
Dragonrazor
Amarr
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Posted - 2007.06.17 23:27:00 -
[1]
I for one am looking forward to almost any kind of nerf...
But I agree it has to be the right one of course.
The down to 30% cap isn't that bad and it isn't that good. Which IMHO is just right.
It in many ways beats a sig radius or tracking nerf, because a tackler or smaller ship will still be able to maintain peak recharge for some time unless neutralized or destroyed, unless they fit their ship poorly.
For record, being locked at max 30% should slowly cause cap to fail, the reason for this is simple, you don't stay at peak rate of recharge with modules cycling every few seconds.
Even if only for a second or two, your rate of recharge will be below optimal. Meaning a net loss for a short period.
Normally, with an unrestricted cap max, you can ignore this problem because your also gaining cap above max rate... helping to make up for the net loss when below peak. It's hard to explain without knowing more about math, but they balance out over time if you set up properly.
But being capped at max, means no buffer for your cap to make up for that net loss, which will mean slow loss in cap till it eventually fails.
THUS Over time, your cap WILL STILL (hopefully) fail when under heavy nos attack.
So the question for setting up your ship isn't simply black and white: Can my cap last forever. But also: How long can it last if under stress?
With all mods running, will your ship last 1 minute? or ten?
Conversely, for the Nos user, the Nos user suddenly has to realize that those nos's returns are diminishing in nature... For the first 70% of the opponents cap, it's all gravy. But at 30%, the ship your sucking from is no longer losing as much cap, and your not gaining as much, meaning if your setup relies entirely on the nosses to sustain your own power needs, your going to start shutting down sooner or later instead.
Enter the Neut: One minor fear I have is this will cause players to just fit neuts with low power consumption setups instead, but I personally feels these are more balanced for both the attacker and defender, because it hurts both players somewhat.
What could happen however, is we start seeing ships with a mix of nos/neuts. Noses get you down to 30% with no cost to nos user, neuts shut you down soon after with a few cycles...
On the bright side, the nos/neut user might still have issues sustaining those neuts, so any shutdown the defender suffers would be only for as long as the attacker could sustain their own cap without the needed nos injection with all other needed modules running.
Overal I like the idea, it's not 100% perfect, but it adds a little risk and restriction to nos use and also allows smaller ships to keep functioning when under nos attack... Which is really all it needed overal.
Does it hurt nos setup ships? Yes and it should, but some ships (such as those clearly designed to be vampires) should get something to make up for the nerf in some way... maybe have the nerf not effect them, or effect them less (allowing them to bring a ships cap down to 10% instead of 30% for example). Or lower the cap consumption of neuts for these specialized ships so they can use them in tandem for best effect.
Heres to hoping. ********************************************* "Stars Die... Empires fall... We are dust..." ********************************************* |