - 2007.01.19 02:34:00 -
[11]
Originally by: Blood Agent The curse can already beat just about any ship 1v1, removing its ability to wtf pwn anythings cap with neuts is fine by me.
no, it cant, dont be an idiot
and its more important on the pilgrim tbh, 2 nos 1 neut is pretty standard for pilgrim because you dont have the high slots to fit enough nos, especially when you have to be close
|

OrangeAfroMan
Minmatar Suffoco Noctis
|
Posted - 2007.01.19 02:38:00 -
[12]
100% Agree. Nos should have been this way from the start.
|

FraXy
0utbreak
|
Posted - 2007.01.19 02:44:00 -
[13]
Good idea.
Might also think about revamping the concept of Capacitor Batteries as we all can agree they are not what they should and could be.
The idea someone had with the Battery to add cap with a different color which can`t be Nossed away, but can be Neutralized could also be considered making Neutralizer more useful and pilots considering which of the two will benefit the most during X enemies in Y location.
This is my lazy attempt to make an uber-signature, please go away!
|

Toolivus
|
Posted - 2007.01.19 02:58:00 -
[14]
Great idea, provided neuts arent messed with Im behind this 100%.
LOL at the eve forums not letting my type in this text-box the first time I tried, now its just apostrophes which dont work.
|

Shandling
Minmatar Disband Phoenix Supremacy
|
Posted - 2007.01.19 02:58:00 -
[15]
Originally by: FraXy The idea someone had with the Battery to add cap with a different color which can`t be Nossed away, but can be Neutralized could also be considered making Neutralizer more useful and pilots considering which of the two will benefit the most during X enemies in Y location.
Very good idea.. say a +25% cap battery, and that +25% value can't ever be NOS'd but with a penalty to your recharge or something, enough so that it's not giving you a double bonus of better cap/sec and no nossing on that %.
|

Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.01.19 03:00:00 -
[16]
Remind me to laugh at the first person that loses an Interceptor after these changes.
|

Plymer Ization
Infinitus Odium Curse Alliance
|
Posted - 2007.01.19 03:16:00 -
[17]
Great ideas! Thank you for this thread Wierda 
|

Nerogk Shorn
Caldari Royal Hiigaran Navy
|
Posted - 2007.01.19 03:17:00 -
[18]
This idea is pretty good. It still wouldn't be possible to tank a nos domi (other than keeping your hardeners on)(and if you are a small ship). Though tanking wouldn't be feasible against a fully nos fitted ship, shooting your guns still would be possible so you could at least fight back.
Good suggestions. Nosferatu need a change and need a change now. I still think they'll be overpowered.
D-F-A-A-B-A-A-S |

Vicious Phoenix
|
Posted - 2007.01.19 03:17:00 -
[19]
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
+1
Your proposed changes take away the only defense a battleship has against interceptors. I would NOT like to sit in my BS in a belt for as long as he decides to keep me there, scrammed by an inty just waiting for his friends to show up and kill me. Battleships are exactly that, battleships. It should not be possible for a lone interceptor (a frigate) to hold them in place like that.
Notice that heavy nos and warp disruptor range is the same. I highly doubt that is an accident.
I have other reasons this is a bad idea but I'm too lazy to type that atm, I'll post more later involving other scenarios and ship classes.
CFW (Certified Forum Warrior) I kill people ingame too. |

Tsanse Kinske
WeMeanYouKnowHarm
|
Posted - 2007.01.19 03:24:00 -
[20]
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
It's a very good point. However there will still be adaptations available to BS pilots, like fitting Neuts or Medium NOS. Sure, those won't be nearly as effective as Heavys vs. other Battleships, but that's where the interesting choices and teamwork come in.
* * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |
|

Vicious Phoenix
|
Posted - 2007.01.19 03:35:00 -
[21]
Originally by: Tsanse Kinske
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
It's a very good point. However there will still be adaptations available to BS pilots, like fitting Neuts or Medium NOS. Sure, those won't be nearly as effective as Heavys vs. other Battleships, but that's where the interesting choices and teamwork come in.
Show me medium nos that have the same range as warp disruptors. Thats what I thought.
CFW (Certified Forum Warrior) I kill people ingame too. |

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.19 03:50:00 -
[22]
Originally by: Vicious Phoenix
Originally by: Tsanse Kinske
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
It's a very good point. However there will still be adaptations available to BS pilots, like fitting Neuts or Medium NOS. Sure, those won't be nearly as effective as Heavys vs. other Battleships, but that's where the interesting choices and teamwork come in.
Show me medium nos that have the same range as warp disruptors. Thats what I thought.
that's the point. 2 heavy nos + a webber should not be an I win button against tacklers.
|

Templar Dane
|
Posted - 2007.01.19 03:51:00 -
[23]
Edited by: Templar Dane on 19/01/2007 03:48:19 If you're in a battleship/battlecruiser/or even a cruiser it won't matter if you have 100-200(including some time for a bit of recharge) cap left. You're going to be in a very very bad place when it comes to cap recharge. You might get to active your guns for another few volleys before you die, but you sure aren't going to be doing much else. At this point you won't be able to keep hardeners/repairer/guns online enough to matter.
A nos nerf would have to be multifaceted. Along the lines of...
-Cap rechargers/power relays could get a nos resist bonus, making them more appealing to pvpers who normally don't use them in leu of a single/double injector. The crappier modules that nobody uses because they aren't on par with the others could get the best resist bonus
-The cap battery idea
-More high slot options. Perhaps moving painters to highs, or some kind of painter effect like was discussed much earlier(negating some of a target's resists or something along those lines). Of course, you'd need OPTIONS. We have all these ships that can't fit all their highs with their "intended" weapons, give them some choices. Right now that last non-turret high slot on every ship that deals pain to other players is a "nospoint" no matter what anyone says and that's because there's nothing else to fit that isn't pointless.
-LONGER RANGE AND MORE AFFORDABLE WARP SCRAMBLERS. I have been saying this over and over since I've been playing. This might cause some problems, but it would fix a lot. Being able to hold down a target and stay out of nos range would be cool. "Medium" range ships would get more love as a bonus. The fitting/cap consumption of these would have to be balanced as to not make every other scram worthless. Perhaps some penalty to speed or propulsion mods while activated or something along those lines. Makes dampeners better ftl.
-If they introduce that "heat" system that was talked about, nos could cause heat on the nos ship making it hard to run it the entire fight. On the other hand if nos were found to be a little too nerfed, it could add heat to the target's ship.
|

Tsanse Kinske
WeMeanYouKnowHarm
|
Posted - 2007.01.19 03:52:00 -
[24]
Originally by: Vicious Phoenix
Show me medium nos that have the same range as warp disruptors. Thats what I thought.
Oops. 
That leaves Heavy Neuts I guess. Which is problematic.  * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Grimpak
Gallente Twisted Attitude Apocalyptica.
|
Posted - 2007.01.19 03:53:00 -
[25]
Edited by: Grimpak on 19/01/2007 03:50:58
Originally by: Audri Fisher
Originally by: Vicious Phoenix
Originally by: Tsanse Kinske
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
It's a very good point. However there will still be adaptations available to BS pilots, like fitting Neuts or Medium NOS. Sure, those won't be nearly as effective as Heavys vs. other Battleships, but that's where the interesting choices and teamwork come in.
Show me medium nos that have the same range as warp disruptors. Thats what I thought.
that's the point. 2 heavy nos + a webber should not be an I win button against tacklers.
indeed. the I win button vs tacklers is a swarm of T2 warriors.
thos things are scary and can practically nullify any tackler in a few moments.
edit: and I agree with weirda.
weirda for pres/PM/king/queen/emperor/empress/god/whatever! -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
|

OrangeAfroMan
Minmatar Suffoco Noctis Ethereal Dawn
|
Posted - 2007.01.19 04:10:00 -
[26]
Originally by: Vicious Phoenix Your proposed changes take away the only defense a battleship has against interceptors. I would NOT like to sit in my BS in a belt for as long as he decides to keep me there, scrammed by an inty just waiting for his friends to show up and kill me. Battleships are exactly that, battleships. It should not be possible for a lone interceptor (a frigate) to hold them in place like that.
Your defense against them should be the friends you're with.
Battleships are not supposed to be solo-pwnall ships.
Deal with it.
Nos - Time for a Change |

Vicious Phoenix
|
Posted - 2007.01.19 04:11:00 -
[27]
Edited by: Vicious Phoenix on 19/01/2007 04:07:47
Originally by: Audri Fisher
that's the point. 2 heavy nos + a webber should not be an I win button against tacklers.
Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
Originally by: Grimpak
indeed. the I win button vs tacklers is a swarm of T2 warriors. thos things are scary and can practically nullify any tackler in a few moments. edit: and I agree with weirda. weirda for pres/PM/king/queen/emperor/empress/god/whatever!
I guess you haven't encountered any of those 10km/s crows that seem to be all over TQ after the patch. The warriors don't get anywhere close.
CFW (Certified Forum Warrior) I kill people ingame too. |

Naughty Boy
Chronics of ordinary hate
|
Posted - 2007.01.19 04:28:00 -
[28]
Originally by: Vicious Phoenix Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
Whether battleships should or shouldn't have what you call an iwin button against frigates is not an evidence that the nosferatu should be that particular mod.
NB.
In Rust We Trust |

Arx Sheep
Minmatar Infinitus Odium
|
Posted - 2007.01.19 04:30:00 -
[29]
Originally by: Vicious Phoenix
Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
Yes, lets remove everything from the game except for battleships, no point having anything else because it's a BATTLESHIP it should be the best vs EVERYTHING amirite?
|

Tyler Lowe
Minmatar DROW Org
|
Posted - 2007.01.19 04:30:00 -
[30]
J.A.F.O.
|
|

Tsanse Kinske
WeMeanYouKnowHarm
|
Posted - 2007.01.19 04:45:00 -
[31]
Originally by: Vicious Phoenix
I guess you haven't encountered any of those 10km/s crows that seem to be all over TQ after the patch. The warriors don't get anywhere close.
That's a problem too, though trying to fix everything in the game in one thread is going to be challenging to say the least. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Ice Conch
|
Posted - 2007.01.19 04:46:00 -
[32]
as a nosadomi pilot, i heavily approve
|

Thor Xian
Vertigo One E.A.R.T.H. Federation
|
Posted - 2007.01.19 04:49:00 -
[33]
So Weirda wants the Bhaalgorn to be nerfed?
~Thor Xian, Material Defender
"For all your Material Needs, Vertigo One."
Corp/Alliance Services |

Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.01.19 04:51:00 -
[34]
Originally by: Tsanse Kinske
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
It's a very good point. However there will still be adaptations available to BS pilots, like fitting Neuts or Medium NOS. Sure, those won't be nearly as effective as Heavys vs. other Battleships, but that's where the interesting choices and teamwork come in.
No, the problem is those are useless versus intys as well. You do turn off one cycle, and on a rosy day in you're-really-lucky-land he might drop his disruptor too. However, 24 seconds is enough to regen cap for another MWD cycle (some skills required - the base regen of the inty needs to be higher than 1.4 cap/s [note : this is not peak regen, but base]).
So the only alternative to actually kill an Interceptor is to spend about 800 cap with 0 return per inty, and 2 highslots. And just as it is now, if the pilot isn't bad and has some semblance of preparation he'll live 9/10 times.
Heavy Nosferatus offensive effectiveness and versatility should stay, possibly at the cost of some income and a slight but non-dramatic malus for over-nossing, like say losing whatever cap was unavailable to be siphoned instead of gaining it. It's a rather minor detail as is, as inter-class balance right now is somewhat reasonable and heavy nos only dominate equal classes in extremely artificial scenarios. Call me totally crazy, but someones ego on the testserver taking a hit because 1v1s are gimmickfests does not make a great reason to drastically change interclass balance.
|

Terianna Eri
Amarr
|
Posted - 2007.01.19 05:05:00 -
[35]
Originally by: Shandling Edited by: Shandling on 19/01/2007 02:32:02 Great idea. Would make people think before just tossing NOS on.
This could open a door for mods too.. how about passive lows that decrease the amount of energy drained in trade for a faster 'firing time' on the NOS? Something like...
-15% NOS Cycle Time -15% Cap Drained per Cycle
That would keep the energy per second drained the same and allow the player to keep the target's cap lower... while taking up a low slot.
i love this idea kthx __________________________________ Please, please, please can we have an item DB update? |

Altai Saker
Omniscient Order
|
Posted - 2007.01.19 05:06:00 -
[36]
I'm sorry if I misunderstood but what I got out of that post, was that basically you'd be left with about 100~ cap on your ship?
So in a geddon I could maybe do 3 more shots ? http://www.omniscient-order.com/
|

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.19 05:23:00 -
[37]
Originally by: Altai Saker I'm sorry if I misunderstood but what I got out of that post, was that basically you'd be left with about 100~ cap on your ship?
So in a geddon I could maybe do 3 more shots ?
better than none, and cap regen at 100 cap is more than 0.
Ammar are more medium range, this helps them indirectly, becuase this means you can actually have somebody tackle for you that has a decent chance to hold them down long enough to kill them. That is at least 1 mid slot free. Get another frig hull to get a webber on them, and now you are out of blaster range, and can stay there.
|

Siakel
|
Posted - 2007.01.19 05:43:00 -
[38]
It's a nice idea... but the Amarr seem to become even more the most vulnerable-to-nos race in the game. Since they have the highest capacitor and the slowest recharge time, it leaves the smaller Amarr ships hurting because while another race's Frigate might be running at peak recharge under Heavy Nos amount, the Amarr Frigate would be sitting right at Heavy Nos amount. And if they are under the Nos-Amount and protected from nos, they're generating the least cap/second of any race, because they're further away from optimal recharge.
|

Forum Troll
|
Posted - 2007.01.19 06:14:00 -
[39]
/signed
|

Axitikus
Minmatar The Priory Shroud Of Darkness
|
Posted - 2007.01.19 07:01:00 -
[40]
How about instead of actually "sucking" cap Nos will increase your recharge rate and reduce theirs. If they dont use any cap, they dont lose it, but you still gain some.
Also, put a stacking penalty on nos, similar to damps. The first nos would give you X amount of cap recharge, the 2nd fitted would give you about half of that, the 3rd half of the value the 2nd is giving you, etc. (havent't figured out about mixing sizes but cut me a break, I just came up with this)
~When I can use Drones as Blaster ammo, then I'll be truly happy~ |
|

skepsiss
|
Posted - 2007.01.19 07:10:00 -
[41]
Edited by: skepsiss on 19/01/2007 07:07:17 how about we ask ccp to make only 1 type of ship for each race, with no bonus, and only 1 gun in the game, with default ammo built in, think that could make you people stop whining for a change ? I mean you're like : zomfg, I spent countless bils on my Evilz0r setup and that motherf* amarr curse just sucked me dry so I lost my setup *whiiiine cryyyy zomg omfg*. So instead of asking myself why am I such a dumb arse, I should go on the forums and whine a bit, doesnt matter that my whining will ruin the play of an entire race that only has 2 ships working ( yeah, curse and pilgrim), but I will be *ev1l* again, and I will pawn. Hmm, and while I am here I could whine a bit about nanos and istabs aswell, wtf, they are overpowered, why can't I go 3.5km/s with my evil domi ab but they can ?! *omfg zomg cry*
Q F T and go play.
|

Redginald
Minmatar M. Corp Lotka Volterra
|
Posted - 2007.01.19 07:22:00 -
[42]
You've got my vote
I also completely agree that it will make Cap Fluxs a lot more useful. This would be a very nice change without actually "nerfing" them but making them operate the way they really should.
|

Thud
Caldari Mad-Warping-Maniacs
|
Posted - 2007.01.19 07:26:00 -
[43]
In my opinion,the main problem with nos is that they drain cap AND give it to you. Thats like 2 weapons in one,and since cap is mutch more important now than it was like a year ago,thats just overpowerd,taking cap from your enemy and give it to yourself,thats like a module that steals shield/armor from your enemy and gives it to you.
Nos should drain cap,put not give it to you.
I dont like "you can only fit one nos per ship" ideas,such solutions just limit the possible fittings. (one reason i never liked the EW changes,cos it limits ships like the scorp or the BB to pure ECM ships)
____ ____ My english is bad. |

Phelan Lore
Sniggerdly Pandemic Legion
|
Posted - 2007.01.19 07:30:00 -
[44]
Edited by: Phelan Lore on 19/01/2007 07:26:40 Sounds good. But having to continually spam your NOS once it deactivates sounds like a pain. Maybe it should just work like ECM and not NOS that cycle, but not deactivate.
Sniggwaffe is recruiting |

Da Death
Minmatar Relentless Enterprises
|
Posted - 2007.01.19 07:37:00 -
[45]
Originally by: Kldraina Edited by: Kldraina on 19/01/2007 02:27:23 I actually really like this idea. It makes large nos less effective against small ships than small nos is, as the small ships just need to keep their cap below 100 to be immune to large nos. I like this idea a lot...
Simple solution: fit medium and small nos and even smallest ships get sucked empty =)
DD
S@#^$%te link broken -($%*
All generalizations are dangerous, even this one. |

Axitikus
Minmatar The Priory Shroud Of Darkness
|
Posted - 2007.01.19 07:40:00 -
[46]
Originally by: Da Death
Originally by: Kldraina Edited by: Kldraina on 19/01/2007 02:27:23 I actually really like this idea. It makes large nos less effective against small ships than small nos is, as the small ships just need to keep their cap below 100 to be immune to large nos. I like this idea a lot...
Simple solution: fit medium and small nos and even smallest ships get sucked empty =)
DD
Which makes the ship less effective against larger ships, not a bad thing.
~When I can use Drones as Blaster ammo, then I'll be truly happy~ |

Axitikus
Minmatar The Priory Shroud Of Darkness
|
Posted - 2007.01.19 07:41:00 -
[47]
Originally by: skepsiss Edited by: skepsiss on 19/01/2007 07:07:17 how about we ask ccp to make only 1 type of ship for each race, with no bonus, and only 1 gun in the game, with default ammo built in, think that could make you people stop whining for a change ? I mean you're like : zomfg, I spent countless bils on my Evilz0r setup and that motherf* amarr curse just sucked me dry so I lost my setup *whiiiine cryyyy zomg omfg*. So instead of asking myself why am I such a dumb arse, I should go on the forums and whine a bit, doesnt matter that my whining will ruin the play of an entire race that only has 2 ships working ( yeah, curse and pilgrim), but I will be *ev1l* again, and I will pawn. Hmm, and while I am here I could whine a bit about nanos and istabs aswell, wtf, they are overpowered, why can't I go 3.5km/s with my evil domi ab but they can ?! *omfg zomg cry*
Q F T and go play.
I love how every1 ignored this genius and kept the debate rolling smoothly 
~When I can use Drones as Blaster ammo, then I'll be truly happy~ |

Da Death
Minmatar Relentless Enterprises
|
Posted - 2007.01.19 07:42:00 -
[48]
Originally by: Axitikus
Originally by: Da Death
Originally by: Kldraina Edited by: Kldraina on 19/01/2007 02:27:23 I actually really like this idea. It makes large nos less effective against small ships than small nos is, as the small ships just need to keep their cap below 100 to be immune to large nos. I like this idea a lot...
Simple solution: fit medium and small nos and even smallest ships get sucked empty =)
DD
Which makes the ship less effective against larger ships, not a bad thing.
you mean it makes it effective against EVERY ship, just add one neutralizer if you really need.
S@#^$%te link broken -($%*
All generalizations are dangerous, even this one. |

Axitikus
Minmatar The Priory Shroud Of Darkness
|
Posted - 2007.01.19 07:47:00 -
[49]
Originally by: Nyxus I am very very leery of most nos posts becuase if the curse loses nos it will turn into the suck. Especially since TD's are relatively underpowered to all EW except for Painters. Matari and Amarr 4tw. 
But I like it. The Curse stays good, nos domi's not so "afk, tell me when baddies are dead".
The Curse change needs to make sure that it doesn't reduce the total nos amount it has now. Maybe even boost it again. Would also like to see the pilgrim get a range bonus over an amount.
I dont want to derail the thread but right now TD's are the best EW if you only have slot left, SD's need multiple slots to really shine, TP's stink, and ECM now needs low slot mods fitted and ship bonuses too.
Weirda rules, Caldari drools!
Nyxus
~When I can use Drones as Blaster ammo, then I'll be truly happy~ |

Axitikus
Minmatar The Priory Shroud Of Darkness
|
Posted - 2007.01.19 07:49:00 -
[50]
Originally by: Da Death
Originally by: Axitikus
Originally by: Da Death
Originally by: Kldraina Edited by: Kldraina on 19/01/2007 02:27:23 I actually really like this idea. It makes large nos less effective against small ships than small nos is, as the small ships just need to keep their cap below 100 to be immune to large nos. I like this idea a lot...
Simple solution: fit medium and small nos and even smallest ships get sucked empty =)
DD
Which makes the ship less effective against larger ships, not a bad thing.
you mean it makes it effective against EVERY ship, just add one neutralizer if you really need.
I meant it wont suck cap against another large ship quite as fast as if it had all heavy nos fitted.
~When I can use Drones as Blaster ammo, then I'll be truly happy~ |
|

Alliaanna Dalaii
Gallente Does Not Compute
|
Posted - 2007.01.19 08:21:00 -
[51]
I must say Wierda your talking in 3rd person confuses me....
But, Signed.
Brilliant idea, And a nice resolution given to the 'braking' of the Curse that most NOS nerf idea's have. Really well thought out idea 
Alliaanna [FOR SALE]25Mill Sp Amarr Char + Hauler Alt
|

Dixon
Caldari Hells Donkeys
|
Posted - 2007.01.19 08:30:00 -
[52]
I think nos needs to be hit harder tbh, we need resistance mods as well. But this idea is great for smaller ships, IMO battleships should be vulnerable to interceptors. __________________________________________________
Originally by: Cmdr Sy So here is the state of Amarr tech. Nos, plate, EANM and a tracking disruptor - pick two out of four and counter all setups.
|

Grimpak
Gallente Twisted Attitude Apocalyptica.
|
Posted - 2007.01.19 08:30:00 -
[53]
Originally by: Vicious Phoenix
Originally by: Grimpak
indeed. the I win button vs tacklers is a swarm of T2 warriors. thos things are scary and can practically nullify any tackler in a few moments. edit: and I agree with weirda. weirda for pres/PM/king/queen/emperor/empress/god/whatever!
I guess you haven't encountered any of those 10km/s crows that seem to be all over TQ after the patch. The warriors don't get anywhere close.
never said it was perfect, and tbh drones already have many drawbacks as it is, wich imho makes them balanced vs other ships (not counting with the ECM nosdomi of doom here btw)
but I have to agree that thos 10km/s crows are a bit insane. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
|

Dexter Rast
Mercenary Forces Exquisite Malevolence
|
Posted - 2007.01.19 08:53:00 -
[54]
neuts already have a draw back, nos are win win situation, add stacking penalty to nos and all will be well,
anything that gives your ship a boost while crippling another ship is well out of balance, nos have been a must have module for far too long now, evidence of this was seen clear in the last alliance tournament,
they dont function with any rules that turrets or launchers use, they hit 100% of the time aslong as your in range, they have no counter that says `hey you cant nos my ship`, at the very least we should have a nos shield module that prevents or greatly reduces the effrects of energy warfare, kinda like a hardner agaisnt nos attacks, maybe a 50% reduction active nos shield,
still i like alot of weirda`s ideas, well thought out and kinda sensible for EO forums anyway  ------------------------------------------- |

Asuo
Elite United Corp Antigo Dominion
|
Posted - 2007.01.19 08:59:00 -
[55]
Yep I love this idea. You'd get a chance to fight back even if only a small one.
And making more people use neuts can't be bad. ----------------------------------------------- EECC recuitment thread. |

Ernest Graefenberg
Minmatar Cutting Edge Incorporated RAZOR Alliance
|
Posted - 2007.01.19 09:03:00 -
[56]
Originally by: Da Death
Originally by: Kldraina Edited by: Kldraina on 19/01/2007 02:27:23 I actually really like this idea. It makes large nos less effective against small ships than small nos is, as the small ships just need to keep their cap below 100 to be immune to large nos. I like this idea a lot...
Simple solution: fit medium and small nos and even smallest ships get sucked empty =)
DD
Medium nos only goes out to 12k, so that is entirely worthless.
|

Kano Sekor
Amarr S-44 Tre Kroner
|
Posted - 2007.01.19 09:32:00 -
[57]
I kind of like the idea, but then again i just think of interceptors as get in close (fast) and then get a thigh orbit and thats what intys are supposed to do but some ppl dont think so. And face it the only reason why i hate nos the way it is now is that web+haevy nos => insta dead intys and im mainly a inty pilot. So lets see
1. Whine about nos (check) 2. Whine about drones wtfpwning intys (need to do) 3. Whine about no counter to web (need to do)
oh btw pls notice the sarcasm
|

Avataris
|
Posted - 2007.01.19 09:42:00 -
[58]
Originally by: Ernest Graefenberg
Originally by: Tsanse Kinske
Originally by: Ernest Graefenberg Remind me to laugh at the first person that loses an Interceptor after these changes.
It's a very good point. However there will still be adaptations available to BS pilots, like fitting Neuts or Medium NOS. Sure, those won't be nearly as effective as Heavys vs. other Battleships, but that's where the interesting choices and teamwork come in.
No, the problem is those are useless versus intys as well. You do turn off one cycle, and on a rosy day in you're-really-lucky-land he might drop his disruptor too. However, 24 seconds is enough to regen cap for another MWD cycle (some skills required - the base regen of the inty needs to be higher than 1.4 cap/s [note : this is not peak regen, but base]).
So the only alternative to actually kill an Interceptor is to spend about 800 cap with 0 return per inty, and 2 highslots. And just as it is now, if the pilot isn't bad and has some semblance of preparation he'll live 9/10 times.
Heavy Nosferatus offensive effectiveness and versatility should stay, possibly at the cost of some income and a slight but non-dramatic malus for over-nossing, like say losing whatever cap was unavailable to be siphoned instead of gaining it. It's a rather minor detail as is, as inter-class balance right now is somewhat reasonable and heavy nos only dominate equal classes in extremely artificial scenarios. Call me totally crazy, but someones ego on the testserver taking a hit because 1v1s are gimmickfests does not make a great reason to drastically change interclass balance.
/signed
This man makes sense.
|

Trev Kachanov
Sha Kharn Corp
|
Posted - 2007.01.19 10:08:00 -
[59]
Why not just add tracking to nos? ...
|

Weirda
Minmatar Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 10:18:00 -
[60]
Originally by: Trev Kachanov Why not just add tracking to nos? ...
Weirda answer that in OP... because... it is ***.
@Curse/Pilgrim/Bhaal... addressed how they would not be getting hit with bat.
@skepsiss congratulation - you used ad hominem, slippery slop AND straw man all in the same useless post. Weirda fly all the ship that you think came here to cry about. God you are stupid (and coming from Weirda - that is to say a LOT)
@"THIS IS TOO MUCH - BS WILL SUCK" no it not, you keep thinking of something sitting at just under 100 cap forever (inty), while neglecting to realize that the reactivation that hit inty w/110 cap will knock it down to 10. it all balance out, and if we have opportunity to test on SiSi, it would likely be fun, new and add skill to the 'skillessness' of the existing Nos. it just doesn't make sense.
@"THIS IS NOT ENOUGH" it make more sense then things do now. What other module can be activate if it do not have enough energy? None. the nos activation energy come from target ship. Weirda feel it will add a (much needed) dynamic to cap warfare.
There IS NO reason that inty should be able to keep someone tackled until downtime, and this change won't (and shouldn't) make that happen. on the other hand, the way thing are now is just silly. imagine if you gun could fire a 20% shot if it had 20% of the energy needed to shoot... or whatever.
@other suggestions there is some good stuff, but all in all, K.I.S.S. is motto of this idea. it use no new or different mechanic then what already exist. in it simplicity it doesn't just become another module that we 'fire and forget' when in range. you will have to manage those suckers, and there will be more to think about. whether you like it or not, it offer better gameplay then what is currently. __ Weirda Nosferatu - Time for Change |
|

Altai Saker
Omniscient Order
|
Posted - 2007.01.19 10:30:00 -
[61]
120 cap is still 0 cap for everything but a frigate... http://www.omniscient-order.com/
|

Smagd
Encina Technologies Namtz'aar k'in
|
Posted - 2007.01.19 10:31:00 -
[62]
Edited by: Smagd on 19/01/2007 10:29:49 Love the basic idea. Weirda uses her brain to pwnzor generic tracking/range/signature copycat ideas. Here's to hoping our beloved Devs can do something with it.
Also love making Cap Flux Coils useful.
Cap batteries are dead anyway, haven't seen them used by anyone except people who can't figure why 15% bonus to recharge rate with easier fittings is preferrable to 15% bonus to volume. No idea how to improve them really. Shield extenders work for passive tanks, but since there's no cap charge reduction weapon I dunno what to do.
Neut drones will be more useful, too.
Edit: Actually, I think Weirda stole the ideas from mining lasers, but I just can't imagine her sitting in a belt, mining, puzzling about NOS.
ATTACK, and crash: You lose. RUN, and crash: Why WIN? |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 10:37:00 -
[63]
Originally by: Frools nice, only problem i can see is with neuts on a curse/pilgrim as it is the bonus means they kill an awful lot of cap and dont use that much in comparison with a 'nos rof' bonus they'd be killing the same ratio of cap on you and your target, making them far less useful
Yes, that would be my problem as well. Because of this I would actually prefer the curse/pilgrim bonus stay as they are - a neut is killing that last bit amount of cap just fine, or sucking frigs dry with 1 activation.
Although I wouldn't mind the pilgrim getting the range bonus instead of the strength bonus. It would make it actually more in line with the other force recons, too - those loose a dps bonus and keep their range bonus. The pilgrim keeps it's "dps" bonus (which increased nos power effeciently is since it kills the enemy tank faster) but looses its range bonus.
|

Arte
Warspite Developments
|
Posted - 2007.01.19 10:59:00 -
[64]
Originally by: Kldraina but dislike the fact that it makes cap batteries less useful.
What if they used Wierda's idea in conjunction with the idea to make cap battery Capacitor values "protected capacitor" untouchable by nos
With that, there would be the development of setups that are "nos-resistant" (not immune) that use cap batteries to run their systems, even though they run into the likes of nos/nano-domi and nos/nano-phoon setups.
The only issue arising from that would be that Minmatar and Caldari ships would benefit to a greater extent as they can already do a great deal without cap, and amarr particularly but also gallente wouldn't benefit as much (but wouldn't lose out).
|

thesulei
Syndicate Technologies
|
Posted - 2007.01.19 11:45:00 -
[65]
I'd like to throw in another suggestion for a nos change:
Nerf range.
|

Nicholai Pestot
Gallente Havoc Inc
|
Posted - 2007.01.19 12:32:00 -
[66]
Weirda,you are sooo beautiful to meeeee, cant you seeeeee.
I like this suggestion.
|

Sirial Soulfly
|
Posted - 2007.01.19 12:48:00 -
[67]
Originally by: Arte
Originally by: Kldraina but dislike the fact that it makes cap batteries less useful.
What if they used Wierda's idea in conjunction with the idea to make cap battery Capacitor values "protected capacitor" untouchable by nos
With that, there would be the development of setups that are "nos-resistant" (not immune) that use cap batteries to run their systems, even though they run into the likes of nos/nano-domi and nos/nano-phoon setups.
The only issue arising from that would be that Minmatar and Caldari ships would benefit to a greater extent as they can already do a great deal without cap, and amarr particularly but also gallente wouldn't benefit as much (but wouldn't lose out).
This imo would be a usefull addition to Weirda's Idea, make cap batteries be untouched by nos.
|

DoomTaR
|
Posted - 2007.01.19 13:26:00 -
[68]
All in all Weirda, great post. Also, in regards to the cap battery vs nos idea...could work but the fitting req's on them are still kind of silly
|

Lord Violent
Reikoku Band of Brothers
|
Posted - 2007.01.19 13:53:00 -
[69]
Guns are designed so that the biger they are the harder it is to criple smaller ships why nos are allowed to remain so different is a crime. Place almost any ship < bs up against a BS with nos and its game over.
One thing that i do think should change post haste is the range. Nos range should not exceed scramble range so heavy nos need to come back down to 20km with faction and officer scaled back to reflect this.
|

Emsigma
Contraband Inc. Mercenary Coalition
|
Posted - 2007.01.19 14:06:00 -
[70]
This is, as usual from Weirda, a really thought out idea.
The fact that NB agrees makes me agree even more! ---
|
|

Kunming
Outcasts
|
Posted - 2007.01.19 14:14:00 -
[71]
I dont like Wierda's ideas at all. The problematic is not presented, the solutions are random ideas not aimed to solve the real problem.
NOS: - EVE should start considering NOS as a weapon instead of a utility module, it does dmg your capacitor. - Has 3 different sizes and even the largest one has no drawback vs smaller targets, it is a weapon which means it should have to worry about tracking and signature radius. - Eliminates cap on the target and creates cap on ur capacitor (aka the "dual benefit"), unlike neutz where you have to use cap to eliminate it, NOS is a WIN-WIN module everytime. - NOS, Neutz have no counter, just like missiles/drones, no wonder we see them in all the overpowered setups.
Suggestions: - Add tracking and signature radius to NOS, with heavy NOS having just the same effect as a small one on a frig. - Change the NOS not to suck cap but to reduce cap recharge on target ship by % and increase recharge on yours, this will make cap boosters the effective way of countering NOS, Neutz will still eliminate cap in exchange of your own cap.
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
|

NeoFusion
|
Posted - 2007.01.19 14:25:00 -
[72]
Edited by: NeoFusion on 19/01/2007 14:27:21 Why not simply make NOS gradually take cap from the target over the cycle time? That way another ship has a small chance to escape but it still poses a problem if they hang around the target.
Example: Heavy Nosferatu I = 12 second activation, 100 cap = 8.4 cap drain per second.
This way a NOS'd ship will have a chance to escape, but they'll still get punished if they stay and continue to attack the NOS'er. They won't just completely have their whole capacitor removed immediately and be left sit there like a dead fish in the water.
This way the NOS'er still gets the same amount of cap in total, and the NOS'd still gets some sort of a chance to run away.
|

Smagd
Encina Technologies Namtz'aar k'in
|
Posted - 2007.01.19 14:33:00 -
[73]
Erm.
Originally by: Kunming
NOS: - EVE should start considering NOS as a weapon instead of a utility module, it does dmg your capacitor.
Agreed. It's a weapon.
Quote:
- Has 3 different sizes and even the largest one has no drawback vs smaller targets, it is a weapon which means it should have to worry about tracking and signature radius.
File this under Suggestions, please. I disagree strongly. Smartbombs and scramblers and webifiers have the same "problem". Weapons, just because they're weapons, don't really need to regard signature and tracking. Talk about random ideas.
Quote:
- Eliminates cap on the target and creates cap on ur capacitor (aka the "dual benefit"), unlike neutz where you have to use cap to eliminate it, NOS is a WIN-WIN module everytime.
Agreed. That *is* the problem. Weirda is certainly aware of that.
Quote:
- NOS, Neutz have no counter, just like missiles/drones, no wonder we see them in all the overpowered setups.
Actually, you named the best NOS and possibly Neut counters under Suggestions: Cap Boosters. How you got the idea that drones and missiles have no counter escapes my attention. Shoot down drones with smartbombs, for instance, which can also work against missiles. I *may* agree that missiles are *harder* to counter than guns. Why we see NOS in many powerful (but not overpowered! I can show you a killmail of a Blasterthron vs. 2 NOS Dominixes in the same minute) is more because of the WIN/WIN in the previous point.
Quote:
Suggestions: - Add tracking and signature radius to NOS, with heavy NOS having just the same effect as a small one on a frig.
I disagree. Everybody says that, and it sounds boring.
Quote:
- Change the NOS not to suck cap but to reduce cap recharge on target ship by % and increase recharge on yours, this will make cap boosters the effective way of countering NOS, Neutz will still eliminate cap in exchange of your own cap.
All right, so how does THAT change the WIN/WIN problem? It actually makes it worse: Once the enemy is out of CAP, its CAP WILL stay dead (given maybe a single Neut) and yours will still get a recharge bonus?
Come on, you can do a little better than that if even I can, and Weirda certain bests the both of us.
ATTACK, and crash: You lose. RUN, and crash: Why WIN? |

Smagd
Encina Technologies Namtz'aar k'in
|
Posted - 2007.01.19 14:46:00 -
[74]
Originally by: NeoFusion
Why not simply make NOS gradually take cap from the target over the cycle time? That way another ship has a small chance to escape but it still poses a problem if they hang around the target.
Example: Heavy Nosferatu I = 12 second activation, 100 cap = 8.4 cap drain per second.
This way a NOS'd ship will have a chance to escape, but they'll still get punished if they stay and continue to attack the NOS'er. They won't just completely have their whole capacitor removed immediately and be left sit there like a dead fish in the water.
This way the NOS'er still gets the same amount of cap in total, and the NOS'd still gets some sort of a chance to run away.
I see a problem with adding server load, really, but apart from that it could work only -
well wouldn't the small ship have a chance of escape with Weirdas idea, too? (To get a little back on topic maybe).
ATTACK, and crash: You lose. RUN, and crash: Why WIN? |

Kunming
Outcasts
|
Posted - 2007.01.19 14:49:00 -
[75]
Originally by: Smagd
All right, so how does THAT change the WIN/WIN problem? It actually makes it worse: Once the enemy is out of CAP, its CAP WILL stay dead (given maybe a single Neut) and yours will still get a recharge bonus?
Come on, you can do a little better than that if even I can, and Weirda certain bests the both of us.
This way NOS wont gain chunks of extra cap and the target ship wont lose cap unless it uses it, so NOS still helps you gain cap and the target is still negatively effected, but if the target ship has a cap booster or a high cap recharge rate he'll just laugh at the nos-boat. Neutz are different since they eat up ur own cap in the first place.
Missiles dont use cap or mind ur transversal, drones dont use cap, mind your transversal or use any HI slots, PG, CPU.. Drones have a counter of being destroyed, missiles have a counter of going ultra-fast. Mix NOS, missiles/drones, and high transversal (speed) and you can build an overpowered setup. I say "overpowered" because the components themself can ignore certain game mechanics like transversal, speed, and cap consumption.
If NOS gets a counter module, it will be fit on every ship cause NOS is being fit on every ship and soon we will be there where we were with ECM a month ago!
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
|

Borasao
|
Posted - 2007.01.19 14:56:00 -
[76]
To all the Interceptor pilots that talk about tracking and range of the different NOS modules, as an above poster has said, webbers and warp disruptor/scramblers are the exact same things... weapons that have no tracking and no target signature considerations.
So, let's also propose changes to them all, and make them similar to the NOS ideas.
a) I'm not sure why warp disruptors/scramblers and webbers aren't considered a high-slot module with high-slot fitting requirements.
Small Warp Disruptor, range 5km, 1 point of warp disruption, tracking/signature, fittings, and energy usage considerations similar frigate ship fittings. (maybe tracking/signature and cap use of all these are in line with the appropriate sized Ion blaster while the fitting requirements are in line with shield extenders of the appropriate sizes).
Medium Warp Disruptor, range 10km, 1.5 points of warp disruption (note, this means that a ship with one WCS can't escape but one with two can). tracking/signature, fittings, and cap use similar to cruiser ship fittings.
Large Warp Disruptor, range 20km, 2 points of warp disruption, tracking signature, fittings, and cap use similar to large ship fittings.
Then, the scramblers can all be some multiple of effectiveness of their sized counterparts (maybe 1.5x or 2x or something)
Webbers should follow the same logic.
Small webber, frigate module fittings/stats, range 5k, small cap use. Medium webber, cruiser module fittings/stats, range 10k, medium cap use. Large webber, large ship module fittings/stats, range 20k, large cap use.
That way, it'll all be equal and small ships wouldn't be able to pin large ships down from far like that. Having an interceptor be able to neutralize a battleship's escape options at 20k range is just silly. Just think of the sizes of the engines on a battleship and those on a frigate and it costs the same energy from the same range to screw them up? Heck, the ships attributes state how large the engines are (even though they're kind of messed up even... but the afterburners and mwd show some difference... 100x difference between the frigate and the battleship).
Seen from the other side, Interceptor pilots just want to have their cake and eat it too. No danger from NOS but they still want to be able to tackle at the same range and at the same (absolute) costs of what even a battleship does. It just doesn't make sense.

|

Zeno Kang
Amarr Royal Knights of Khanid Order of the Khanid Crown
|
Posted - 2007.01.19 15:07:00 -
[77]
Weirda have good idea.
If Dev agree with Weirda, then Zeno see use for these.
-- Move every sig for great justice. |

Raste
Shinra Lotka Volterra
|
Posted - 2007.01.19 15:08:00 -
[78]
Good idea, Weirda.
===This is a sig=== "no matter where you are or what you're doing, you know that down in the southeast, LV and RA are trying to stab each other in the face." -- Cadiz ==============
|

Kovacs Caprios
Minmatar Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 15:08:00 -
[79]
I like the ideas... seem well thought out.
Anything to rebalance the game...
|

Tsanse Kinske
WeMeanYouKnowHarm
|
Posted - 2007.01.19 17:14:00 -
[80]
Edited by: Tsanse Kinske on 19/01/2007 17:13:17
Originally by: Weirda
@"THIS IS TOO MUCH - BS WILL SUCK" no it not, you keep thinking of something sitting at just under 100 cap forever (inty), while neglecting to realize that the reactivation that hit inty w/110 cap will knock it down to 10.
As Ernest Graefenberg pointed out, what about tacklers setting up so that they don't go above the heavy NOS threshold if they don't want to? For instance with the Stilletto, I can see a combination of Cap Flux Coils and weenie booster charges keeping them right below 100 with two Disruptors running without too much trouble, and there are probably better combinations. Though the nice thing about the injector is that it makes a Heavy Neut largely a pointless act of self-destruction too.
I still like the idea *a lot*, especially in terms of making cap warfare more interesting, and in a way I even like the idea of this reverse cap management coming into play, but it is a little odd. For instance, the MWD cap penalty actually becomes a positive. And Cap Xfer Arrays might become an offensive weapon. Anyway Weirda, I wondered what thoughts you had on how tackler setups would take advantage of this and whether it would throw things out of whack. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |
|

Dwindlehop
F13
|
Posted - 2007.01.19 17:58:00 -
[81]
I'd like to see a the introduction of a module or tactic that makes nosferatus easier to defend against. Right now there's no effective counter to nosferatus except more nosferatus.
|

Keijo
Hobbit Enterprises
|
Posted - 2007.01.19 18:12:00 -
[82]
I guess the OP's idea would be better than now. Still, better to just nerf nos into oblivion and forget it ever existed. Eve should be a game of pew-pew, not suck-suck.
|

Rooker
The Aussie Connection Corp
|
Posted - 2007.01.19 18:33:00 -
[83]
* hears the sound of a 1,000 Pilgrim/Curse/Domi pilots crying out in horror.
I'd rather see NOS take a percentage of cap, not a fixed number. Better named == higher percentage. Small == short range, Medium ==..... you get the idea. --- Space For Rent |

Death Merchant
InterGalactic Corp. Imperial Republic Of the North
|
Posted - 2007.01.19 18:37:00 -
[84]
Edited by: Death Merchant on 19/01/2007 18:34:48 Ok just thought of this(please think about it before responding).
Nos works as is, however if target only has lets say(using hypothetical #'s)20 cap and nos dries for 120, the NOS actually works in reverse against you sucking away 100 of your cap. The only reason I dont want NOS to work according to Wierdas model is that it seems to overpower frigs more than underpower NOS. Make the curse and pilgrim immune to this "drawback". Make cap batteries un-nossable. This will: a) Make NOS actually work against you if your sucking on a ship with no capacitor(like an inty). b) Keeps people from permanossing someone since it actually starts to work against you doing so. c) People with Nos dependant tanks have to micro a little more. d) One frig can hold a BS down, however it would need a cap battery and small nos to do so.
This would make: 1) Counter the frig both webbing and scrambling a BS and orbiting at insane speeds untouchably since it cant do that with no cap. 2) Ships would no longer hit the set it and forget it method on nossing each other continuously because it actually works against you to use nos or a target with no cap. 3) Frigs vs BS battle would need multiple modules to kill/hold each other. The BS would need scram,web,drones,nos. Frigs would need cap battery,nos,scrambler/web. 4) Cruisers with battery/cap booster combinations would be able to hold on in fights(even though alot of larger guns could still hit them). 5) If you dont specifically set yourself up to counter NOS then your still vulnerable.
hmm..had more thoughts but cant seem to put them into words at the moment.
|

Weirda
Minmatar Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 18:37:00 -
[85]
@All those who REALLY DON'T LIKE the idea: balance discussion is subjective, and very touchy. Weirda want to address people that think nothing should be done at all. you are right to you opinion - and Weirda very much respect, and encourage that. maybe a little clarification though (RE-HASH if you will):
maybe you miss the point that Weirda don't think that nos need a huge nerf..? Weirda try to make that clear, but some other miss that as well. as a matter of fact, Weirda's whole argument have NOTHING at all to do with any specific ship (domi/curse/phoon)... or setup(nos/nano)... or encounter(1v1 - 1v100 - 10v10). at all.
what Nos do need is some gameplay change. as they are you just let em all rip and that is it... the only thing you worry about is range. they are boring, they are dumb, require no significant skill (either skillbook or ingame skill) and once they are activated they require no management whatsoever. and for the amount of pain they inflict to opponent (who damned SURE have to start 'managing' thing) - well they are just too much of a no-brainer.
this change is suggested to push them into a place where they ARE being managed. where it does take some thought/in-game skill to completley neutralize you target - and where there are more gameplay element on both side.
weirda think of their 'suck amount' as their activation cost. why should they be able to activate when that 'cost' is not met? no other module can.
it really only make sense. it is NOT a huge change, just something that push them in the direction of how Weirda would LIKE to see them balance/nerf those modules in the future. with change like this, DEV can tweak CAP amounts (ALPHA CAP STRIKE) and Duration (ROF) accordingly to make sure that different class CAN (but not necessarily WILL) be left with a certain amount of CAP to operate on during the deactivation cycle.
all the Sig Radius/Tracking crap, Weirda is sick of applying to every friggin ship/module/state there is... it is boring, and in the case of this module - just plain stupid.
if a better suggestion is not made, and thought out - the Sig Radius/Tracking crap IS probably what we gonna end up with. And that will change nothing with the gameplay value of this module... just light them all up when you are in range and they will do their job... only slower.
WEAK.
oh and to add to the weakness - a 'capacitor hardener' might be added too (trying to stay away from slippery slope here - but that is one of the other prevalent idea on the table, coupled with the sig radius) - so that all of our setup have yet another module that need to be crammed into them.
WEAK x 2.
honestly - NOS are going to change... they NEED to change... the DEV want them to change... Weirda is only trying to present different reasonable direction for them to go off in so that they are not made into "every other module in EVE". this is actually a true change too, where every other presented change really equivalent to NOS doing exact same thing, only slower/less effectively. is that the kind of balance that everyone crave? it certainly not the one that Weirda crave.
give NOS 'play' elements, don't just have them do same, only slower. __ Weirda Nosferatu - Time for Change |

Wompm
Rogue Method Rogue Method Alliance
|
Posted - 2007.01.19 18:41:00 -
[86]
I love this idea!
One mod i thought would be cool to add to game would be a "Dirty Power" mid slot item, when you activate this mod it corrupts the power being syphoned from your ship and damagages the capacitor of the NOS'n ship. Would work well as a Nos equalizer because you never know when your Nos might end up hurting you more than your opponent, and it would have not effect on Nuet's at all.
|

Weirda
Minmatar Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 18:46:00 -
[87]
Originally by: Altai Saker 120 cap is still 0 cap for everything but a frigate...
true - and this is very important point. hopefully this will open up way for DEV to tweak them with this new philosophy (the deactivation one). the 'alpha cap strike' can be raised on larger modules (with their ROF slower so same CPS). basically different element to tweak the balance (between the classes) better.
@Earnest and those that agree Weirda have GREAT respect for Earnest and he have very good point in this thread. it have even made Weirda consider some expansion to the KISS philosophy (though it still simple). this mostly to address the idea of frigs setting up their capacitor so that it is 'always under' the nos amount:
Think of the current NOS as Artillery... they have a big alpha and slow ROF (which can be tweaked even more - i.e. bigger alpha on larger ones then now and slower ROF). but that make it easier for Frigs to stay under the cap limit you say... well:
Add another Class of NOS Add the 'autocannon' version... lower 'alpha' but much faster ROF. these would be set up to drain cap at a slower rate (cap over time) but they would be fast firing for small amounts. These would be best to fit for VS small target cap warfare, but much less efficient in knocking out larger ship CAP (it would take longer, and without the large alphas you wouldn't jump them from 50% down to below their peak recharge in one go).
each class (small/medium/large) would retain the same range traits, so BS would still hit to distance they currently do.
With these you would fit to the type of warfare that you expect to be doing.
thank you Earnest for inspiring the new idea!  __ Weirda Nosferatu - Time for Change |

Shamis Orzoz
Sniggerdly
|
Posted - 2007.01.19 18:55:00 -
[88]
Originally by: Weirda STOP LIMITING SHIP SETUPS FFS - when you remove absolute dominance of win buttons... you actually place less restriction - this is the best way
QFT
Nothing angers me more than ccp telling me what I can and can't fit to things. If you don't want a mod fitted on a particular ship or setup, make it harder to fit, or more difficult to use, NEVER remove it as an option completely.
|

Crellion
Art of War Anarchy Empire
|
Posted - 2007.01.19 19:03:00 -
[89]
Originally by: Weirda Edited by: Weirda on 19/01/2007 18:44:02
Originally by: Altai Saker 120 cap is still 0 cap for everything but a frigate...
true - and this is very important point. hopefully this will open up way for DEV to tweak them with this new philosophy (the deactivation one). the 'alpha cap strike' can be raised on larger modules (with their ROF slower so same CPS). basically different element to tweak the balance (between the classes) better.
@Earnest and those that agree with Earnest Weirda have GREAT respect for Earnest (and agree w/him too, as that have always been Weirda biggest fear about nerfing capwarfare - the relative invulnerability status of small fast ship vs bs) and he have very good point in this thread. it have even made Weirda consider some expansion to the KISS philosophy (though it still simple). this mostly to address the idea of frigs setting up their capacitor so that it is 'always under' the nos amount:
Think of the current NOS as Artillery... they have a big alpha and slow ROF (which can be tweaked even more - i.e. bigger alpha on larger ones then now and slower ROF). but that make it easier for Frigs to stay under the cap limit you say... well:
Add another Class of NOS Add the 'autocannon' version... lower 'alpha' but much faster ROF. these would be set up to drain cap at a slower rate (cap over time) but they would be fast firing for small amounts. These would be best to fit for VS small target cap warfare, but much less efficient in knocking out larger ship CAP (it would take longer, and without the large alphas you wouldn't jump them from 50% down to below their peak recharge in one go).
each class (small/medium/large) would retain the same range traits, so BS would still hit to distance they currently do.
With these you would fit to the type of warfare that you expect to be doing.
thank you Earnest for inspiring the new idea! 
Will they also have much shorter range but considerable faloff... slippery slope calling Weirda  Arguably my opinions represent to an extent the opinions of my alliance and in particular circumstances give rise to a valid "casus belli" claim. |

Weirda
Minmatar Queens of the Stone Age Anarchy Empire
|
Posted - 2007.01.19 19:07:00 -
[90]
Originally by: Crellion
Originally by: Weirda
each class (small/medium/large) would retain the same range traits, so BS would still hit to distance they currently do.
Will they also have much shorter range but considerable faloff... slippery slope calling Weirda 
nope - all ranges would be same as their high alpha couterpart... with no falloff involved anywhere.
<3 you Crell  __ Weirda Nosferatu - Time for Change |
|

Zixxa
|
Posted - 2007.01.19 20:53:00 -
[91]
CCP! Just remove nosf from the game. After removing ECM it will be just consequent step ahead to stupid, plain and tedious world. --------------------------------- Hint 1: Train for Mega, not for Rokh Hint 2: Abaddon is uber fleet BS. R.I.P. <Torpedo Raven> R.I.P. <Eagle> R.I.P. <ECM> R.I.P. <Drake>
|

Dark Crux
Aurora Empire Fuzzy Nut Attack Squirrels
|
Posted - 2007.01.19 21:33:00 -
[92]
Reading your post it seems to me like your primary concerns that this fix addresses are 1) BS killing frig cap too easily and 2) Nos being fire and forget.
1) The change you propose doesn't keep things fair for BS. It wouldn't be too hard to maintain your cap at somewhere between 50 and 100 on an inty through small cap booster charges and well timed MWD pulses. If the battle ship actually wants to kill your cap they need to fit a neut. OK, so I have to spend 600 cap to kill their cap which is sitting at under ~100. Sweet And I can only do this every 24 seconds. If I don't time the neut well (get lucky really as theres no way to know when) then they will probably only lose jam for a few seconds (not long enough to warp unless I'm aligned perfectly). Then recharge or a cap booster lets them jam me again. So I'm still jammed and wasted 600 cap I need for tanking them/their friends when the inevitably show up.
2) Yes its a noob module, F1-Fx and then forget about it except range concerns, but how are missiles any different? Missiles are F1-Fx then just ignore them too.
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.19 21:33:00 -
[93]
Edited by: j0sephine on 19/01/2007 21:32:09
"The Nos Change - NOS deactivate if there is not enough cap in target ship for them to 'suck full load' - there is no energy transfer on any cycle that there not enough energy for full transfer - Activation cycle will have to 'wait out' till next cycle before reactivation can occur"
Reminds me of one of sily ideas i had when the nos thread bounced around last time or earlier ^^;
that one was similar in nature, although simpler -- it was to utilize the mechanics which are already present in the energy neutralizers, and to give certain cap cost to run the drainer. I.e:
* heavy nos: cost to activate 50 - energy emission skill bonus, amount drained 100 or whatever is left on target
etc. Basically it was to both slightly reduce the gain people get currently from the nos *and* to make them watch what actually happens in game, as the nos left to drain already empty capacitor would mean burning one's own cap with no benefit. So the pilot would have to decide themselves if they want to keep the nos running, or maybe rather turn them off, etc. (but without the auto-deactivation.. well as long as the ship using the modules still has enough cap itself to run them, i guess. Then they turn off like everything else)
A potential advantage for such approach would be perhaps, it still allows battleships to utilize heavy nos as defense vs small ships, but when facing a few of such small ships the bs could actually wind up blowing its own capacitor while trying to keep the small targets drained over extended period of time... which could be certain risk for the pilot o.O;
|

RossP Zoyka
|
Posted - 2007.01.19 21:48:00 -
[94]
CCP should definantely Test this idea. It really looks greats on paper and in theory!
|

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.19 21:50:00 -
[95]
Originally by: Altai Saker 120 cap is still 0 cap for everything but a frigate...
I think the point is that it lets you have the option of staying out of nos range in a non frigate.
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.19 21:56:00 -
[96]
"oh and to add to the weakness - a 'capacitor hardener' might be added too (trying to stay away from slippery slope here - but that is one of the other prevalent idea on the table, coupled with the sig radius) - so that all of our setup have yet another module that need to be crammed into them.
WEAK x 2."
Am not sure about this one, actually. I mean, you can look at the capacitor and its drain as the "5th damage type", pretty much.
The NOS are currently abundant because it's like all ships in EVE came with 0% EM resist on shield, armour and structure *and* no way to change it. If that was the case, take a guess what sort of setups and ships would be most common in EVE? ^^
So with this in mind, if there's something like 'capacitor hardeners' then it just means the setups can juggle between vulnerability to 5 damage types rather than 4... while at the same time the NOS becomes less of the i-win approach and as such perhaps less common -- after all if there's high likeliness a ship is resistant to cap drain (at the expense of less resistance to other damage types) ... then it may be more practical to take advantage of that and simply equip guns.
It's of course hard to tell the effect without some practical tests but i wouldn't just dismiss it outright. You may say of course that "this means another module that needs to be fitted" but then i can respond with a "so?" We already 'need' to protect ourselves from four damage types, if that's undesirable drawback then should the game be simplified to just one kind of damage? ^^;;
|

Borasao
|
Posted - 2007.01.19 21:58:00 -
[97]
Edited by: Borasao on 19/01/2007 21:56:10 I find it funny that the people who cry the most about NOS being a "required module" and then talk about "cap batteries protect against NOS" are arguing for/against one point. The instant CCP says that cap batteries protect against NOS, everyone will HAVE to have one of these on their ships. This is already the situation with injectors. Find some PvP setups that don't have one... you won't find many.
I'm sure people will say that "injectors are required because NOS is so prevalent". I don't think they are. Injectors are common because people "over fit" their ships. They put high-cap/high-damage guns AND want to tank well too. Even if NOS didn't exist, you'd still have to have the injector to do this. You think that if NOS were removed that people would remove injectors from their PvP setups? Don't make me laugh. It's all about the "pew pew" and if you can "pew pew" harder while tanking better by over-fitting your ship, people are going to do it.
So... one of the big issues that *I* personally have is "required" modules.... basically modules you can't leave the station without. Just like finding a PvP fitting without an injector is practically impossible today, make cap batteries protect against NOS and you'll have people trying to fit both and both will be practically required in order to PvP.
The same can be said about "capacitor hardeners". Put them in the game and try to find one PvP setup that will not have it listed. You won't. NO module in the game should be that way.
So basically, cap batteries that protect against NOS and cap hardeners are the same crap... required modules. You might was well just make those attributes of the ship, just like injectors should practically be a part of the ship as it is.
|

Smagd
Encina Technologies Namtz'aar k'in
|
Posted - 2007.01.19 22:08:00 -
[98]
Originally by: Weirda
Originally by: Crellion
Originally by: Weirda
each class (small/medium/large) would retain the same range traits, so BS would still hit to distance they currently do.
Will they also have much shorter range but considerable faloff... slippery slope calling Weirda 
nope - all ranges would be same as their high alpha couterpart... with no falloff involved anywhere.
<3 you Crell 
Wouldn't it be good enough to make the small ones fire faster, so the small ones take care of frigs? There's no size-specific NOS bonus on any ships, so you could easily fit say 4 heavy NOS, 1 heavy Neut, 1 small NOS on a Dominix to kill both small and big ships?
ATTACK, and crash: You lose. RUN, and crash: Why WIN? |

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.19 22:13:00 -
[99]
Edited by: j0sephine on 19/01/2007 22:11:06
"The same can be said about "capacitor hardeners". Put them in the game and try to find one PvP setup that will not have it listed. You won't. NO module in the game should be that way."
Do you know how the 'good-fast-cheap triangle' concept works? It boils down to having to pick a sub-set of available options ("pick two") because you cannot have them all.
EVE currently has sort-of this triangle: damage-defense-sustainability ... *but* with the amount of available slots vs the amount of modules it's actually very possible to have all these three factors at once (and ships which come closest to it generally excel in combat, like Dominix)
In this sense having more 'obligatory' modules isn't actually a bad thing, because it forces one to choose their strenghts and drawbacks as they can no longer have it all. While this:
"You might was well just make those attributes of the ship, just like injectors should practically be a part of the ship as it is."
... is pretty much a request to have this necessity of choice removed, so one can go back to being able to fit all without need to decide what their weak point(s) would be.
|

Borasao
|
Posted - 2007.01.19 22:54:00 -
[100]
Quote: "You might was well just make those attributes of the ship, just like injectors should practically be a part of the ship as it is."
... is pretty much a request to have this necessity of choice removed, so one can go back to being able to fit all without need to decide what their weak point(s) would be.
Necessity of choice has already been removed for some modules (injectors in PvP). The only way to "fix" this is to either remove the necessity of choice or to make all things equally as useful so that you *must* choose among more choices than you have the ability to use (i.e. there are 16 different modules that you *must* have to be viable in PvP but you only have four slots so you must pick 4 of the 16) and that doesn't seem like it will happen any time soon. Any time one module becomes so powerful that it is no longer a choice, you've lost your "necessity of choice" game.
My comment was that injectors are so necessary right now that there is no choice of whether to include one or not in your PvP build and that's just wrong, IMO. Since every ship has them, you might as well just embrace the brokenness and make it a function of every single ship OR you should fix it and try to avoid similar situations (cap protection/hardener devices).
|
|

Majin82
Caldari g guild
|
Posted - 2007.01.19 23:09:00 -
[101]
/signed Good Work Weirda ------------------------------------- The difference between a Pirate and an Anti-Pirate is that an Anti-Pirate fights ships fitted with guns!
Passive Drake For The Win |

Loocoh
|
Posted - 2007.01.19 23:13:00 -
[102]
Ehmm, why not introduce some new NOS-modules:
Long range / weak NOS for BS to counter frigs/tacklers To balance that, very short range, strong NOS for frigs (would suck against other frigs due to long cycle / the short range) More modules to play with ftw

|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.19 23:31:00 -
[103]
"The only way to "fix" this is to either remove the necessity of choice or to make all things equally as useful so that you *must* choose among more choices than you have the ability to use"
The former means everyone able to do everything with no drawback and no need for decisions about setup, and that's hardly a fix.
The latter *is* where the increase of amount of "must-have" modules leads, but keep in mind it's never possible to make everything perceived as 100% equal because of people's natural tendency to min-max the choices (and their preferences change over time as the 'best' setups become established, popular and eventually countered)
"My comment was that injectors are so necessary right now that there is no choice of whether to include one or not in your PvP build and that's just wrong, IMO."
Seeing how passive tanks and setups which don't utilize cap are currently gaining popularity as semi-counter to nos abundance (which in turn is a result of cap being the vulnerable point of about any ship) ... i think your comment is example of this kind of min-maxing tendency i mentioned. Things are considered a "necessity" only until it dawns on large enough group of people they actually aren't. And if this belief something is "necessary" makes people skip out on the other possible choices and leave certain areas of their ships vulnerable, then the better for those willing to think outside the box. But this does require broad enough selection of choices to begin with.
|

Davlin Lotze
Raging Destruction
|
Posted - 2007.01.19 23:48:00 -
[104]
Edited by: Davlin Lotze on 19/01/2007 23:48:14 Edited by: Davlin Lotze on 19/01/2007 23:47:43 Edited by: Davlin Lotze on 19/01/2007 23:46:24 An overly convoluted "fix" tbh.
One really needs to ask, why can anyone use 8 nos with completely perfect stacking conditions on any ship with that many turrets?
I guess if I want to **** people off on SISI I will load up the "Rohk O Nos'Doom" with 8 nos in highs, typical shield tank in mids, and the usual suspects in lows. Tactically it's nothing original. at all. That setup is virtually unkillable unless you target jam it.
Yet, without addressing stacking issues for nosses, we encourage unorginal thought on nosses to flourish on TQ.
In short, nothing is really solved by just contriving something that makes life easier for someone in a frigate getting sucked dry. You have to attack the stackability of these modules and I would submit that you need to make it such that more than TWO nosses of any size returns a hugely limited amount of energy stolen or neutralized.
And really I couldn't care less about what it does to someone's curse. heh.
|

j0sephine
Caldari Reikoku Band of Brothers
|
Posted - 2007.01.19 23:58:00 -
[105]
"I guess if I want to **** people off on SISI I will load up the "Rohk O Nos'Doom" with 8 nos in highs, typical shield tank in mids, and the usual suspects in lows. Tactically it's nothing original. at all. That setup is virtually unkillable unless you target jam it."
Since it has no way to do any sort of noticeable damage, it'll fall prey to first Raven it enounters -- good luck tanking torp salvos when your enemy doesn't supply you with the cap to keep your shield up.
'virtually unkillable' my behind...
|

SasRipper
DIE WITH HONOUR
|
Posted - 2007.01.20 00:45:00 -
[106]
Edited by: SasRipper on 20/01/2007 00:41:18 Sas agrees with weirda 
however after a nos change is made I have a feeling there will be a lot of omg save domi treads.
|- Insert witty sig here -| Save Radar Scanner Man!
|

Davlin Lotze
Raging Destruction
|
Posted - 2007.01.20 01:36:00 -
[107]
Originally by: j0sephine "I guess if I want to **** people off on SISI I will load up the "Rohk O Nos'Doom" with 8 nos in highs, typical shield tank in mids, and the usual suspects in lows. Tactically it's nothing original. at all. That setup is virtually unkillable unless you target jam it."
Since it has no way to do any sort of noticeable damage, it'll fall prey to first Raven it enounters -- good luck tanking torp salvos when your enemy doesn't supply you with the cap to keep your shield up.
'virtually unkillable' my behind...
one bad side effect of not having any cap (Although admittedly the missiles keep coming) is that I can warp away at will in such a strange scenario.
The whole scenario though, and the purpose for it, is to show the problem with nosses. You didn't address that side of things. I should not be able to tank like that. It's uninteresting from a tactical standpoint. Why reward that kind of thing any more than rewarding old school scorps with 2mil sp pilots?
Why do low sp noobs get so much power as that which is conferred by no stacking penalty being in place regarding nos?
|

Serilla
The Syndicate Inc Interstellar Alcohol Conglomerate
|
Posted - 2007.01.20 02:13:00 -
[108]
Originally by: Vicious Phoenix Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
The Bismark __________________
|

Zeno Kang
Amarr Royal Knights of Khanid Order of the Khanid Crown
|
Posted - 2007.01.20 03:51:00 -
[109]
Originally by: Serilla
Originally by: Vicious Phoenix Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
The Bismark
Very good point, Serilla.
-- Move every sig for great justice. |

Sakaki Karazawa
Ixion Defence Systems The Cyrene Initiative
|
Posted - 2007.01.20 04:13:00 -
[110]
No, nos is fine as is. Learn to play it long range or bring buddies. --- <Pallantre> 'should i join snigg or veto'? <Pallantre> and i thought.. thats like arguing whether you should join bloods or crips |
|

DiuxDium
Casting Shadows
|
Posted - 2007.01.20 04:13:00 -
[111]
Ever since Weirda killed my osprey whilst I taunted her\him I can't help but agree with his\her points . Also, the idea is very good to boot.
I'd like to see an outright removal of NOS personally, but that's got nothing to do with my use of blasters here and there. 
|

Tyler Lowe
Minmatar DROW Org
|
Posted - 2007.01.20 04:22:00 -
[112]
I've thought about it a bit more Wierda, and read some of the additional thoughts you posted on Scrapheap. After considering carefully what you are trying to accomplish, I still think part of the solution to bringing some balance to Nosferatu lies in a revamp of the cap battery as Nos defense. Someone posted on this a short time ago, and I wish I could remember who that person was to credit the idea to them directly.
As far as your idea goes, I like it, but in addition, I'd like to see a choice opened between injector and battery.
The rough idea is:
Injector: able to support a tank longer than a battery, more susceptable to Nos.
Battery: greatly reduced capability to sustain a tank (in comparison to the injector), greatly reduces the effect of Nos.
I believe that Nos will be changed in some fashion, and I agree that tracking or resolution not only doesn't make sense, it's a bit cut and paste. I also prefer the KISS method over splitting Nos into different classes. IMO, the balance of Nosferatu is dependent on generating a proper counter, not neccesarily in generating further variations of the module. Batteries being pretty much useless now, they seem a good candidate for the job. J.A.F.O.
|

Pilgrippa
Caldari 0utbreak
|
Posted - 2007.01.20 05:52:00 -
[113]
Good post Wierda. I like the way nos works right now, and don't think it needs a big nerf. However, a couple of the tweaks you suggested are great:
1.) Make the module deactivate when there's no cap left. NOS is designed to drain cap, so it should only turn off if there is none left. Don't like the idea of having to have a certain amount before you can suck it.
2.) Maybe apply a stacking penalty to reduce the dominance of full nos setups, like the domi and nanophoon, or at least force these pilots to think more creatively about their setups.
3.) Battleships need this defense against tacklers. The nerf already comes from their slow lock time leaving inties time to retreat. If any nos defense module were to be made for frigs, it should also nerf their ability to tackle.
|

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.20 05:59:00 -
[114]
Originally by: Pilgrippa Good post Wierda. I like the way nos works right now, and don't think it needs a big nerf. However, a couple of the tweaks you suggested are great:
1.) Make the module deactivate when there's no cap left. NOS is designed to drain cap, so it should only turn off if there is none left. Don't like the idea of having to have a certain amount before you can suck it.
2.) Maybe apply a stacking penalty to reduce the dominance of full nos setups, like the domi and nanophoon, or at least force these pilots to think more creatively about their setups.
3.) Battleships need this defense against tacklers. The nerf already comes from their slow lock time leaving inties time to retreat. If any nos defense module were to be made for frigs, it should also nerf their ability to tackle.
In regaurds to number 3, so you either bring 5 tacklers, or 5 battlships to every one of your opponents so you can kill him before he has a chance to finish locking your tackler.....
|

DemonStar Supernova
Aurora Empire Fuzzy Nut Attack Squirrels
|
Posted - 2007.01.20 06:54:00 -
[115]
Meh. Im still sticking with my idea of a NOS inverter. One nos inverter in a high slot can reverse the effect of a single nos. Of course, there would have to be a drawback. Perhaps the imense energy needed to run the module would equal the amount being counternossed from the attacking ship, meaining the attacking ship would lose capacitor at the rate of its running nos, where the ship under attack would receive no benefit other than being void from the nos drain. Meaining nos spamming ships (*yes, I fly a domi too, and its fun but pretty unbalanced*) would have to actually pay attention to current capacitor rate and use their head. Those that dont properly equip themselves should still find themselves imobilized by nos.
Of course ships with a nos bonus (curse, ashimu, etc), would have a NOS modulation trait that bypasses the effects of a countersystem.
This is the way EW is supposed to work too. Mediocre effectiveness on your standard ships, but heavily effective on EW specific ships. But of course, the current nerfs are counter to that theory. The current nerfs should be in place on non EW specific ships. I personally see the curse and the scorpion in the same arena, specalized ships that shouldnt be penalised for using the traits that were intended to them. but thats a completely diferent thread, no more derail.
|

Thor Xian
Vertigo One E.A.R.T.H. Federation
|
Posted - 2007.01.20 08:09:00 -
[116]
My geddon has a hi slot that annoys me, if you nerf nos, either make it a launcher...or move it to mid.
~Thor Xian, Material Defender
"For all your Material Needs, Vertigo One."
Corp/Alliance Services |

MysticNZ
Solstice Systems Development Concourse
|
Posted - 2007.01.20 08:20:00 -
[117]
Any nos change is going to screw the balance alot. This is why I think CPP have not made a change at present. Alot of setups depend on it. -=====-
|

Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
|
Posted - 2007.01.20 09:13:00 -
[118]
They could Cap Batteries something like...
+ xxxx cap amount
- 50% drain amount for enemy nosferatus
Basilisk Fitting Link |

Pilgrippa
Caldari 0utbreak
|
Posted - 2007.01.20 10:11:00 -
[119]
Originally by: Audri Fisher
Originally by: Pilgrippa Good post Wierda. I like the way nos works right now, and don't think it needs a big nerf. However, a couple of the tweaks you suggested are great:
1.) Make the module deactivate when there's no cap left. NOS is designed to drain cap, so it should only turn off if there is none left. Don't like the idea of having to have a certain amount before you can suck it.
2.) Maybe apply a stacking penalty to reduce the dominance of full nos setups, like the domi and nanophoon, or at least force these pilots to think more creatively about their setups.
3.) Battleships need this defense against tacklers. The nerf already comes from their slow lock time leaving inties time to retreat. If any nos defense module were to be made for frigs, it should also nerf their ability to tackle.
In regaurds to number 3, so you either bring 5 tacklers, or 5 battlships to every one of your opponents so you can kill him before he has a chance to finish locking your tackler.....
Not sure I understand the comment, but teamwork has always been encouraged in Eve. I just think it's silly for a single little frig to be able to hold down a battleship indefinitely. Currently, the best defense against that is nos. Light drones and webs are easy to avoid.
|

Skraeling Shortbus
Caldari Gallente Federal Bank Ratel Alliance
|
Posted - 2007.01.20 10:15:00 -
[120]
Edited by: Skraeling Shortbus on 20/01/2007 10:12:28 Figure i would chime in here. With regards to the whole "my bs should not be held down by a single frigate thing" that is rather weak. An example that springs to mind is really tanks and infantry. Tanks being battleships, infantry being the frigs/ceptors/small hulled ships. Tanks without infantry support are dead just plain dead, they are big and slow and have poor visibility. Add in support for them and waalaa they become much stronger. Small ships need to have a much better point in this game compared to bs's. One heavy nos renders ANY small ship just useless which i find pathetic... why use a small ship anymore when you will just end up nos'd dry? Battleships still have a role they are really the dps kings of this game (for the most part) and are extremely versatile (snipers to speed tanks to just heavy armored or shielded beasts).
Anyway what im ranting about is... give small ships (infantry) a point in this tank (battleship) infested world.
I brought a lot of this up from my experiences in ww2ol so it may or may not be completely relevant, but heavy nos just bugs me senseless.
|
|

bellevegasj
|
Posted - 2007.01.20 15:06:00 -
[121]
/signed.
|

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.20 19:02:00 -
[122]
Originally by: Serilla
Originally by: Vicious Phoenix Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
The Bismark
 good one.
|

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.01.20 19:05:00 -
[123]
Originally by: Pilgrippa
Originally by: Audri Fisher
Originally by: Pilgrippa Good post Wierda. I like the way nos works right now, and don't think it needs a big nerf. However, a couple of the tweaks you suggested are great:
1.) Make the module deactivate when there's no cap left. NOS is designed to drain cap, so it should only turn off if there is none left. Don't like the idea of having to have a certain amount before you can suck it.
2.) Maybe apply a stacking penalty to reduce the dominance of full nos setups, like the domi and nanophoon, or at least force these pilots to think more creatively about their setups.
3.) Battleships need this defense against tacklers. The nerf already comes from their slow lock time leaving inties time to retreat. If any nos defense module were to be made for frigs, it should also nerf their ability to tackle.
In regaurds to number 3, so you either bring 5 tacklers, or 5 battlships to every one of your opponents so you can kill him before he has a chance to finish locking your tackler.....
Not sure I understand the comment, but teamwork has always been encouraged in Eve. I just think it's silly for a single little frig to be able to hold down a battleship indefinitely. Currently, the best defense against that is nos. Light drones and webs are easy to avoid.
teamwork is one one thing, blobbing is another.
|

Ga'len
Amarr Wandering Druid
|
Posted - 2007.01.29 20:18:00 -
[124]
I really like this idea, falls more in line of how NOS should have been setup to work in the first place.
Yes, I am the exception that defines the rules. |

Djafa
|
Posted - 2007.01.29 20:36:00 -
[125]
I read somewhere, that once nos was module which drained energy from your enemy, but didnt gave you this energy back. I think it was very well balanced, dont know why they changed it.
|

Almarez
|
Posted - 2007.01.29 20:41:00 -
[126]
In all honesty, this is one of best ideas I've heard. And your fix for the Curse (and Pilgim) is also a fine idea.
I guess my question to you is this. All a ship would have to do now is substitute one or two of the large NOS for a combination(s) of medium and small NOS. So in essense they might still be able to achieve the same thing. Do you see this as a problem, or do you feel that these smaller NOS would not be able to compete with the recharge rate of ships (assuming were talking BS here)?
|

Almarez
|
Posted - 2007.01.29 20:45:00 -
[127]
Originally by: j0sephine Edited by: j0sephine on 19/01/2007 21:32:09
"The Nos Change - NOS deactivate if there is not enough cap in target ship for them to 'suck full load' - there is no energy transfer on any cycle that there not enough energy for full transfer - Activation cycle will have to 'wait out' till next cycle before reactivation can occur"
Reminds me of one of sily ideas i had when the nos thread bounced around last time or earlier ^^;
that one was similar in nature, although simpler -- it was to utilize the mechanics which are already present in the energy neutralizers, and to give certain cap cost to run the drainer. I.e:
* heavy nos: cost to activate 50 - energy emission skill bonus, amount drained 100 or whatever is left on target
etc. Basically it was to both slightly reduce the gain people get currently from the nos *and* to make them watch what actually happens in game, as the nos left to drain already empty capacitor would mean burning one's own cap with no benefit. So the pilot would have to decide themselves if they want to keep the nos running, or maybe rather turn them off, etc. (but without the auto-deactivation.. well as long as the ship using the modules still has enough cap itself to run them, i guess. Then they turn off like everything else)
A potential advantage for such approach would be perhaps, it still allows battleships to utilize heavy nos as defense vs small ships, but when facing a few of such small ships the bs could actually wind up blowing its own capacitor while trying to keep the small targets drained over extended period of time... which could be certain risk for the pilot o.O;
I think this really defeats the purpose of the NOS. The reason you get less amounts on NOS than neuts is because your energy required is taken into account. At least that's the way I've always seen it.
|

Davey Oaks
Minmatar Original Production Material
|
Posted - 2007.01.29 21:10:00 -
[128]
This would be very helpful for frigates as it would allow frigates to be able to stil activate armor repers or shield boosters but have to be careful while doing it, as currently a battleship with one or two heavy nos's on will imobilise an assualt frigate in one or two cycles depending on what your cap was liek to start with.
/signed
WooT ! |

Cotton Tail
Rage of Angels Morsus Mihi
|
Posted - 2007.01.29 21:56:00 -
[129]
Edited by: Cotton Tail on 29/01/2007 21:55:27 I like the idea, but just for the sake of discussion I'll toss out my own too.
Make the chance of Nos working be directly equal to the % cap left on your target. If your target is at 60% cap nos only has a 60% chance of a successful cycle. This would quite radically alter the way a nosferatu can impact a fight, it would give battleships a good defense against frigates but it would pretty much end up as a one shot weapon as once you take out a frigates cap with the first nos salvo. As the chances of landing successive nos cycles is very low, this means a frig will have a chance to regen enough cap to keep mwd running for a cycle or two to get away.
It would also mean that more nos would not actually make you more effective in some situations, if you suck too much of the enemies capactior you'll start to lose all the benefits of extra modules because they can't get cycles in, effectively giving nos the much needed stacking nerf. Ofcourse in any chance based system it would still be possible to have annoying lucky nos streaks that lock down your target as badly as you can do nowdays, but atleast it would now give an additional opportunity cost for fitting nos modules.
|

Elitus
Reikoku Band of Brothers
|
Posted - 2007.01.30 07:49:00 -
[130]
Edited by: Elitus on 30/01/2007 07:54:46 Edited by: Elitus on 30/01/2007 07:50:32
Originally by: Davey Oaks This would be very helpful for frigates as it would allow frigates to be able to stil activate armor repers or shield boosters but have to be careful while doing it, as currently a battleship with one or two heavy nos's on will imobilise an assualt frigate in one or two cycles depending on what your cap was liek to start with.
/signed
The point of putting 1-2 nos on a battle ship, so you can kill assault frigs ceptors and cruisers it is a battleship after all. its the abuse of nos that neefs nerfing.. i dont know if an idea like this has been said but i would like to see.
A stacking penalty of 25% to reduce the effectiveness each time you add more then one so it would go as follows 1 heavy nos = 100 2 heavy nos = 75 each 3 heavy nos = 56.25 each
The extra skill added (or old) would reduce the stacking penalty by 3% a lvl at maxed out skill it would only be 10% penalty. the penalty can be avoided by fitting med and small nos at the loss of range, imo this would destroy alot of nano nos setups because of lack of cap coming in with 3+ L nos or having to get within 12km or less to use the mix of large and med nos to get more cap over range
I personaly think this is a sweet idea for hitting two birds with one stone
(the stacking penalty would not apply to ships that are ment to nos such as the curse)
|
|

Almarez
|
Posted - 2007.01.30 15:43:00 -
[131]
Originally by: Elitus Edited by: Elitus on 30/01/2007 08:01:15
Originally by: Davey Oaks This would be very helpful for frigates as it would allow frigates to be able to stil activate armor repers or shield boosters but have to be careful while doing it, as currently a battleship with one or two heavy nos's on will imobilise an assualt frigate in one or two cycles depending on what your cap was liek to start with.
/signed
The point of putting 1-2 nos on a battle ship, so you can kill assault frigs ceptors and cruisers it is a battleship after all. its the abuse of nos that neefs nerfing.. i dont know if an idea like this has been said but i would like to see.
A stacking penalty of 25% to reduce the effectiveness each time you add more then one so it would go as follows 1 heavy nos = 100 2 heavy nos = 75 each 3 heavy nos = 56.25 each
MAXED OUT SKILL
1 heavy nos = 100 2 heavy nos = 90 each 3 heavy nos = 81 each
The extra skill added (or old) would reduce the stacking penalty by 3% a lvl at maxed out skill it would only be 10% penalty. the penalty can be avoided by fitting med and small nos at the loss of range, imo this would destroy alot of nano nos setups because of lack of cap coming in with 3+ L nos or having to get within 12km or less to use the mix of large and med nos to get more cap over range
I personaly think this is a sweet idea for hitting two birds with one stone
(the stacking penalty would not apply to ships that are ment to nos such as the curse)
Another interesting idea but what do you do for ships like the Curse and Pilgrim. I think ships like this would lose too much of what they're supposed to do. Are there stacking penalties to webbers for Minmitar recons, or EW for Caldari, or warp disrupters for Gallente?
See what I mean, you have to be real careful with what you do with NOS because it hurts a good ship in a race that is thin on good ships.
|

Almarez
|
Posted - 2007.01.30 15:44:00 -
[132]
Originally by: Audri Fisher
Originally by: Serilla
Originally by: Vicious Phoenix Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
The Bismark
 good one.
Sorry, Audri where does the quote in your sig come from. Sounds military but I can't figure it out.
|

Elitus
Reikoku Band of Brothers
|
Posted - 2007.01.30 19:20:00 -
[133]
(the stacking penalty would not apply to ships that are ment to nos such as the curse)
Another interesting idea but what do you do for ships like the Curse and Pilgrim. I think ships like this would lose too much of what they're supposed to do. Are there stacking penalties to webbers for Minmitar recons, or EW for Caldari, or warp disrupters for Gallente?
See what I mean, you have to be real careful with what you do with NOS because it hurts a good ship in a race that is thin on good ships.
i did say the stacking penalty would not apply to real nossing boat, so in the info of the ship it would say this and it would not be a bonus for the ship
|

Blue Rider
Coonass Cajun an dem Crawdad Capsewl Combatuns Soldiers of the Forgotten Abyss
|
Posted - 2007.01.30 19:50:00 -
[134]
I have to add to the number of posts as I hope this to be how THE NOS FIX will be implemented.
I totally agree, the less brainless the module the better.
This would still allow those pilots that want their solopwnBS, but not be the immune to tacklers. Smaller vessels coming up against larger nos'd vessels will still need to be weary but no longer have to 100% avoid the ships, that in the current state, completely null all smaller ships by deactivating all enery dependant modules (reps, boosters, turrets, scrams, webs, hardners, etc.).
G R E A T P O S T
|

Apollo Kreed
Ministry of War
|
Posted - 2007.02.02 00:15:00 -
[135]
I think it's an awesome idea but only if taken in conjunction with some alterations to neuts.
Adjust the cap expended to cap drain ratio on neuts so they'll be more appealing as a means of killing someones cap off. Possibly lower the total cap drain on all models and alter the cycle time. Currently the mentality leans towards, 'If I need to empty someone's cap I'll just pile on more nos', which says that nos is overpowered and neuts need to be rebalanced.
If we look at just heavy nos and neuts as they are now we can get an idea of how things might be more balanced to allow neuts to become more desirable.
As it is Heavy Nos Heavy Neut Power Cost -100 500 Power Drained 100 500 Cycle Time 12 24 Power Drained per 24 second interval... 200 500
In this example for the cost of 0 energy the nos pilot has gained 200 energy in 24 seconds and cost his opponent 200. The neut pilot has lost 500 energy and removed 500 from his opponent.
An example of how nos and neuts could be reworked.
Heavy Nos Heavy Neut Power Cost -100 100 Power Drained 100 200 Cycle Time 12 12 Power Drained per 24 second interval... 200 400
In this example neuts remain the king of killing the opponents cap. The cycle time has been scaled back to be more in line with how a nos will work. The overall cap they can drain per 24 second interval has dropped by 20% but the amount of cap required per point of cap removed has been cut back by 50%.
While in the short term they wouldn't be as affective as neuts are currently (alpha striking cap so to speak) over the course of a longer fight they would be more affective as the pilot would be able to better maintain his own cap levels.
Keep in mind that all of the above should be taken in conjunction with Weirda's suggestions.
I also love the idea of moving target painters up to hi slots that someone posted earlier. Giving pilots more options for hi slot fitting will add variety to ship set ups.
|

Audri Fisher
Caldari The Keep THE R0CK
|
Posted - 2007.02.02 00:42:00 -
[136]
Originally by: Almarez
Originally by: Audri Fisher
Originally by: Serilla
Originally by: Vicious Phoenix Yes the nos should be an iwin versus tacklers. They are in a FRIGATE, you are in a BATTLESHIP. Why should a frigate be able to completely immobilize a battleship indefinitely and call in friends to kill it at will?
The Bismark
 good one.
Sorry, Audri where does the quote in your sig come from. Sounds military but I can't figure it out.
There are two quotes, the take well aimed shots is a paraphrasing of what my first shooting instructor told us when I was a noob Pvt. in the USMC. paraphrased because the actual quote would offend the mods. The "Have faith in God, but believe in antimatter/ a 5.56mm 62 grn. round" is what I told my students, when I became a shooting coach, when I wasn't such a nubcake anymore
|

0raven0
Independent Fleet O X I D E
|
Posted - 2007.02.02 01:25:00 -
[137]
/signed
as always, weirda rules
|

HankMurphy
Pelennor Swarm Eternal Rangers of Terror
|
Posted - 2007.02.02 01:43:00 -
[138]
Edited by: HankMurphy on 02/02/2007 01:40:58 Wouldn't it just be easier to give ships NOS hardpoints just as we have for guns and missiles!?!?!?
Keep the ships that should have a full rack of nos w/ them, and the ones that shouldn't are restricted to 1, 2, 3 whatever devs would think appropriate?
because this:
Originally by: Weirda The Nos Change - NOS deactivate if there is not enough cap in target ship for them to 'suck full load' - there is no energy transfer on any cycle that there not enough energy for full transfer
just seems to leave tacklers at a huge advantage in combat (never loose that scram or web no matter how many nos get put on you).
I have just seen the issue as the real prob w/ nos is how you can fit a half / full rack of it on ships that just shouldn't be able too. Think about if a nanophoon could only fit 1 or 2 nos, or if a dominix could only fit 1 or 2 nos..... things become much more sane at this point, and doesn't require a whole redesign of the Module.
Hardpoints not enouogh of a nerf for ya? Impliment a stacking penalty on top of it and give ships that SHOULD be able to fit full rack an immunity to stacking penalties for NOS (amarr recons)
|

Justus Sandrius
|
Posted - 2007.02.09 07:27:00 -
[139]
I've tried to read through all of these posts, and a lot of good idea's are present. Weirda certainely lauched an interesting en well-thought-out topic here. However, I have one problem with the NOS issue.
Is there a real problem with NOS-es?
I'd argue there is not, not more than with other single tactic approaches.
Yes, a heavy NOS can drain a frig, and yes 4 heavy NOS-es can drain a BC quite easily, however, this is only a problem if we assume a cap-intensive setup.
It is perfectly possible to have a no-cap setup (e.g. a drake with passive tanking). These setups are THE counters for NOS ships: heave damge output, and NO cap use whatsoever.
All ships and setups have pro and cons and I just don't see why NOS need a special treatment, as there are counters. Just dont try to fight a BS with 2 frigates. Use a swarm instead, with passive setups.
Btw, fitting a NOS removes DPS as less weapons can befitted, so NOSes do have a negative side-effect.
(and yes, I also lost ships due to being NOS-ed, it just made me change tactics).
|

Rocketta
|
Posted - 2007.02.09 07:50:00 -
[140]
Though now I come to think about it, I do agree with Weirda that the one thing that might a fair thing to do is:
1) The NOS should either deactive when no cap is available for the cycle. 2) OR, the NOS should include sig radius/speed penalties.
Either one of these (not both) would already solve many of the problems with NOSes, many of you addressed.
I'd opt for the first, as it;
a) Adds new gameplay, is simple and understandable b) Is most usefull for ALL NOS targets, not just the smaller ships. c) follows EVE logic (smaller mods needed to counter smaller ships, e.g., smaller laser on BS agains frigs) d) Related to c. -> Still allows BSs to NOS frigs (have to fit smaller NOS) e) Has no implications for the NOS ships (as they are already a huge threat to frigs, and now still are a threat to BCs or BSs). d) Removes the "skillless nos use", NOSes now need your valuable mouse clicks, and attention f) Leaves frigs with enough cap to, e.g., warp away. Leaves most cruiser with enough cap to SHOOT, but not to active TANK: so: the NOS still has a purpose, and doesn;t kill gameplay. g) etc.
This is really K.I.S.S. (as in Weirda's words).
|
|

Rocketta
|
Posted - 2007.02.09 08:28:00 -
[141]
Hmm this seems to be pretty much Weirda's suggestion, now that I read it again. Jee did I get swamped with all the ideas in the posts :-)
So, \signed provided that a solution is found to the tackler frigs issue.
Or, not signed (just keep things as they are, see post Justus)
|

Slaughterford
|
Posted - 2007.03.20 11:05:00 -
[142]
absolutely rocks Weirda. I like the ops idea.
|

R3DSKULL
Amarr CCCP INC
|
Posted - 2007.03.20 11:40:00 -
[143]
Well why nerf nos at all. Why not make counter nos. Nos in essence is something that steals energy why not have some module that defends against it like defenders do against missles. jamming stops nos. why dont people use ecm bursts to stop nos. well how about a module that counters nos kinda like gives it a feedback burst that shorts out a cycle of nos.
That way all the ships built around nos like domi, curse , pilgram, and so on. dont get ruined the faction ships have bonuses to nos. Nos doesnt need to be changed it need something that keeps us from being helpless against it. see Jamming used to be that way if jammed you were jammed so it was giving a certain percentage chance. Dampning while once going is a little bit strong unless u have sensor boosters or are close. Tracking disruptions only good against turrets. But nos works all the time no tracking no nothing just range and lock.
So why not just make the counter nos module that disrupts it. Then some people will play roles of nos defenders in fleet. as ew ships have there roles. Its a form of ewar to be a nos defender. Same with missles should be able to have defender boats that can knock down missles such as ff defenders. But im digressing the point is that its the helplessness of nos that makes people want it nerfed. So help them make something to counter it. A anti nos burst pulse. not to get all star trek on everyone but how many times do they reverse pulse energy attacks to stop them. Make it miss a few cycles. If a domi comes in it releys on its nos. The drones do the job. SO now it doesnt have to change. but it has to be weary of its nos not always connecting because now somone can counter it. Create a balnce using a yin yang style. NOs counter nos. nuets same way. Counter nuets. I see that as best option to keep everyone happy then nos dont change but folks are not defensless.
|

Pattern Clarc
Queens of the Stone Age
|
Posted - 2007.03.20 14:48:00 -
[144]
Originally by: Zixxa CCP! Just remove nosf from the game. After removing ECM it will be just consequent step ahead to stupid, plain and tedious world.
LoL, i's Zixxa the pvp idiot again.... I cant remember what exactly, but you've written some really dumb threads in the past. How stupid and tedious is cap warfare?? It's neither fun to the victim or the aggresser as it's just a plain and simple wait till all hardeners and mods knock out whilst his 20 dps slowly removes the victims hitpoints....
I support wierda's thread, however I believe that Nos should be stacking penalised, like all Ewar mods, as right now you can activiate 8 heavy diminishing, and hit for perfect damage every time. Try doing that with all other forms of ewar... even guns don't work that way. Sig removed lacks EVE content, email [email protected] if you have any questions - Xorus |

Dwindlehop
Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.20 17:01:00 -
[145]
Originally by: Tyler Lowe Edited by: Tyler Lowe on 19/01/2007 04:35:07 I think my problem with them is they have no true counter aside from fitting your own Nos. ... Do you feel that some form of hardening should be an option against Nos?
I agree. Nos needs a counter or two that isn't "more Nos". ECM has both a med slot and a low slot counter. Dampening has both a med slot and a low slot counter. Nos has no effective counter except more nos.
|

Tsanse Kinske
WeMeanYouKnowHarm
|
Posted - 2007.03.20 17:26:00 -
[146]
Originally by: Dwindlehop Nos has no effective counter except more nos.
Well, ECM and Damps are a counter to it. As are passive tanking, capless weapons, injectors, and even medium range, to varying degrees. For me the issue isn't so much a lack of counters as it is the "one (large) size fits all" nature of the module.
Weirda's suggestions address that nicely, and make NOS more interesting to use. * * * In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.
-Douglas Adams, writing about EVE |

Ico Seduvaar
|
Posted - 2007.03.20 17:50:00 -
[147]
Great idea. All for it.
|

Clavius Der
|
Posted - 2007.03.20 18:05:00 -
[148]
Edited by: Clavius Der on 20/03/2007 18:04:25 I think good concept for nosferatus is
nosferatu recharge koef. 0,9x signature for large nosferatu 400m nosf are stacking nerfed
-Target has signature 400m and above My recharge = current ship cap recharge time * 1,1 Target recharge = current ship cap recharge time * 0,9
- Target has 200m signature My recharge = current ship cap recharge time * 1,05 Target recharge = current ship cap recharge time * 0,95
etc..
this is only plain concept
This concept i personaly like because nosf ships arent nerfed, nosferatu is usable and target ship isnt totally sucked in 1 cycle but simple loosing cap recharge time.
|

smallgreenblur
Minmatar Wreckless Abandon
|
Posted - 2007.03.20 18:33:00 -
[149]
Wierda - sgb like the idea, however this means frigates will be considerably more able to sit at 18ks and keep a bs tackled indefinately, as has already been pointed out. You would definately need to either have a large autocannon style nos with a very high rof, or simplay change med and small nos to give 20-25k range transfer.
I quite liked another idea I read in one of these threads about making warp disruptors high slot modules and in small med and large flavours but I think this will involve changing the whole of EvE a little too much.
It is very nice to read through an entire thread like this and only find 2 people dumb enough to make a 'j00 are dumb, nos are fine, lern 2 pl4y' post.
sgb
|

Yukiko Kanezaki
Tsunami Syndicate
|
Posted - 2007.03.20 23:09:00 -
[150]
This is one of the better nos ideas, and definitely deserves a look.
Props to mazzilliu for the sig!
|
|

Kovid
Jericho Fraction The Star Fraction
|
Posted - 2007.03.21 00:34:00 -
[151]
Wouldn't this be better in "Features and Ideas Discussion?"
---------------------------------- An informal Star Fraction FAQ | ---------------------------------- |

Agio
|
Posted - 2007.03.21 17:56:00 -
[152]
Originally by: Weirda Weirda think of Nos quite a bit lately, and role they have in battle. many pilot are happy with their current state, others feel that they do not fit the 'mold' of the last couple year of rebalancing and are due for 'major nerf', while other still remain ambivalent.
of the category - Weirda fall most probably into the last... or somewhere in between.
Weirda not feel they 'fine' as they are... a skilless extension of you ship with little penalty other then fitting. they are definatley far too sexy of alternate to fitting secondary weapon system for which ship have been designed to carry. there is also large desparity between ship which can function with 1/2 to full rack of nos, vs those that cannot. the DEV have stated that they 'looking' into them (since about last year this time) and we have still seen nothing.
Weirda here to rehash an old idea and help the DEV along. Weirda will keep it simple, stupid (such is the Matari way).
The Nos Change - NOS deactivate if there is not enough cap in target ship for them to 'suck full load' - there is no energy transfer on any cycle that there not enough energy for full transfer - Activation cycle will have to 'wait out' till next cycle before reactivation can occur
What it solves: - F1-Fx 'fire and forget' activation of all nos on target (skilless play) - 'bigger is better' (pretty much only for nos at this point) - target being 'completely dead in the water awaiting their slow doom' (Weirda thing that we should all admit that this is frustrating, boring, and bad gameplay)
How? - target have 100 cap... nos try to take 150... target still keep 100 cap. module can run and target can continue to fight, having to think and work even harder to stay within small amount of cap they still have - attacker will have to manage Nos cycle (like it or not - this is better gameplay) - attacker can still get 'lucky shot' and hit for 150 when target have 151, and thus completely cripple them still
But... but Signature Radius!!!?!!!one - Weirda will be very happy if another system is not operating against sig radius - the target is the Capacitor of the enemy ship... not the ship size/electronic signature - 'transfer activation' (or sucking) take the full amount to activate, otherwise those big behemouth NOS do not have enough power to complete the extraction/transfer. - again, Weirda would rather see this then some % based system... if they use 'cap radius' (for example): target capacitor size vs. drainer 'suck radius'... it just keep the Nos as they are: skilless, fire and forget 'weapon' system that require no management or intelligence to use.
STOP LIMITING SHIP SETUPS FFS - when you remove absolute dominance of win buttons... you actually place less restriction - this is the best way
but what of the curse... it bonus will hurt it - rather then increase sucking amount, the bonus should increase the rate of fire - meta item get same treatment, rather then longer range and more sucking, they get longer range - and faster ROF
that all Weirda have to say. am hoping that this will be good discussion and not flame fest. please think before you post, and avoid bad argument logic (ad hominem, slippery slope, straw man, etc). if you have nothing intelligent to say, take it to general discussion please. 
/signed
I think Weirda's OP is well thought out and sounds very reasonable and balanced. |

Uberjungen
|
Posted - 2007.03.21 18:03:00 -
[153]
i dont like this idea.. because tbh, nos isnt over powered, infact i beat a full nos/neut domi with a blasterthron earlier today, although heavy nos may be dubbed the 'i win button' it in no way is, if u have a good balance setup, with either a couple of nos and/or a cap injector nos does nothing... if u nerf nos, u will kill the domi, and maybey a couple of other ships, and it realy is the ONLY defence against interceptor pilots..
|

Gabriel Rike
|
Posted - 2007.08.23 23:05:00 -
[154]
Originally by: Axitikus How about instead of actually "sucking" cap Nos will increase your recharge rate and reduce theirs. If they dont use any cap, they dont lose it, but you still gain some.
Also, put a stacking penalty on nos, similar to damps. The first nos would give you X amount of cap recharge, the 2nd fitted would give you about half of that, the 3rd half of the value the 2nd is giving you, etc. (havent't figured out about mixing sizes but cut me a break, I just came up with this)
How did no one see this concept!? I see tons of comments on everyone else responses, but this one makes great sense, the amarr recons are still mean as hell, imagine getting hit with neuts and the nos making it a ***** to recover. Stacking penalty is kinda nice, but like he said might be difficult with multi sizes, but I think it should be saved as a 'balance if this idea without it doesn't work' kinda way. Mix this concept with wierda's 'mod turns off if it doesnt fully work' on the neuts, and there you go. I think that still helps, yeah its not resolving the 'no skill to use' (which I agree with that problem) but seriously who turns there guns on and off in fight? this would make it less of a my bs pwns your inty, but would still help him vs a inty, as it would limit the inty's time to hold him down, but at the same time doesnt return the favor of the bs holding the inty down till he is bored as well....that would be the curse/pilgrim's job...sorta with the above method. I think this sounds like the best addition so far and very original. THis also leads however to a idea I am not fond of, mods that further the nerf on my passive shield tank....man would that **** me off having someone jack my shield recharge on a already delicate design. (though in further response to that there are only 2 things to hurt a enemies cap, and LOTS of things to hurt there shield so a shield recharge nerfing mod would be over done) anyway sorry for the shield tangent just wanted it said befor the response was made.
|
|
|
|
Pages: 1 2 3 4 5 6 :: [one page] |