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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.05 15:38:00 -
[1]
We have a module that attacks a ships capacitor directly: the neutralizer. There is a skill to increase the efficiency of the neutralizer, and all current bonuses that apply to Nos apply to Neuts as well.
I think that if you are able to attack a ships capacitor directly, you should at least have to endure some cost of your own, since you're bypassing their armor, speed, sig radius, resists and everything else.
With Nos not only do you do all of that, but you also increase your own cap, so fitting a Nos has zero drawback. Don't we already have a perfectly useful anti-cap weapon with the Neut? What do we need Nos for?
Because I said so...
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.06.05 15:43:00 -
[2]
You take the cap of the enemy and put it back into your tank,whereas the neut takes it from both. __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Melanie Tenkai
Sylph Alliance
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Posted - 2007.06.05 15:46:00 -
[3]
I support the OP, and I add this:
The skill needed to use neutralizer if trained to lvl5 would make the neutralizer work as an actual nos, so no cap draw back for you, but only at lvl5. At lvl1 it work like an actual neutralizer
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Sokratesz
Paradox v2.0 Interstellar Alcohol Conglomerate
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Posted - 2007.06.05 15:54:00 -
[4]
I support the OP. Remove NOS, and maybe decrease fitting req of neutralizers slightly. Sig removed. If you would like further details please mail [email protected] with a link to your signature. - Elmo Pug |

Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
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Posted - 2007.06.05 16:22:00 -
[5]
Edited by: Haniblecter Teg on 05/06/2007 16:21:54
Originally by: Sokratesz I support the OP. Remove NOS, and maybe decrease fitting req of neutralizers slightly.
I agree. Increase the amount drained a bit, cause you're really borking your fit if you throw a neut on. ---------------------------------------- Friends Forever
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Destiny Calling
Amarr Veto Corp
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Posted - 2007.06.05 16:30:00 -
[6]
Edited by: Destiny Calling on 05/06/2007 16:29:20 I disagree.
but its been a long day, and I can't really add anything more, other more energetic people have already added before me.
I like Nos how it is
edit - been a really long day, can't spell
thats right I need a new sig |

murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.05 16:46:00 -
[7]
Originally by: goodby4u You take the cap of the enemy and put it back into your tank,whereas the neut takes it from both.
WTS: Reading Comprehension Skillbook.
Re-read my post.
Because I said so...
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Zixxa
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Posted - 2007.06.05 16:47:00 -
[8]
Murder nubi again! I recalled that he had explained how uber is Rokh. --------------------------------- 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>
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.05 16:51:00 -
[9]
Originally by: Zixxa Murder nubi again! I recalled that he had explained how uber is Rokh.
CCP still lets you post on the forums? 
Because I said so...
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Tsukiko Ishida
Amarr Emanation Of Malevolent Outcries
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Posted - 2007.06.05 16:57:00 -
[10]
Edited by: Tsukiko Ishida on 05/06/2007 16:59:39
Originally by: murder one We have a module that attacks a ships capacitor directly: the neutralizer. There is a skill to increase the efficiency of the neutralizer, and all current bonuses that apply to Nos apply to Neuts as well.
I think that if you are able to attack a ships capacitor directly, you should at least have to endure some cost of your own, since you're bypassing their armor, speed, sig radius, resists and everything else.
With Nos not only do you do all of that, but you also increase your own cap, so fitting a Nos has zero drawback. Don't we already have a perfectly useful anti-cap weapon with the Neut? What do we need Nos for?
You need for Amarr since they have no mid slots. It acts as there cap booster.
The only issue with nos is that you can fit a whole rack of them on some ships. This is ware the issue lies. The only thing that CCP needs to do, is put a stacking Nerf on nos.
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madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.06.05 17:09:00 -
[11]
Just make nos require a utility slot. Than give ships 1 or 2 slots depending on size. Amarr ships get 2-3 utility slots since they use more cap, have the PG for nos and a lot of amarr vessels have a highslot left after fitting a rack of guns. _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.05 17:10:00 -
[12]
Originally by: Tsukiko Ishida Edited by: Tsukiko Ishida on 05/06/2007 16:59:39
Originally by: murder one We have a module that attacks a ships capacitor directly: the neutralizer. There is a skill to increase the efficiency of the neutralizer, and all current bonuses that apply to Nos apply to Neuts as well.
I think that if you are able to attack a ships capacitor directly, you should at least have to endure some cost of your own, since you're bypassing their armor, speed, sig radius, resists and everything else.
With Nos not only do you do all of that, but you also increase your own cap, so fitting a Nos has zero drawback. Don't we already have a perfectly useful anti-cap weapon with the Neut? What do we need Nos for?
You need for Amarr since they have no mid slots. It acts as there cap booster.
The only issue with nos is that you can fit a whole rack of them on some ships. This is ware the issue lies. The only thing that CCP needs to do, is put a stacking Nerf on nos.
What about a stacking nerf, plus implementing 'utility slots' in the highs, there by limiting the number of nos to the utility slots, and make two of the highs utility slots for every BS, three for BCs and four for cruisers and frigs? Similar to how we have turret/missile slots currently.
Because I said so...
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justcheckingthemarket
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Posted - 2007.06.05 17:29:00 -
[13]
Originally by: murder one What about a stacking nerf, plus implementing 'utility slots' in the highs, there by limiting the number of nos to the utility slots, and make two of the highs utility slots for every BS, three for BCs and four for cruisers and frigs? Similar to how we have turret/missile slots currently.
although i disagree with your nerf nos whine (come on, isn't it getting boring) i really like the utility slot idea!!
limiting the fitting of nos to those utility slots would solve all existing issues concerning nos imho!!
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Xeen DuWang
Hell's Horsemen Phalanx Alliance
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Posted - 2007.06.05 17:40:00 -
[14]
Nos is limited by its powergrid use, Heavies take what 2k PG. Cmon they dont suck that much cap really, not near what a neut can take. (yes I know neuts take from both ships)
Use a fing injector and get over it. Hell's Horsemen Phalanx Alliance |

Captain Crimson
Galactic Production Dynamics
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Posted - 2007.06.05 18:02:00 -
[15]
Originally by: Xeen DuWang Nos is limited by its powergrid use, Heavies take what 2k PG. Cmon they dont suck that much cap really, not near what a neut can take. (yes I know neuts take from both ships)
Use a fing injector and get over it.
Properly cycled nos make an injector reduntant. Learn to learn...
Anyhoo, I agree: neut should be the only cap warfare.
Originally by: Tuxford I have already expressed my personal opinion on this and it was very positive (something about happy in the pants).
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Earthan
Gallente The Absolutely Amazing Fire Eaters Breidablik
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Posted - 2007.06.05 18:04:00 -
[16]
Edited by: Earthan on 05/06/2007 18:03:18 Because variety is good and interesting?
you know we coudl all fly same ships and fight with same guns ,elminiate all other options, no missiles no drones etc, would be perfectly balanced  -
Killing Eve bullies all over the galaxy hunting stories |

Trishan
Minmatar Green Men Incorporated The Threshold
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Posted - 2007.06.05 18:18:00 -
[17]
Originally by: Xeen DuWang Nos is limited by its powergrid use, Heavies take what 2k PG. Cmon they dont suck that much cap really, not near what a neut can take. (yes I know neuts take from both ships)
Use a fing injector and get over it.
It would be fun to see what happened if injectors suddenly were moved to a low slot.
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Taerenius
Caldari
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Posted - 2007.06.05 18:43:00 -
[18]
Originally by: Trishan
Originally by: Xeen DuWang Nos is limited by its powergrid use, Heavies take what 2k PG. Cmon they dont suck that much cap really, not near what a neut can take. (yes I know neuts take from both ships)
Use a fing injector and get over it.
It would be fun to see what happened if injectors suddenly were moved to a low slot.
Caldari would suddenly have a whole bunch of new options available to them? :)
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K'reemy G'udness
Delicious
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Posted - 2007.06.05 19:41:00 -
[19]
/Signed Sincerely, K'reemy ---
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Derovius Vaden
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Posted - 2007.06.05 19:43:00 -
[20]
Because CCP hates the Amarr.
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Dyavn Ryyre
Federal Navy Academy
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Posted - 2007.06.05 19:48:00 -
[21]
Make Neuts use 25% less cap on your side. Make Nos drain 25% less cap.  ________________________________________________
Originally by: "Alumion" Welcome to EVE, where many wars are started over forum posts.
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Vicious Phoenix
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Posted - 2007.06.05 20:11:00 -
[22]
Nos is fine, I've given plenty of reasons in other threads, learn to play, NOOBS.
CFW (Certified Forum Warrior) I kill people ingame too.
Originally by: CCP Tuxford I prefer dew over pepsi. I prefer beer over most things. Damn now I want beer.
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l3lind Man
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Posted - 2007.06.05 20:13:00 -
[23]
yeah nos removed = win
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Tuea
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Posted - 2007.06.05 20:30:00 -
[24]
I disagree with removing it from the game, there's nothing wrong with the idea of NOS & it adds that bit more variety which can only be a good thing.
What's needed imo is a nerf for using large NOS vs small target etc & a nerf of it's abilities, maybe a 30 - 40% reduction in it's drain amount.
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Zixxa
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Posted - 2007.06.05 20:43:00 -
[25]
Originally by: murder one
Originally by: Zixxa Murder nubi again! I recalled that he had explained how uber is Rokh.
CCP still lets you post on the forums? 
Sure. Why are you still lying? --------------------------------- 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>
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Jim McGregor
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Posted - 2007.06.05 20:48:00 -
[26]
Originally by: Zixxa
Originally by: murder one
Originally by: Zixxa Murder nubi again! I recalled that he had explained how uber is Rokh.
CCP still lets you post on the forums? 
Sure. Why are you still lying?
Stop trolling, Zixxa. Im also surprised to still see you here. You're probably one of the most trollish posters ive seen in these forums.
---
Originally by: CCP Wrangler You're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, thats what hello kitty online is for.
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General Apocalypse
Amarr Dark-Rising Fallen Souls
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Posted - 2007.06.05 20:49:00 -
[27]
Edited by: General Apocalypse on 05/06/2007 20:48:41 TBH a full rack of neuts on a BS is sustainable only if you have not tanks , whit nos you can tank like a beast and still hurt the supercap.
And nos exists to be fited on the megas , geddon last free high slot 
Also this is new and intresting 
Thank You SkyFlyer |

goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.06.05 21:49:00 -
[28]
Originally by: murder one
Originally by: goodby4u You take the cap of the enemy and put it back into your tank,whereas the neut takes it from both.
WTS: Reading Comprehension Skillbook.
Re-read my post.
I was tired!I didnt sleep for a while and stuff..... __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Dragonrazor
Amarr
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Posted - 2007.06.06 04:21:00 -
[29]
Edited by: Dragonrazor on 06/06/2007 04:21:28 NOS is an awful excuse of a game feature.
The only drawback that exists is one that penalizes those who would hope to use them to counter them...
A domi loses little by fitting more nos than the other guy on paper... His drones afteral are the damage dealers...
but every non drone ship in the game requires it's high slots for weaponry in order to out damage a drone ship effectively AND break it's tank and sustain it's own.
Whats more, while I agree cap drain/neutralizing should remain as a viable way to counter smaller ships... It is a bit too effective. 1 nos activation can ruin a smaller ships whole day in some cases... Thats bad form if you ask me... because it cost the bigger ship nothing to activate the module, or fit it except less guns.
I have always agreed with the OP's point of view that nos should either be removed, or have serious penalties to the ship using it.
I propose some new ideas that I haven't heard before:
Neutralizers remain unchanged, or perhaps have their effects buffed more for training the skill in them.
Nos should incur a % decrease in cap recharge rate on a vessel that has it fit whether it's in use or not. Ships that require or are intended to use nos should have a new additional bonus to reduce this % effect (like the thorax has for MWD). This % drawback should increase (stack) for every Nos fitted.
The ideal situation is one where nos activation and effects in combat equals or slightly improves the cap recharge rate of a ship without one, but only while in use.
That is... If my ship takes 100 seconds normally to recharge without nos, and my nos penalty increases my recharge time to say... 120 seconds... Activating the nos and having it pull cap will bring it back down or near 100 seconds again (in theory, assuming steady cap supply of the target etc). Thus the only time it can be effective is when it is in use... Or alternatively, brings the cap recharge rate to say... 95 seconds when in use... 5 seconds faster than normal...
IT would STILL be an effective offensive weapon because the enemy ship is still being cap drained... But unlike Neuts, cost nothing to activate.
As an additional nerf, nos's (not nuets so much) should have sig tracking issues like turrets, and effect smaller ships less than larger ones... Using a mid size nos on a BS on the other hand should have the opposite effect, a slightly (say 10% or so) increase in cap sucked.
All in all: Neutralizers should be a BS cap weapon of choice, with nosses only being really useful when fit on some ships (domi for example).
Noses would be more effective for smaller ships than larger ones as they can be used on (read "Against") larger ships to greater effect. Especially since most frigates and many cruisers fight within Nos ranges.
As a compromise nosses range could be changed and include optimal and falloff ranges... 10KM optimal, 20KM falloff base...
Whatcha all think? ********************************************* "Stars Die... Empires fall... We are dust..." ********************************************* |

Sailon
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Posted - 2007.06.06 07:22:00 -
[30]
Originally by: l3lind Man yeah nos removed = win
yea i think you mean amarr=whine
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kill0rbunny
Alpha-Hirogen The Pentagram
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Posted - 2007.06.06 07:33:00 -
[31]
Edited by: kill0rbunny on 06/06/2007 07:35:00 Why do we need whiners at all?
Play the game.
I pew therefore I am.
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Father Weebles
North Face Force Anarchy Empire
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Posted - 2007.06.06 07:46:00 -
[32]
if there was no nos then nobody would skill anything amarr
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Selene Le'Cotiere
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Posted - 2007.06.06 07:48:00 -
[33]
Does Nos need work? Yes
Why do we have it in game? It adds a different dimension to warfare that goes on in Eve, beyond the "pew-pew... You're dead" routine.
So I say keep Nos, just address some of the issues with the mechanic to make it more dynamic.
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.06 10:32:00 -
[34]
Originally by: Selene Le'Cotiere Does Nos need work? Yes
Why do we have it in game? It adds a different dimension to warfare that goes on in Eve, beyond the "pew-pew... You're dead" routine.
So I say keep Nos, just address some of the issues with the mechanic to make it more dynamic.
Neutralizers add variety to the game and accomplish what nos do: eliminating your cap. Why do we need nos?
Because I said so...
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SUPER FREAK
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Posted - 2007.06.06 10:47:00 -
[35]
And again an other NOS threat.
They work fine, don't touch them! Move along, nothing to read
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Famine Aligher'ri
V i L e
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Posted - 2007.06.06 10:52:00 -
[36]
Originally by: murder one We have a module that attacks a ships capacitor directly: the neutralizer. There is a skill to increase the efficiency of the neutralizer, and all current bonuses that apply to Nos apply to Neuts as well.
I think that if you are able to attack a ships capacitor directly, you should at least have to endure some cost of your own, since you're bypassing their armor, speed, sig radius, resists and everything else.
With Nos not only do you do all of that, but you also increase your own cap, so fitting a Nos has zero drawback. Don't we already have a perfectly useful anti-cap weapon with the Neut? What do we need Nos for?
You need NoS to cancle out the effeciency of a Neut. So you have no gain but instead of hitting like 2 NoS you hit like 4-5 with NoS + Neut Combos.
Alliance is clouding your judgement Murder...
V i L e - Recruiting Pirates |

errorist
Caldari Free Mercenaries Union FATAL Alliance
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Posted - 2007.06.06 11:03:00 -
[37]
Hmm i am very fond of using nos to fend of frigates from my dominix, but i still think that nos are a bit overpowered and lack some descripton, same goes for the neuts.
Question for me for how to nerf it is actually how do they work, i know their function, Nos: a energi vampire that drains cap to its user¦s ship. Neutralizer: takes up some of your own cap to take more of your opponent.
But how do they actually do it ? is it computer systems that either divert the cap of one ship to another ? or simply the cap just disapears? Answer those questions and the nerf would be more simple... also just make them utility items, not just the nos, also the neuts!
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.06 11:10:00 -
[38]
Originally by: Famine Aligher'ri You need NoS to cancle out the effeciency of a Neut. So you have no gain but instead of hitting like 2 NoS you hit like 4-5 with NoS + Neut Combos.
That. At least the specialized nos ships won't work with neuts alone.
Also, too add to this: while NOS is quite uber in solo - small gang in larger gangs it's virtually useless. Ships die before their cap is dry (capitals excluded).
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Cpt Branko
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Posted - 2007.06.06 11:11:00 -
[39]
Edited by: Cpt Branko on 06/06/2007 11:11:04
Originally by: SUPER FREAK And again an other NOS threat.
They work fine, don't touch them! (I fly a NOS droneship) Move along, nothing to read (It makes me pwn, shut up about NOS nerf)
What was it what you were trying to say, again? If you're saying "X is fine, move along", back it up with some semblance of an argument, otherwise I'll just assume you're a nosdomi pilot ;P
Anyway, with capacitor being life, having a module which drains it from the opponent and gives it to you w/out penalities is a bit of a buggered concept to begin with.
I personally think that fights would get more interesting without NOS and just having neuts, but eh, well.
Edit: utility slots are a very decent idea as well.
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Famine Aligher'ri
V i L e
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Posted - 2007.06.06 11:33:00 -
[40]
Originally by: Aramendel
Originally by: Famine Aligher'ri You need NoS to cancle out the effeciency of a Neut. So you have no gain but instead of hitting like 2 NoS you hit like 4-5 with NoS + Neut Combos.
That. At least the specialized nos ships won't work with neuts alone.
Also, too add to this: while NOS is quite uber in solo - small gang in larger gangs it's virtually useless. Ships die before their cap is dry (capitals excluded).
Yes it can be pretty uber solo only because the drawback is no DPS. None the less, those who choose to run NoS/Neut combos are the best way to cripple ones cap opposed to all NoS. Being so many now run cap injectors to sustain massive tanks and or to counter NoS ships. Neuts would be the ideal way to counter cap injectors being they obviously neutralize more cap after the injection.
V i L e - Recruiting Pirates |

NiiKleagh
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Posted - 2007.06.06 11:45:00 -
[41]
Edited by: NiiKleagh on 06/06/2007 11:45:31
I'm trying to look at the big picture: effects and balances in the game.
NOS are tough, yes, but they have their counter: Passive Tanking missile boats.
Don't whine just because you don't fly one. Up until the advent of the Drake, let's face it: Caldari was rarely used in pvp other than in support. Ravens at a distance worked, and some pilots choose to fly the Crow, but due to the 'nerf' they take when fitting a web and a scram, Caldari ships just weren't seen as much.
Take a Drake out, even against a Domi, and the drones will drop despite the Drake losing its capacitor. Then where does the Domi, or any NOS ship, lie? In deep kimshi, that's where.
Moreover, there is no doubt Amarr have cap problems once a true "pew-pew" ship is made. If they're going to continue to need to use that much cap just to play your 'pew-pew' type of game, they're going to need to get it from somewhere - your ship might just be the trick.
NOS's don't take much cap - not like a neutralizer - and both are a 'nerf' to fit in as far as doing damage.
People complaining because they either choose to fly the wrong ship, consistently, or chose not to train up an aspect of the game that would allow them to counter whatever it is they're complaining about is getting old.
I'm happy that Drakes can passive tank, I'm happy that NOS's exist, and I think it sucks that Gallente can't put out more drones into space anymore. (I have no clue wth Minnie ships are trying to do...)
So I argue to keep it interesting: do not nerf diversity.
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Cpt Branko
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Posted - 2007.06.06 12:19:00 -
[42]
Originally by: NiiKleagh Edited by: NiiKleagh on 06/06/2007 11:45:31 I'm trying to look at the big picture: effects and balances in the game.
NOS are tough, yes, but they have their counter: Passive Tanking missile boats.
Don't whine just because you don't fly one. Up until the advent of the Drake, let's face it: Caldari was rarely used in pvp other than in support. Ravens at a distance worked, and some pilots choose to fly the Crow, but due to the 'nerf' they take when fitting a web and a scram, Caldari ships just weren't seen as much.
Take a Drake out, even against a Domi, and the drones will drop despite the Drake losing its capacitor. Then where does the Domi, or any NOS ship, lie? In deep kimshi, that's where.
Moreover, there is no doubt Amarr have cap problems once a true "pew-pew" ship is made. If they're going to continue to need to use that much cap just to play your 'pew-pew' type of game, they're going to need to get it from somewhere - your ship might just be the trick.
NOS's don't take much cap - not like a neutralizer - and both are a 'nerf' to fit in as far as doing damage.
People complaining because they either choose to fly the wrong ship, consistently, or chose not to train up an aspect of the game that would allow them to counter whatever it is they're complaining about is getting old.
I'm happy that Drakes can passive tank, I'm happy that NOS's exist, and I think it sucks that Gallente can't put out more drones into space anymore. (I have no clue wth Minnie ships are trying to do...)
So I argue to keep it interesting: do not nerf diversity.
(a) CCP is slightly nerfing passive BC tanks, since they obviously consider that passive tanking should not outtank armour tanking which takes cap and is there suspect to NOS, to neuts, and to cap charges running out. (b) A Drake definitely won't kill a nosdomi. A passive tanked drake is only really good at surviving, not at tackling and killing things, it ruins the tank. The nosdomi can just warp off, since the drake can't scramble him. Even if the drake had a scrambler, it takes cap to operate. Duh. (c) Against all ships which are not a Drake, NOS+Neuts add to your effective DPS, since a ship without cap cannot repair any damage. If I do 400DPS and my opponent can tank 450, i'm getting nowhere. If I do 24 DPS (like, small AC), and my opponent can tank 0 DPS due to having 0 cap, he's dead. It doesn't "nerf" damage. (d) If you're saying "there's one ship with one setup as a counter" (which is getting a slight nerf anyway, check test server), you're arguing against diversity ;P (e) If NOS makes NOS+cap injectors or cap injector a must-fit, then, it kills diversity, and according to your logic, must go away.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.06 12:21:00 -
[43]
Originally by: Famine Aligher'ri Yes it can be pretty uber solo only because the drawback is no DPS. None the less, those who choose to run NoS/Neut combos are the best way to cripple ones cap opposed to all NoS. Being so many now run cap injectors to sustain massive tanks and or to counter NoS ships. Neuts would be the ideal way to counter cap injectors being they obviously neutralize more cap after the injection.
I was agreeing with you there 
Although I personally find nos more efficient to counter cap injectors. Simply because neuts have a longer cycle time than injectors. Well, at least the large ones.
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.06 13:14:00 -
[44]
Originally by: Cpt Branko
Originally by: NiiKleagh Edited by: NiiKleagh on 06/06/2007 11:45:31 I'm trying to look at the big picture: effects and balances in the game.
NOS are tough, yes, but they have their counter: Passive Tanking missile boats.
Don't whine just because you don't fly one. Up until the advent of the Drake, let's face it: Caldari was rarely used in pvp other than in support. Ravens at a distance worked, and some pilots choose to fly the Crow, but due to the 'nerf' they take when fitting a web and a scram, Caldari ships just weren't seen as much.
Take a Drake out, even against a Domi, and the drones will drop despite the Drake losing its capacitor. Then where does the Domi, or any NOS ship, lie? In deep kimshi, that's where.
Moreover, there is no doubt Amarr have cap problems once a true "pew-pew" ship is made. If they're going to continue to need to use that much cap just to play your 'pew-pew' type of game, they're going to need to get it from somewhere - your ship might just be the trick.
NOS's don't take much cap - not like a neutralizer - and both are a 'nerf' to fit in as far as doing damage.
People complaining because they either choose to fly the wrong ship, consistently, or chose not to train up an aspect of the game that would allow them to counter whatever it is they're complaining about is getting old.
I'm happy that Drakes can passive tank, I'm happy that NOS's exist, and I think it sucks that Gallente can't put out more drones into space anymore. (I have no clue wth Minnie ships are trying to do...)
So I argue to keep it interesting: do not nerf diversity.
(a) CCP is slightly nerfing passive BC tanks, since they obviously consider that passive tanking should not outtank armour tanking which takes cap and is there suspect to NOS, to neuts, and to cap charges running out. (b) A Drake definitely won't kill a nosdomi. A passive tanked drake is only really good at surviving, not at tackling and killing things, it ruins the tank. The nosdomi can just warp off, since the drake can't scramble him. Even if the drake had a scrambler, it takes cap to operate. Duh. (c) Against all ships which are not a Drake, NOS+Neuts add to your effective DPS, since a ship without cap cannot repair any damage. If I do 400DPS and my opponent can tank 450, i'm getting nowhere. If I do 24 DPS (like, small AC), and my opponent can tank 0 DPS due to having 0 cap, he's dead. It doesn't "nerf" damage. (d) If you're saying "there's one ship with one setup as a counter" (which is getting a slight nerf anyway, check test server), you're arguing against diversity ;P (e) If NOS makes NOS+cap injectors or cap injector a must-fit, then, it kills diversity, and according to your logic, must go away.
Excellent post.
Because I said so...
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Earthan
Gallente The Absolutely Amazing Fire Eaters Breidablik
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Posted - 2007.06.06 13:49:00 -
[45]
I would like to add the very importnat and basic limitation of nosferatus:
In gangs bigger then 10 persons ( 4-5 bs firepower) the nosfs become a total waste of highslots because before you suck enough cap from oponent to affect him you will be dead.Also they got limited range.
So nosf might need slight nerf, but its really good only in small fights or against cap ships. -
Killing Eve bullies all over the galaxy hunting stories |

SasRipper
DIE WITH HONOUR
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Posted - 2007.06.06 13:51:00 -
[46]
Originally by: Earthan is small fights.
FIXED
*snip* Sas has spoken this tread shall be locked. |

Deschenus Maximus
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2007.06.06 13:53:00 -
[47]
Originally by: murder one We have a module that attacks a ships capacitor directly: the neutralizer. There is a skill to increase the efficiency of the neutralizer, and all current bonuses that apply to Nos apply to Neuts as well.
I think that if you are able to attack a ships capacitor directly, you should at least have to endure some cost of your own, since you're bypassing their armor, speed, sig radius, resists and everything else.
With Nos not only do you do all of that, but you also increase your own cap, so fitting a Nos has zero drawback. Don't we already have a perfectly useful anti-cap weapon with the Neut? What do we need Nos for?
I agree 100%, and suggested this before, but got flamed to hell and back. I haven't read the replies to your post, but I'm thinking you must have been roasted too.
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Exlegion
KnightRaven Research KnightRaven Alliance
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Posted - 2007.06.06 14:16:00 -
[48]
I understand you wanting Nos nerfed because you don't see any benefits to it. However, there are players such as myself that do see the benefit of using Nos over Neutralizers. I use them mostly against mission NPC's. Yes, yes, I know, you don't like missions and they should be nerfed as well. That aside, using neutralizers on NPC's actually hurts the mission runner since NPC's seem to run on an unlimited supply of capacitor. While the Nos, although does not drain cap 100% does help the player survive that much more by adding a little more cap to his/her reserve.
My point is, there are many mods I don't use in-game, but I recognize the value that they add in the form of variety. But what I'll refrain from is asking to have it removed from the game because I see no benefit to me personally.
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Guru |

Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2007.06.06 15:22:00 -
[49]
As I was reading this thread I thought of a way to balance nos. What about this? Have each nos that you fit increase the grid use of all nos, like the mining upgrade increases cpu use of mining lasers. This way anyone could still fit full rack of nos but it will cost them severely in fitting possibilities. Something like 5% increased grid for every nos fitted, would go 2100 for 1, 4410 for 2, 6945.75 for 3, 9724 for 4, 12762.82 for 5, ... Results in difficulties effectively using multiple nos while at the same time having a tank worth mentioning. Anyway just a thought. Crystal-Slave, that way?
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.06 15:28:00 -
[50]
Originally by: Exlegion I understand you wanting Nos nerfed because you don't see any benefits to it. However, there are players such as myself that do see the benefit of using Nos over Neutralizers. I use them mostly against mission NPC's. Yes, yes, I know, you don't like missions and they should be nerfed as well. That aside, using neutralizers on NPC's actually hurts the mission runner since NPC's seem to run on an unlimited supply of capacitor. While the Nos, although does not drain cap 100% does help the player survive that much more by adding a little more cap to his/her reserve.
My point is, there are many mods I don't use in-game, but I recognize the value that they add in the form of variety. But what I'll refrain from is asking to have it removed from the game because I see no benefit to me personally.
Exlegion: you're right. I was only considering Nos with respect to it's use in PVP, and I hadn't given PVE any thought. I agree that we shouldn't remove Nos from the game due to that. Frankly it's the only decent reason anyone has given to me for this entire thread. And it's completely valid.
I think that we should find another way to nerf Nos in PVP then, maybe a combination of stacking nerf when applied to targets (similar to how damps work) and a limit to how many can be fit on a ship by assigning utility slots.
Because I said so...
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Rhaegor Stormborn
Sturmgrenadier Inc R i s e
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Posted - 2007.06.06 15:44:00 -
[51]
I agree, no need for them with Neuts. RISE Recruitment Thread
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Jaedar Metron
I G N O T U S
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Posted - 2007.06.06 15:56:00 -
[52]
Couldnt agree more, down with the allkilling nos!
I know, I fail at photoshopping :P |

Icome4u
Caldari Dark and Light inc. D-L
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Posted - 2007.06.06 16:05:00 -
[53]
NOS should really have a penality... It's to much of a IWIN button...
Or give us capital NOS for carriers and MS. ______
Originally by: Vyger If I lose connection while walking around a station will my avatar run off in a random direction and go hide in a corner? 
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murder one
Gallente Death of Virtue Vigilance Infinitas
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Posted - 2007.06.06 16:09:00 -
[54]
Originally by: Icome4u NOS should really have a penality... It's to much of a IWIN button...
Or give us capital NOS for carriers and MS.
Uhh, what? "OMG, Nos is too much of an IWIN button... We need capital sized versions!" I'm thinking... No?
Because I said so...
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Exlegion
KnightRaven Research KnightRaven Alliance
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Posted - 2007.06.06 16:27:00 -
[55]
Edited by: Exlegion on 06/06/2007 16:38:31
Originally by: murder one Exlegion: you're right. I was only considering Nos with respect to it's use in PVP, and I hadn't given PVE any thought. I agree that we shouldn't remove Nos from the game due to that. Frankly it's the only decent reason anyone has given to me for this entire thread. And it's completely valid.
I think that we should find another way to nerf Nos in PVP then, maybe a combination of stacking nerf when applied to targets (similar to how damps work) and a limit to how many can be fit on a ship by assigning utility slots.
Hmmm, you got me thinking... Nos actually isn't overpowered at all when used in PVE. But it is when it comes to PVP. Why? Because NPC's somehow rely on an untouched reserve amount. So then, why not have that same "immunity" code that NPC's get be applied to players? When I nos an NPC it will only benefit me for 1 or 2 cycles max. I might as well turn Nos on a different target at that point. Make it something along the lines of Nos draining 10-30% of a player's cap and that's it. The rest is untouched no matter how many cycles a Nos goes through during a fight. If a player's cap is below the set threshold then no Nos can affect it. Just a thought.
That way, a nosDomi for example, actually becomes a redundant setup. 2 Nosferatus + 4 guns becomes a much better setup, since the only thing a nosShip will accomplish is just getting your Nos to a 70% threshold (for example) quicker. But then what? You have a bunch of high slots occupied with useless equipment, giving the other opponent a better DPS, and hopefully an edge. In addition, it makes Nos more of a defensive module, as opposed to an offensive overpowered one.
One of us equals many of us. Disrespect one of us, you'll see plenty of us. - Guru |

Reatu Krentor
Minmatar Void Spiders Fate Weavers
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Posted - 2007.06.06 16:31:00 -
[56]
Originally by: Exlegion
Originally by: murder one Exlegion: you're right. I was only considering Nos with respect to it's use in PVP, and I hadn't given PVE any thought. I agree that we shouldn't remove Nos from the game due to that. Frankly it's the only decent reason anyone has given to me for this entire thread. And it's completely valid.
I think that we should find another way to nerf Nos in PVP then, maybe a combination of stacking nerf when applied to targets (similar to how damps work) and a limit to how many can be fit on a ship by assigning utility slots.
Hmmm, you got me thinking... Nos actually isn't overpowered at all when used in PVE. But it is when it comes to PVP. Why? Because NPC's somehow rely on an untouched reserve amount. So then, why not have that same "immunity" code that NPC's get be applied to players? When I nos an NPC it will only benefit me for 1 or 2 cycles max. I might as well turn Nos on a different target at that point. Make it something along the lines of Nos draining 10-30% of a player's cap and that's it. The rest is untouched no matter how many cycles a Nos goes through during a fight. If a player's cap is below the set threshold then no Nos can affect it. Just a thought.
Nos on npc's has a secondary effect, it reduces their chance to tank a cycle. NPC tanking is chance based and nos affects that. So besides giving cap for a while it helps you kill the npc's faster, don't know if neutralizers have the same effect though. Crystal-Slave, that way?
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