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Omega27
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Posted - 2007.06.13 21:11:00 -
[1]
I brief summary of my thoughts on Nos and Neuts:
Purpose:
Nosferatu: Take capacitor from your enemy and add it to your own, helping to sustain tanks, weapons fire, etc. while slowly working your enemy down.
Neutralizers: Eliminating the enemies cap at the cost of your own to quickly disable his/her ship.
Current state of affairs: Nos are a universal "good" module to fit on any ship capable, as there are no drawbacks and work 100% of the time. Neuts have limited uses, as they cost cap to use while taking more fittings and otherwise doing the same job as nos.
My proposal: Change the way nos transfer cap, as opposed to "nos hardpoints" or tracking/ sig radius modifications.
Nos currently defy the laws of nature, by transferring large amounts of energy while taking none to operate. To correct this, I propose having nos run off of the enemy ship's capacitor (a remote activation cost). For example:
New Heavy Diminishing: Same range and cycle time. Now drains 220 cap with a 120 activation cost (resulting in 100 cap transferred). Medium and small nos will follow the same pattern
This does several things: It makes frigs somewhat immune to larger nos, with smaller nos being more effective (if a ship has less than 120 cap the nos will not activate). This also keeps nos fairly effective when two ships are in the same class.
Energy emissions skill should effect the nos activation cost, and a new skill be added to increase transfer amount (also effects neut amount).
So what about Neuts? Fittings need to be brought into line, so nos and neuts have the same, or very similar, fittings. This would make it so pilots have a choice between the two modules, rather than fitting nos because a neut won't fit. Neuts now become the anti tackler mod of choice because they are guaranteed to nuke a tackler's cap after a few cycles.
Conclusion: While tha idea may not be perfect (I leave it up to CCP to deal with real stats), I find it a simple step in the right direction with nos. And for those of you that are going to whine about your curse getting nerfed or w/e, fit a neut to the damn thing (and yes, I do fly a curse).
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Sedai Hara
Caldari The Forsakened Companions
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Posted - 2007.06.13 21:19:00 -
[2]
We all know the NOS is overpowered. and we need a solution witch wont nerf it into oblivion..
So why not use the % system on them too?
sure, you will never be able to empty your enemy completely, but you will drain less adn less every time, witch sure would nerf your tank, and wont be overpowered on large nos vs small ships.
The ifference bewteen the modules should be first of all range and fittings, then the % of total capcaitator on teh enemu ship would be alot different between different types and sizes.
No idea if this would be possible or realy nerf the NOS, but in theory it seems to work good, we wouldnt hqave the oh so overpowered Nos-domies with will end ya up with 0 cap, instead you would loose alot of cap quikly, and it would decrease longer into the fight, i you dont use injector ofc.
Would add alittle more tactic to nos, change targets, cycle them, use injector or not use injector to save your cap and so on.
I dont have any good nuymbers, but the diea i say is pretty good, tae it from here you forums-warriors!! flame me!! -----------------------------
Originally by: Ozzie Asrail A mega without 3 magstabs fitted is like kladdkaka without chocolate. 
Kladdkaka = Chocolate cake fyi. Swede ftw! |

PartyVaN
Minmatar
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Posted - 2007.06.13 21:23:00 -
[3]
what combat frig has less then 120 cap after skills...
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Sundisco
Privateers Privateer Alliance
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Posted - 2007.06.13 21:26:00 -
[4]
nos doesnt need to have anything done to it, every ship can fit one. you dont like being nossed? fit a nos yourself..
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Rudy Metallo
Crimson Squall Molotov Coalition
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Posted - 2007.06.13 21:39:00 -
[5]
I'm sorry, but that's possibly the stupidest idea I've ever heard and just makes heavy nos ever more overpowered.
Sig radius modification is simple and effective. I don't see why people keep trying to make things more complicated than they are. Seriously, you're thinking like tuxford now.
"Inties need a boost? NERF AFS!" Say what? |

tarin adur
Gallente Einherjar Rising
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Posted - 2007.06.13 21:42:00 -
[6]
Originally by: PartyVaN what combat frig has less then 120 cap after skills...
He means nos stops working once a ship has <120 cap
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Santa Anna
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Posted - 2007.06.13 21:55:00 -
[7]
Originally by: Sundisco nos doesnt need to have anything done to it, every ship can fit one. you dont like being nossed? fit a nos yourself..
That's the kind of logic that normally leads to a nerf. |

William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.13 22:31:00 -
[8]
Originally by: Rudy Metallo I'm sorry, but that's possibly the stupidest idea I've ever heard and just makes heavy nos ever more overpowered.
Sig radius modification is simple and effective. I don't see why people keep trying to make things more complicated than they are. Seriously, you're thinking like tuxford now.
"Inties need a boost? NERF AFS!"
I'd prefer to use capacitor size as a modifier instead of sig radius, but at the end of the day they still end up having similar effects.
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Alrich
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Posted - 2007.06.14 10:56:00 -
[9]
I liked the idea they talked about in the live dev blog. that it wont drain your enemys cap if he has less than you have.
then you can use it to boost your cap if needed and the neuts get their own use, as the means to drain cap of your enemy
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Zisa
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Posted - 2007.06.14 11:56:00 -
[10]
Is it just me who feel that every single "nerf nos asap" whiner is a solo inty'er who just weren't able to solo pwn every single ship they targeted?
'Cause is sure sounds like it... |
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