
KtB
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Posted - 2007.07.31 04:30:00 -
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Nosferatu Changes In their current implementation Nosferatus not only neutralize cap of the targeted ship, but also leeches energy for your own ship. For instance a Heavy Nosferatu I gives you 8en/s and the peak recharge rate of a Megathron is about 20en/s with good skills, so a single Heavy Nosferatu I gives you about 40% increase in cap recharge rate. Even if the Nosferatu didn't leech energy it would still be a useful module since it can neutralize a capacitor at no (energy) cost to yourself. The problem, then, is that Nosferatus allows one to both leech energy off a target and at the same time neutralize its capacitor. This makes the Nosferatus too powerful since there is no compromise involved. To address this issue we have changed the effect on Nosferatus (but not on Energy Neutralizers) in order to make the Nosferatu less powerful as an Energy Neutralizer without affecting its ability to leech energy. Under the new system, the amount transferred by a Nosferatu is based on the relative capacitor charge levels (measured in percent). Energy is only transferred while the charge percentage of the targeted ship is higher than the charge percentage of the ship that activated the Nosferatu. This means that the target is no worse off (energy wise) than the attacking ship.
For instance, if a battleship with 30% capacitor left activates a Nosferatu on a frigate, then the frigate is not drained below 30%. In other words, the Nosferatu would not drain the capacitor of the frigate completely, though an Energy Neutralizer would do the job nicely (but at an energy cost to the battleship). It is, however, still possible to use Nosferatus to drain a target if one is willing to sacrifice ones own energy to do so.
The official thing if you havent read it^^^^^^^
This is plain bull****. They haven't really thought about bs' vs bs' NOS warefare. They are just trying to stop little ships caps getting drained in one shot. If you want to do that, base it on sig radius or some crap!! So now battleships in combat with 100% cap each vs each other...... Why the hell would nos be used anymore? Erm not even battleship combat etc. Name me one reason why nos would be helpfull now.. Oh yeh my caps at 40% lets feed off this other ship thats been in the battle aslong as me and probably has the same cap as me! Doh i cant drain any cap because we have the same %! That just renders NOS ineffective COMPLETELY.
Their argument is that nos is too powerfull. How so?? Do you actually use it in pvp devs? At the moment with equal ship sizes in combat it takes you along time to drain someone else cap. Otherwise if your talking about a battleship instantly power draining a little ships cap, think of another solution! Also its just the same as a missile boat slamming a little ship with missiles, BOOM! Big ship kills little ship, thats just how it is... Okay battleships vs interceptors = instant cap drain and no mwd to get out of there. Yes i see that problem. But this solution is clearly NOT going to work. IF you however think that alot of ships carrying NOS and ganking with it is overpowering, well no not at all. Its just like all them ships fit for dps, instead of the ship going BOOM its caps drained and it goes BOOM shortly after...
Base it on the ships sig radius somehow like everything else in this game is. I really have no idea what compelled you to bring out this method of "balancing?"??
You may aswell remove NOS from the game completely. As no one's going to bother using it if this change goes into effect. Seriously.
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