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Thread Statistics | Show CCP posts - 3 post(s) |

Sachika
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Posted - 2007.07.30 21:03:00 -
[121]
Originally by: DeadDuck
Originally by: Sachika In the dev blog, it stated that a Battleship with a cap of 30% puts a nos on a frig, and its cap can only be drained to 30%. By that logic, nos will be totaly ineffective for the frist few cycles untill the cap of the Battleship, in this case, drops. 100% cap on the ship with nos = no cap drained on the targeted ship untill the agressing ship losses cap?
100% cap with nos, puts nos on target = no cap leeched from target?
Am I missing something or is this really what CCP intend to do with NOS?
In the very beggining of the fight yes but while fighting the cap will drop due to shield boosting, armour reppping, guns firing, etc... so after a while they make all the sense to use. But the turn the NOS battery on and keep on distance will be a thing from the past. NOS will ensure is user that is opponent will not have more cap then you.
That being said, why have nos any more? Why not scrap it and make a new mod that makes sence, and doesn't use backwards math? What purpose does it serve now? With these changes it becomes a last ditch effort to stay alive. Use my nos when I get low on cap, in hopes that I stay alive. I thought damage control mods fit that niche. Some one a few posts up said that now nos are a deffensive weapon as I recall. Unless your in a 1v1 fight, having nos won't matter. You won't be able to use it untill half way through the fight, to any effect. So now instead of nos boats running around, it will be neut boats with heavily modified kits to neut the cap out of anything short of a cap ship. I know its what I will be looking into, with rigs and cap injectors I doubt it will too difficult. Seeing as the NOS boats will die, the nessisity of having that role still being filled will bring about new monsters, nessisity is the mother of invention after all.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 21:22:00 -
[122]
Nos is going to be paired with neuts.
Step 1) Benefit from nos
Step 2) Keep neuting
Think of it as racing your opponent to the bottom, then delivering a knockout blow to the remainder of their tank. It will require a bit of thinking rather than hitting F1-F4 on autorepeat.
Logoffs
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Sachika
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Posted - 2007.07.30 21:25:00 -
[123]
Originally by: Cmdr Sy Nos is going to be paired with neuts.
Step 1) Benefit from nos
Step 2) Keep neuting
Think of it as racing your opponent to the bottom, then delivering a knockout blow to the remainder of their tank. It will require a bit of thinking rather than hitting F1-F4 on autorepeat.
In boxing, if you tried to use this tactic I doubt your going to win many fights. How many armies, empires, etc won wars by beating thier enemies to the bottom? I can't think of many, if any.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 21:28:00 -
[124]
Edited by: Cmdr Sy on 30/07/2007 21:30:46
Originally by: Sachika In boxing, if you tried to use this tactic I doubt your going to win many fights. How many armies, empires, etc won wars by beating thier enemies to the bottom? I can't think of many, if any.
Well, it happens to the driving principle of RL economics these days.
Anyway. A ship's engineering system and its stats is not an army. Analogies will stretch to ships, but not to what is basically a magic system.
You drop your opponent's cap in constant proportion to your own, then you finish it off with a neutralizer if they don't finish it off with their reps. Or they do it to you. It's all setup and timing. It's better than autorepeat life-draining, which is pretty lame.
Logoffs
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Sachika
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Posted - 2007.07.30 21:38:00 -
[125]
Originally by: Cmdr Sy Edited by: Cmdr Sy on 30/07/2007 21:30:46
Originally by: Sachika In boxing, if you tried to use this tactic I doubt your going to win many fights. How many armies, empires, etc won wars by beating thier enemies to the bottom? I can't think of many, if any.
Well, it happens to the driving principle of RL economics these days.
Anyway. A ship's engineering system and its stats is not an army. Analogies will stretch to ships, but not to what is basically a magic system.
You drop your opponent's cap in constant proportion to your own, then you finish it off with a neutralizer if they don't finish it off with their reps. Or they do it to you. It's all setup and timing. It's better than autorepeat life-draining, which is pretty lame.
Its no differnt than a gun, which is kinda like like an autorepeat life-drain. Seeing that your HP is your life, although there are some that will aruge cap is life, you don't instantly blow up after you lose all your cap as you do when all of your sheild, armor and hull are at 0. It takes a few seconds. 
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 21:42:00 -
[126]
Yes, well people will have to give their active tanks, passive tanks and weapon cap use careful consideration. Things will rebalance around this without much difficulty.
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Guillame Herschel
Gallente Cheers Restaurant and Bar Coalition Of Empires
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Posted - 2007.07.30 21:44:00 -
[127]
Can I just say I really like the Rocket Anathema? I think I just did. No, I just asked if I did. Who cares if I have permission?
I like the Rocket Anathema. But can we make it black? Shiny black like the present green is shiny, but black.
Pretty please? It's a covert ops ship, and I don't see any foliage to blend in with in space.... -- Guile can always trump hardware -- |

Sachika
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Posted - 2007.07.30 21:53:00 -
[128]
Originally by: Cmdr Sy Yes, well people will have to give their active tanks, passive tanks and weapon cap use careful consideration. Things will rebalance around this without much difficulty.
If so much consideration has to been taken into acount to use 1 mod, then it won't be used. And as I stated before, nos will be replaced by neuts and the pod pilots of eve will create special neut boats, upset more of the eve base, and create a larger problem. I'm not saying that I alone know how to balance nos, I don't. I am saying that I feel that this is not the solution to fixing it.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 22:02:00 -
[129]
Edited by: Cmdr Sy on 30/07/2007 22:02:26
Originally by: Sachika If so much consideration has to been taken into acount to use 1 mod, then it won't be used. And as I stated before, nos will be replaced by neuts and the pod pilots of eve will create special neut boats, upset more of the eve base, and create a larger problem. I'm not saying that I alone know how to balance nos, I don't. I am saying that I feel that this is not the solution to fixing it.
If neuts were a win button, they would have been widely used. Instead, they were a specialty of people who knew what they were doing with them. Everyone else went for nos, nos, nos because it was the easy option. Spare high slot? Nos.
Not anymore.
Now nos is no longer the Swiss Army Knife of PVP, nos and neuts have more of a symbiotic relationship, and if people are going to make a wholesale switchover to neuts, they are going to have to pay more attention and manage a drawback.
Neuts were endlessly criticised in this very forum because (quoting a hundred people over the years) "they hurt you as much as they hurt the enemy". Well, no, the named variants have a cap damage differential, which can be turned to your advantage with skill, rigs and an injector. No change there. No boost to neuts. People are just going to have to tear their eyes away from their favourite nos and consider the merits and tradeoffs of an alternative.
It's not going to damage the game anywhere near as much as nos did.
Logoffs
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Stakhanov
Katana's Edge
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Posted - 2007.07.30 22:24:00 -
[130]
The truth about Khanid mk II
Yes , it's dev indulgence passed off as a balance fix. 
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Trade JCache
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Posted - 2007.07.31 00:51:00 -
[131]
Good thing I switched from Caldari to Amarr to get rid of this lousy missile boats. It really paid off. 
With the Damnation turned into another Caldari clone there's no way to build any shield-tanked beamboat. Now that's what I call variety. I don't care what the story behind Khanid is, the ships were all Amarr to me. Now they are Caldari...
Is there any point in playing and skilling lasers, or should we just turn around, bend over and enjoy the ride?!
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Toaster Oven
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Posted - 2007.07.31 01:36:00 -
[132]
Great job all around. However on topic of Sacriledge. Currently all HACs get 1 range bonus, with Caldari HACs receiving 2 range bonuses. In keeping inline with that, I request you consider changing the Sacriledge's 5% cap recharge time level per bonus to 10% bonus to Missile velocity per level. That is all 
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BABARR
PARABELUM-Project
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Posted - 2007.07.31 01:42:00 -
[133]
Amar ship in missile boat.. WTF.
Sacrilege whogot a cap bonus, and have no cap to use to fire missile , whith the nosferatu nerf, it's going to be a brick. The malediction going to be the "new crow". The interdictor who is now a missile boat, where the destroyer is a very funny gunboat.. oO
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"Si vis pacem, parabellum" |

Marcus Starr
Chosen Path FATAL Alliance
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Posted - 2007.07.31 01:53:00 -
[134]
Hrm, how about a compromise and turn Lai Dai ships (Raptor, Hawk, and Cerberus) into shield tanking laser boats? 
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Guillame Herschel
Gallente Cheers Restaurant and Bar Coalition Of Empires
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Posted - 2007.07.31 02:50:00 -
[135]
Originally by: Dev Blog
Anathema (Covert Ops)
* Hardpoints: 2 launchers (+1), 1 turret (-1)
Bonuses
* 5% bonus to rocket damage per Amarr FF level * 5% reduction of capacitor recharge time per Amarr FF level * -98% to -100% reduced CPU need for cloaking device per Amarr FF level (no change) * 10% reduction of duration time of Astrometric modules per Amarr FF level (no change)
Weapons are largely useless on Covert Ops frigates, but the Anathema has none the less been given a Khanid flavor for the sake of consistency.
Couple of minor corrections to note:
The bolded parts should read Covert Ops level. The part in italics should be Weapons were largely useless on Amarrian Covert Ops frigates, but now the Anathema has been given a Khanid flavor makeover, too. Enjoy!
-- Guile can always trump hardware -- |

Serric
Caldari The Clearwater Society Firmus Ixion
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Posted - 2007.07.31 04:48:00 -
[136]
Originally by: Tevgor Remal Concerning the Malediction's target range reduction ...
I really dont see the point of this change. With its new bonuses only applying to rockets, it already wont be usable as a crow-like long range ceptor. So, all this change does is to reduce its effectiveness as a tackler. But the malediction is THE amarr tackling interceptor. All other race's tackling interceptors (those with the 13AU/s warp speed) have a target range of 25(!)km. No need to reduce the malediction's range any further imo.
/signed
CCP please keep the range on this ship for tackling purposes.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.31 06:58:00 -
[137]
Edited by: Cmdr Sy on 31/07/2007 06:59:21
Yes, I wasn't too thrilled about that myself. With max skill you still need a gang bonus to make it worthwhile fitting a Warp Disuptor II rather than a T1. With the rocket bonus, you wouldn't be staying at that range anyway, but you do need to get a point on at 24km.
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Ivan Kirilenkov
Forum Moderator Interstellar Services Department

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Posted - 2007.07.31 07:15:00 -
[138]
Locking this since the Dev-blog is now live, use this threadto provide feedback.
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