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LvxOccvlta
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Posted - 2007.08.02 23:58:00 -
[1]
Edited by: LvxOccvlta on 03/08/2007 00:00:31 In light of CCP's proposed NOS nerf.. I have an idea that can save the forsaken Amarr recons:
Give the Curse and Pilgrim an insane bonus that drastically decreases cap usage for activating Neuts.
Problem solved.
What do you think?
\/\/\/ Thanks for your constructive input, troll.
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Mr Mirage
KIA Corp KIA Alliance
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Posted - 2007.08.03 00:00:00 -
[2]
fail.
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Blane Xero
Amarr The Firestorm Elite
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Posted - 2007.08.03 00:01:00 -
[3]
Edited by: Blane Xero on 03/08/2007 00:02:51 Erm, That isnt the problem, the problem is that they will now have a hell of a time keeping MWD's running, which is needed so they arent just further cannon fodder.
Fixed my post, started typing too soon 
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.08.03 00:03:00 -
[4]
Edited by: Lord WarATron on 03/08/2007 00:04:25 As a curse pilot - it looks intresting.
Neuts are now the new Nos. Capbooster on the curse should help it. But the counter to neut is Nos which will balance both sides cap, which will mean both sides will slowly drain each other cap to nothing.
But Capbooster Neut Curse's, or shield tanked launcher curse's are still very powerful ships. Curse's will need either a shield tank or a Capbooster since otherwise, they wont last long enough to kill much. --
Billion Isk Mission |

LvxOccvlta
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Posted - 2007.08.03 00:06:00 -
[5]
Edited by: LvxOccvlta on 03/08/2007 00:06:55 I wouldn't even bother with the cap booster mod...
With this, you can just slap on two neuts next to some nos and activate all your mods (except MWD, which usually isn't run all the time anyway)
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Dred'Pirate Jesus
Amarr Ministry of War
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Posted - 2007.08.03 00:15:00 -
[6]
Originally by: Blane Xero Edited by: Blane Xero on 03/08/2007 00:02:51 Erm, That isnt the problem, the problem is that they will now have a hell of a time keeping MWD's running, which is needed so they arent just further cannon fodder.
Fixed my post, started typing too soon 
You do realise that you will still get cap from your target with nos if your using more cap then they are.. So if your mwd is draining your cap past your targets then it will draw off the targets cap and your mwd will still run.. TBH I think CCP needs to explain it out a litle better for those who still ain't getting it..
Originally by: David Hackworth ò If you find yourself in a fair fight, you didn't plan your mission properly.
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Blane Xero
Amarr The Firestorm Elite
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Posted - 2007.08.03 00:25:00 -
[7]
Originally by: Dred'Pirate Jesus
Originally by: Blane Xero Edited by: Blane Xero on 03/08/2007 00:02:51 Erm, That isnt the problem, the problem is that they will now have a hell of a time keeping MWD's running, which is needed so they arent just further cannon fodder.
Fixed my post, started typing too soon 
You do realise that you will still get cap from your target with nos if your using more cap then they are.. So if your mwd is draining your cap past your targets then it will draw off the targets cap and your mwd will still run.. TBH I think CCP needs to explain it out a litle better for those who still ain't getting it..
Oh i do get that, but as someone worked out, the curse would run dry first, deactivating the MWD, making it basically a sitting duck to anything that isnt using cap (missiles/projectiles)
I Dont really care, as either way something will be done, i'm not one fo the "OMG CHANGE NOS BACK" whiners, i'm looking at it from both sides of the spectrum, either way this rocks because nosdomi has taken a final hit.
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Erlik Draknor
Minmatar Republic Military School
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Posted - 2007.08.03 00:33:00 -
[8]
sorry you fail. the curse is fine as it is.
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LvxOccvlta
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Posted - 2007.08.03 00:39:00 -
[9]
Originally by: Erlik Draknor sorry you fail. the curse is fine as it is.
Apparently, you didn't get the memo.
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cal nereus
Bounty Hunter - Dark Legion Curse Alliance
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Posted - 2007.08.03 01:12:00 -
[10]
Apparently the Curse needs to survive through battles in order for people to consider piloting them. Who knew? ---
Grismar.net |

Cardice Makar
Caldari Dark Knights of Deneb Against ALL Authorities
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Posted - 2007.08.03 02:56:00 -
[11]
I'd like to only add a minor addendum to this:
The curse works almost perfectly, though I'd like to see the Medium Neutralizers take 25 less grid [the same as a Nos] or have the Curse have more grid of it's own. As it stands, it's quite tight. [I have to use dual ACRs + a diag II for a fairly simple fit, not that much of a complaint, but it's very tight]
Another minor adjustment would be +150 base capacitor, but that might be a bit overkill.
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.08.03 03:20:00 -
[12]
Originally by: Blane Xero Edited by: Blane Xero on 03/08/2007 00:02:51 Erm, That isnt the problem, the problem is that they will now have a hell of a time keeping MWD's running, which is needed so they arent just further cannon fodder.
Fixed my post, started typing too soon 
why? ----------------------------------- I'm working my way through college target CCP
Quote: CCP posted a new dev blog, they are going to bring Nos in line with.....well....logic
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MotherMoon
Huang Yinglong Namtz'aar k'in
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Posted - 2007.08.03 03:21:00 -
[13]
Originally by: LvxOccvlta
Originally by: Erlik Draknor sorry you fail. the curse is fine as it is.
Apparently, you didn't get the memo.
apprent you having been readin the ships forums where everyone figured out the cruse is more powerful now.
WHEN USING NOS! GASP! ----------------------------------- I'm working my way through college target CCP
Quote: CCP posted a new dev blog, they are going to bring Nos in line with.....well....logic
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Blood Cultist
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Posted - 2007.08.03 03:36:00 -
[14]
I call BS. There is nothing a curse can do better now than pre nerf.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.08.03 03:50:00 -
[15]
+10% to amount below own capacitor target's energy can be drained by Energy vampires per level.
Possibly 7.5% or 5%
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.03 04:31:00 -
[16]
Originally by: LvxOccvlta Edited by: LvxOccvlta on 03/08/2007 00:00:31 In light of CCP's proposed NOS nerf.. I have an idea that can save the forsaken Amarr recons:
Give the Curse and Pilgrim an insane bonus that drastically decreases cap usage for activating Neuts.
Problem solved.
What do you think?
\/\/\/ Thanks for your constructive input, troll.
It already does. A best named medium neut drains 30 cap/second and costs 9.3 cap/second on a Curse with top skills.
Small neuts will cost 6 cap and drain 18 cap per second.[faction is 7.5/20]
That is a pretty huge reduction.
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LvxOccvlta
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Posted - 2007.08.03 09:07:00 -
[17]
Edited by: LvxOccvlta on 03/08/2007 09:10:41
Originally by: MotherMoon
Originally by: LvxOccvlta
Originally by: Erlik Draknor sorry you fail. the curse is fine as it is.
Apparently, you didn't get the memo.
apprent you having been readin the ships forums where everyone figured out the cruse is more powerful now.
WHEN USING NOS! GASP!
The Curse is not more powerful now.
With the proposed setup, I can't drain my enemy below my lowest cap level. But before, I could drain it dry.
You fail at logic.
Originally by: Goumindong
It already does. A best named medium neut drains 30 cap/second and costs 9.3 cap/second on a Curse with top skills.
Small neuts will cost 6 cap and drain 18 cap per second.[faction is 7.5/20]
That is a pretty huge reduction.
I don't understand what you're saying in this response to my post.
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umop 3pisdn
Minmatar Republic Military School
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Posted - 2007.08.03 09:19:00 -
[18]
oh noes my overpowered pwnboat got downgraded, oh wells
its still good, just going to require a small degree of skill now
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LvxOccvlta
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Posted - 2007.08.03 09:44:00 -
[19]
Originally by: umop 3pisdn oh noes my overpowered pwnboat got downgraded, oh wells
its still good, just going to require a small degree of skill now
Unlike battleships, it takes months and months to train and costs hundreds of millions of isk.
It better be overpowered.
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Eldo Davip
Forum Moderator Interstellar Services Department

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Posted - 2007.08.03 10:43:00 -
[20]
Thread moved and cleaned. Please stop trolling. ___
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Hasak Rain
Amarr
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Posted - 2007.08.03 10:43:00 -
[21]
Originally by: LvxOccvlta Edited by: LvxOccvlta on 03/08/2007 09:56:22
Originally by: umop 3pisdn oh noes my overpowered pwnboat got downgraded, oh wells
its still good, just going to require a small degree of skill now
Unlike battleships, it takes months and months to train and costs hundreds of millions of isk.
And insured for pennies.
It better be overpowered.
Well then, it would be your problem if you trained for it. A punch to people always jumping onto the bandwagon of the overpowered always puts a smile on my face. Guess you will have to fly this ship in a gang instead of using it as an OPed solomobile. 
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Grytok
German Kings OPUS Alliance
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Posted - 2007.08.03 10:55:00 -
[22]
The Curse will not suffer so much with the NOS-changes and it allready has the Bonus applied to Neutralizers as well.
You can slap on a CapBooster + Neutralizer and still be killing the Opponents Cap fast enough.
You do know, that there is no other ship that can neutralize cap beyond 30km, do you?
So what we're talking about again? .
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NoNah
Marzipan Monkeys Distant Star Alliance
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Posted - 2007.08.03 10:56:00 -
[23]
I can't really see the issue here.
The Curse is now a slightly harder soloship to fly, but relatively stronger in gangs. Neuts on a curse is VERY strong.
CCP you're killing our Massive Singleplayer Online Game!
Post count: 194439
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Aramendel
Amarr Coreli Corporation Corelum Syndicate
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Posted - 2007.08.03 11:02:00 -
[24]
Originally by: Goumindong It already does. A best named medium neut drains 30 cap/second and costs 9.3 cap/second on a Curse with top skills.
Small neuts will cost 6 cap and drain 18 cap per second.[faction is 7.5/20]
That is a pretty huge reduction.
Not when you compare the cap size & recharge of the curse vs other ships, especially BSs and BCs.
Vs battleships the curse kills even with max skills a bigger percentage of it's own cap by using a neut than the percentage it kills of them.
It is good vs other cruisers and below, but frankly there are more efficient ships to counter these than the curse.
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Grytok
German Kings OPUS Alliance
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Posted - 2007.08.03 11:23:00 -
[25]
2x Neutralizer on a Curse use 240 Energy to kill 660 Cap at the target.
Now you shoot in 1x CapBooster 800 and you've enough Cap to run your MWD to stay at 30km range.
So where's the problem exactly?
If you're whining, because you can't solo a BS in your Curse, then I got some news for you: No Cruiser should be able to do that, beeing 2 classes smaller! .
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Puupuu
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Posted - 2007.08.03 11:32:00 -
[26]
Originally by: Grytok No Cruiser should be able to do that, beeing 2 classes smaller!
Who makes these rules anyway?
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Xequecal
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Posted - 2007.08.03 11:37:00 -
[27]
Originally by: Grytok 2x Neutralizer on a Curse use 240 Energy to kill 660 Cap at the target.
Now you shoot in 1x CapBooster 800 and you've enough Cap to run your MWD to stay at 30km range.
So where's the problem exactly?
If you're whining, because you can't solo a BS in your Curse, then I got some news for you: No Cruiser should be able to do that, beeing 2 classes smaller!
Ishtar and Vagabond can solo battleships easily. Why not the Curse?
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Aramendel
Amarr Coreli Corporation Corelum Syndicate
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Posted - 2007.08.03 11:39:00 -
[28]
Originally by: Grytok If you're whining, because you can't solo a BS in your Curse, then I got some news for you: No Cruiser should be able to do that, beeing 2 classes smaller!
With the same logic I could say that no cruiser should be able to tackle a frigate, being 2 classes bigger.
I've got some news for you, too: every recon has a different specialisation.
The huginn is the best counter to speedsetups and as result rather useful in all gangs of all sizes.
The lachesis can both disable ships instantly far better than the curse and is a better tackler. As added bonus, both the lachesis and the huginn deal almost 50% more dps the the curse.
The rook is even better at disabeling enemy targets than the curse.
The curse on the other hand has reduced efficiency in anything beyond small gangs. Ships usually die a good deal before they have no cap left which make its nosses not very useful exept against frigs (where the huginn is better against) and its low dps and the delayed nature of drones do not make it that hot either.
In short: it has in med gangs-fleets disadvantages compared to the other recons. It's higher 1v1 performance balanced that. On sisi right now the lachesis and huginn are better soloers...
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Grytok
German Kings OPUS Alliance
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Posted - 2007.08.03 11:49:00 -
[29]
Originally by: Xequecal
Ishtar and Vagabond can solo battleships easily. Why not the Curse?
They simply also shouldn't, but they're HACs and no Recons, so OK, my bad by using the word "Cruisers".
Originally by: Aramendel
... I've got some news for you, too: every recon has a different specialisation.
...
Yeah, and the Curse can Neutralize big potions of Cap and has Bonus' to use TD's to disable GunBoats.
But it stands as it is anyway. There should not be any kind of SoloPWN-Mobile in a MMO! .
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Lucius Amarriantis
Amarr Ordo Occultus Deus Brutally Clever Empire
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Posted - 2007.08.03 11:51:00 -
[30]
Well as a long standing curse pilot I welcome the change. What does it really mean for Curse pilots? Those of you who have done mininmal recon/capacitor/emmisions training are going to have to get on the ball and train up finally if you want to use your ship properly. These are Tech 2 specislist ships, minimal training wont cut it anymore, and about time.
Lucius
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