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QWAPT
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Posted - 2008.05.28 11:42:00 -
[1]
Energy Emission skill decreases capacitor consumption by energy neutralizer modules but have no any affect on energy vampire modules. I propose to make Energy Emission skill have an influence on quantity of energy drains by Energy Vampire. I propose this because after vampire's nerf they became almost useless. Maybe this fix can make them useful. |

QWAPT
Capital Phalanx United Legion
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Posted - 2008.05.28 11:42:00 -
[2]
Energy Emission skill decreases capacitor consumption by energy neutralizer modules but have no any affect on energy vampire modules. I propose to make Energy Emission skill have an influence on quantity of energy drains by Energy Vampire. I propose this because after vampire's nerf they became almost useless. Maybe this fix can make them useful. |

Matrixcvd
Rionnag Alba
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Posted - 2008.05.28 13:05:00 -
[3]
i would suggest just change the name to "Energy Equalizer" instead of vampire
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Daedalus DuGalle
University of Caille
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Posted - 2008.05.28 13:22:00 -
[4]
Maybe change NOS so that whatever the enemy's current cap recharge is, that's how much is stolen? +20% of the recharge so you get 100% of the enemy's recharge at lvl 5. Although I guess a problem is there's absolutely no point in ever fitting more then 1 NOS.
- What good is money if it can't inspire terror in your fellow man? |

Wayward Hero
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Posted - 2008.05.28 19:01:00 -
[5]
I think this idea has the beginnings of some merit
Perhaps something akin to a 5% boost to the Capacitor inequality of energy vampires per level.
At lvl 5 this would result in a player being able to NOS an opponent to 25% less capacitor than himself.
NOS could be used as an offensive Cap-warfare weapon again, but without the extreme power they had before, and it would require training time to do so.
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Gypsio III
Bambooule
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Posted - 2008.05.28 20:20:00 -
[6]
Quote: NOS could be used as an offensive Cap-warfare weapon again
Nos isn't supposed to be an offensive weapon. It's a defensive weapon, and it works fine in that role. Admittedly, that role is somewhat less useful than neuts, but that's not the point.
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Endless Subversion
Club Bear
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Posted - 2008.05.28 21:21:00 -
[7]
Originally by: Gypsio III
Nos isn't supposed to be an offensive weapon. It's a defensive weapon, and it works fine in that role. Admittedly, that role is somewhat less useful than neuts, but that's not the point.
I dunno if it's useful to make it as binary as that Gypsio. On some level all modules are offensive and defensive as they are all there to best help you beat your opponent. Saying that nos is a defensive module and works well for that kind of ignores that by fitting nos you aren't fitting something else, and nearly everything else is better suited to beating your opponent.
Modules that don't really help a ship or help a ship very little are pretty dumb modules to have around. Nos is quickly becoming the next auto targeter.
It'd be nice to have some reason to fit nos, and I think that's going to require some form of improvement, even If I don't think adding a skill to put nos back to where it was is the way to do it.
Self Destruct & LogOffs |

Dirk Fallows
Galley-la
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Posted - 2008.05.28 23:43:00 -
[8]
Originally by: Daedalus DuGalle Maybe change NOS so that whatever the enemy's current cap recharge is, that's how much is stolen? +20% of the recharge so you get 100% of the enemy's recharge at lvl 5. Although I guess a problem is there's absolutely no point in ever fitting more then 1 NOS.
2x nosf = the cap is reduced by the same amount as it recharge normally.. The problem would more likely be the size-issue. Ie, small nosf works as well as medium nosf and only range differs, and that cap booster ships would be MUCH less vulnerable to nosf. -- Ceterum censeo reinforcements needs to stop shooting drones. |
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