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Dalanoria
Team Americas Anarchy Empire
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Posted - 2007.04.21 13:42:00 -
[1]
Vampire setups are ultra *** and need to be addressed. At the same time, EM damage is even ***er and needs SERIOUS attention.
In the real world EM damage would work on the same principle as NOS, destroying your energy cap.
EM dmg quoted by Vince Calder of the Unites States Of American Department Of Energy
Yes magnetic and electric fields can damage electronic components. They can do so in a number of ways. If the device depends upon storing information by orienting magnetic domains -- like a floppy disc -- and you place a magnet close by you will disrupt the orientations and damage the disc. If the device depends on controlling a small voltage of a certain component, like a transistor, and you overwhelm that small voltage with a large electric field, you will interfere with the device's operation. If the electric and magnetic fields are due to high energy radiation -- cosmic waves, x-rays and the like -- the device may be physically damaged and no longer operate properly. My idea is, give Hybrid weapons a EM dmg type along with Kinetic & Thermal.
Allow EM dmg to keep its same shield-Armor dmg ratio, BUT also damage the cap of the targeted ship.
If you so choose to use EM dmg (amarr have no choice) then you can expect longer fights as you will do less armor dmg as is now...
Whaddyah think ?
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Luthor Harkon
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Posted - 2007.04.21 13:50:00 -
[2]
Edited by: Luthor Harkon on 21/04/2007 13:55:47 Edited by: Luthor Harkon on 21/04/2007 13:55:00 edit = missread sorry  edit = type ..
anyway this kind of change affects so much of the game mechanics that its almost impossible to add to the game.
there are so many things that wont work:
lasers being WAY to overpowered
with the shield's em resistance you might aswell delete shield tanking as a whole.
it would make any ammo that doesnt do EM damage useless...
so many other things i cant think of atm
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Jarvin Kell
Kingdom of Kador North Star Confederation
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Posted - 2007.04.21 13:51:00 -
[3]
So lemme get this straight...You want to remove NOS from the game because it is overpowered. But then you want to add a NOS effect to EM damage? 
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Dalanoria
Team Americas Anarchy Empire
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Posted - 2007.04.21 13:53:00 -
[4]
Originally by: Jarvin Kell So lemme get this straight...You want to remove NOS from the game because it is overpowered. But then you want to add a NOS effect to EM damage? 
no no, the cap isnt bleed off to you, it just gets destroyed.
And I dont see how a shield tanker would benefit from it at all...
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LeMoose
The Collective Against ALL Authorities
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Posted - 2007.04.21 13:56:00 -
[5]
sorry but its quite horrible
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Dalanoria
Team Americas Anarchy Empire
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Posted - 2007.04.21 13:57:00 -
[6]
And ships like amarr recons would have their ew bonus changed ofcourse..
In the broader picture, a NYX or TITAN is going to be much easier to kill as the only way currently to stop them is NOSING their cap to the point they cant jump...
Ofcourse the amount of cap destroyed wouldnt be the same as the dmg modifyer, but a percentage...
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Dalanoria
Team Americas Anarchy Empire
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Posted - 2007.04.21 13:59:00 -
[7]
Originally by: LeMoose sorry but its quite horrible
Well you can just kiss my arse, ofcourse a domi pilot thinks its horrible...
GET SOME SKILL.....
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Angus McLean
Gallente Divinity Trials
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Posted - 2007.04.21 14:34:00 -
[8]
No offense, but hes right. And Im Amarr specialized 
It would crush the balance even further...
---------------- Freedom Of Speech Band of Brothers T-shirt |

lofty29
Athanasius Inc. SMASH Alliance
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Posted - 2007.04.21 14:42:00 -
[9]
Originally by: Dalanoria In the broader picture, a NYX or TITAN is going to be much easier to kill as the only way currently to stop them is NOSING their cap to the point they cant jump...
Ofcourse the amount of cap destroyed wouldnt be the same as the dmg modifyer, but a percentage...
Omfg, did this just turn into a 'Boohoo I got doomsdayed nerf Supercaps' thread? ---
Sig under maintainance  |

Suboran
Gallente Sphinx Inc Intrepid Crossing
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Posted - 2007.04.21 16:14:00 -
[10]
this is a terrible idea, nos should be biased towards smaller ships sig radius, but not more effective to larger ships.
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Jayne Tamm
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Posted - 2007.04.21 16:49:00 -
[11]
i think there are a lot of people that agree nos in quite overpowered atm...however..it is a good aspect of the game!
but it does need balancing...and a couple of us have already proposed an idea of how to balance it...
and that idea is the introduction of a module and/or rig that will make you immune to nos, or will mean that only a certain percentage of nos can be taken (ie: only 50% or 25% for neuts of yr cap can be nossed with one of the rigs or modles on)
this is a fair way of balancing nos as it keeps an effective part of the game, but like with all ew and other modules..it gives ship a counter for it!
anyone disagree...then let me know why, coz me and a few others think that this is a perfectly decent way to add balance to the nos!
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Pociomundo
Gallente World Order The Imperial Order
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Posted - 2007.04.21 16:55:00 -
[12]
Originally by: Dalanoria
Originally by: LeMoose sorry but its quite horrible
Well you can just kiss my arse, ofcourse a domi pilot thinks its horrible...
GET SOME SKILL.....
Well didn't you just reveal yourself to be 12 years old quite quickly.
Maybe you should get some skill scene as Nos setups have been around for a while and there are enough ways to counter them.
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Alley Cat
Gallente DEATH'S LEGION
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Posted - 2007.04.21 18:25:00 -
[13]
Originally by: Jayne Tamm i think there are a lot of people that agree nos in quite overpowered atm...however..it is a good aspect of the game!
but it does need balancing...and a couple of us have already proposed an idea of how to balance it...
and that idea is the introduction of a module and/or rig that will make you immune to nos, or will mean that only a certain percentage of nos can be taken (ie: only 50% or 25% for neuts of yr cap can be nossed with one of the rigs or modles on)
this is a fair way of balancing nos as it keeps an effective part of the game, but like with all ew and other modules..it gives ship a counter for it!
anyone disagree...then let me know why, coz me and a few others think that this is a perfectly decent way to add balance to the nos!
About damn time someone came up with a solution instead of BOOHOO NOS NERF!!! Just like when EW "used" to be the win button along came improvements in ECCM (and a "little" patch tweaking.) I like this idea and Im a huge NOS Domi pilot... Funny eh?
WTB : Anti Suck Me Dry I RIG BPO's
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mikaelim
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Posted - 2007.04.21 19:54:00 -
[14]
Originally by: Jayne Tamm i think there are a lot of people that agree nos in quite overpowered atm...however..it is a good aspect of the game!
but it does need balancing...and a couple of us have already proposed an idea of how to balance it...
and that idea is the introduction of a module and/or rig that will make you immune to nos, or will mean that only a certain percentage of nos can be taken (ie: only 50% or 25% for neuts of yr cap can be nossed with one of the rigs or modles on)
this is a fair way of balancing nos as it keeps an effective part of the game, but like with all ew and other modules..it gives ship a counter for it!
anyone disagree...then let me know why, coz me and a few others think that this is a perfectly decent way to add balance to the nos!
Where is the balance in this? Such a mod/rig will just be essential on most/all pvp setups. This means that nos boats become ineffective. It is not enough to bring your opponent down to 25% (just under his peak recharge rate) cap. You have to totally drain him so that is recharge is basically nearly 0 and he can't tank/gank (depending on ship type ofc).
About neuts: You pay with your own cap to destroy the cap of others. This along with the hard fitting requirements and the fact you might have to sacrifice firepower makes it totally balanced. Why do you want to penalize it in basically the same way as nos? You need specific setups to make it usable. This is just so wrong.
And btw. there is a countermodule it's called cap injector. Everyone knows it and nearly everyone uses it. Also there are weapons that do not use cap and passive shieldtanks.
However once your module is used by everyone nos will just die. No one will bother using it anymore. I think you are right nos needs to be reworked but there are better proposals (like special nos hardpoints that limit the number of nos to be installed, or sig radius dependant nerfs which help interceptors or other small ships against heavy nos)
But i have another idea: Why not making a module/rig that assures you cannot go below 25% shields/armor? How would you like that? And if not how is it different form your idea? Weapons don't drain your cap but they can waste your hp pretty bad. And once you have 0% armor it's really not nice anymore. Nerf Weapons! 
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Jayne Tamm
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Posted - 2007.04.21 20:07:00 -
[15]
Edited by: Jayne Tamm on 21/04/2007 20:03:56
Originally by: mikaelim
Originally by: Jayne Tamm i think there are a lot of people that agree nos in quite overpowered atm...however..it is a good aspect of the game!
but it does need balancing...and a couple of us have already proposed an idea of how to balance it...
and that idea is the introduction of a module and/or rig that will make you immune to nos, or will mean that only a certain percentage of nos can be taken (ie: only 50% or 25% for neuts of yr cap can be nossed with one of the rigs or modles on)
this is a fair way of balancing nos as it keeps an effective part of the game, but like with all ew and other modules..it gives ship a counter for it!
anyone disagree...then let me know why, coz me and a few others think that this is a perfectly decent way to add balance to the nos!
Where is the balance in this? Such a mod/rig will just be essential on most/all pvp setups. This means that nos boats become ineffective. It is not enough to bring your opponent down to 25% (just under his peak recharge rate) cap. You have to totally drain him so that is recharge is basically nearly 0 and he can't tank/gank (depending on ship type ofc).
About neuts: You pay with your own cap to destroy the cap of others. This along with the hard fitting requirements and the fact you might have to sacrifice firepower makes it totally balanced. Why do you want to penalize it in basically the same way as nos? You need specific setups to make it usable. This is just so wrong.
And btw. there is a countermodule it's called cap injector. Everyone knows it and nearly everyone uses it. Also there are weapons that do not use cap and passive shieldtanks.
However once your module is used by everyone nos will just die. No one will bother using it anymore. I think you are right nos needs to be reworked but there are better proposals (like special nos hardpoints that limit the number of nos to be installed, or sig radius dependant nerfs which help interceptors or other small ships against heavy nos)
But i have another idea: Why not making a module/rig that assures you cannot go below 25% shields/armor? How would you like that? And if not how is it different form your idea? Weapons don't drain your cap but they can waste your hp pretty bad. And once you have 0% armor it's really not nice anymore. Nerf Weapons! 
it does balance...
not everyone uses a nos setup....so it wouldnt be essential to fit it! like with other modules it will be a preferential thing....as its amodule and will take up a valuable slot that could be used for something more important to your particular setup.
and like with sheilds..there are things called hardners which reduce the effective ness of weapons!!! im too lazy to find the link where this idea was discussed in full, but other ideas for the modules/rigs suggested a similar mudule for cap..ie: a module that reducs the effectiveness of the nos by a percentage..like a nos resist!
also, the module could work in the same way as ecm does...in sense it could have a strength..and an activation time...givin u a chance of counteracting the nos.
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Illegal Alien
Gallente Maximum Damage
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Posted - 2007.04.21 20:33:00 -
[16]
I remember the days when only newbies and total idiots fit Nosferatu's.

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Jericho deWinter
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Posted - 2007.04.21 21:30:00 -
[17]
Originally by: mikaelim
Originally by: Jayne Tamm i think there are a lot of people that agree nos in quite overpowered atm...however..it is a good aspect of the game!
but it does need balancing...and a couple of us have already proposed an idea of how to balance it...
and that idea is the introduction of a module and/or rig that will make you immune to nos, or will mean that only a certain percentage of nos can be taken (ie: only 50% or 25% for neuts of yr cap can be nossed with one of the rigs or modles on)
this is a fair way of balancing nos as it keeps an effective part of the game, but like with all ew and other modules..it gives ship a counter for it!
anyone disagree...then let me know why, coz me and a few others think that this is a perfectly decent way to add balance to the nos!
Where is the balance in this? Such a mod/rig will just be essential on most/all pvp setups. This means that nos boats become ineffective. It is not enough to bring your opponent down to 25% (just under his peak recharge rate) cap. You have to totally drain him so that is recharge is basically nearly 0 and he can't tank/gank (depending on ship type ofc).
About neuts: You pay with your own cap to destroy the cap of others. This along with the hard fitting requirements and the fact you might have to sacrifice firepower makes it totally balanced. Why do you want to penalize it in basically the same way as nos? You need specific setups to make it usable. This is just so wrong.
And btw. there is a countermodule it's called cap injector. Everyone knows it and nearly everyone uses it. Also there are weapons that do not use cap and passive shieldtanks.
However once your module is used by everyone nos will just die. No one will bother using it anymore. I think you are right nos needs to be reworked but there are better proposals (like special nos hardpoints that limit the number of nos to be installed, or sig radius dependant nerfs which help interceptors or other small ships against heavy nos)
But i have another idea: Why not making a module/rig that assures you cannot go below 25% shields/armor? How would you like that? And if not how is it different form your idea? Weapons don't drain your cap but they can waste your hp pretty bad. And once you have 0% armor it's really not nice anymore. Nerf Weapons! 
But that logic doesn't take into account the usage of cap by the person being nossed.
I see your point, but would someone that has been nossed down to that point (effectively unable to recharge past that point because he has been nossed down that far and the nos basically keeps him there) run into the issue of his own power consumption?
Like "Oh sure, I can fire my guns and my reps and my hardeners... but if I do them all at the same time I screw myself" Add in a negative recharge bonus to the rig and you're set.
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