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Player Features and Ideas Discussion

 
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Nosferatu

Author
DHB WildCat
Out of Focus
Odin's Call
#1 - 2013-04-18 17:50:05 UTC
Can we maybe lessen the amount drained, but give it back its original stats of not having to be below enemy ship cap in order to work?

Neuts are strong. They will not become obsolete with a nos change. This is also give capitals a chance to hurt enemy cap slightly while trying to gain some more of its own back. Lastly it will help us active tankers out a bit. In a world of everyone fitting neuts and mandatory fitting of 2 cap boosters, it would be nice to have a little help to try to stay alive while being neuted to crap and back.

Wild
Nikuno
Atomic Heroes
#2 - 2013-04-18 18:06:03 UTC
DHB WildCat wrote:
Can we maybe lessen the amount drained, but give it back its original stats of not having to be below enemy ship cap in order to work?

Neuts are strong. They will not become obsolete with a nos change. This is also give capitals a chance to hurt enemy cap slightly while trying to gain some more of its own back. Lastly it will help us active tankers out a bit. In a world of everyone fitting neuts and mandatory fitting of 2 cap boosters, it would be nice to have a little help to try to stay alive while being neuted to crap and back.

Wild


I'd go so far as to state that the Nos would work perfectly well if the cap threshold to prevent them draining was removed altogether. Reducing the amount drained would have been sufficient, or leaving the amount higher but introducing the threshold; the combination of the 2 was another over-nerf and has largely crippled nos.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2013-04-18 18:09:55 UTC
DHB WildCat wrote:
Can we maybe lessen the amount drained, but give it back its original stats of not having to be below enemy ship cap in order to work?

Neuts are strong. They will not become obsolete with a nos change. This is also give capitals a chance to hurt enemy cap slightly while trying to gain some more of its own back. Lastly it will help us active tankers out a bit. In a world of everyone fitting neuts and mandatory fitting of 2 cap boosters, it would be nice to have a little help to try to stay alive while being neuted to crap and back.

Wild


I generally use small nos's on most of my frigate fits (assuming they have a utility high). They work amazingly to counter Nuets... although once when I was wtfbbqpwning a Cynabal in a taranis the bastard got away by draining his own cap with his own neut, simultaneously draining my cap, all while aligned and spamming warp. I was very pissed he got away in ~30% structure!!!!

Anyway... Small noses are perfect in my opinion, and I really don't see why your suggestion would be beneficial to the game.
DHB WildCat
Out of Focus
Odin's Call
#4 - 2013-04-18 18:11:54 UTC
Gizznitt Malikite wrote:
DHB WildCat wrote:
Can we maybe lessen the amount drained, but give it back its original stats of not having to be below enemy ship cap in order to work?

Neuts are strong. They will not become obsolete with a nos change. This is also give capitals a chance to hurt enemy cap slightly while trying to gain some more of its own back. Lastly it will help us active tankers out a bit. In a world of everyone fitting neuts and mandatory fitting of 2 cap boosters, it would be nice to have a little help to try to stay alive while being neuted to crap and back.

Wild


I generally use small nos's on most of my frigate fits (assuming they have a utility high). They work amazingly to counter Nuets... although once when I was wtfbbqpwning a Cynabal in a taranis the bastard got away by draining his own cap with his own neut, simultaneously draining my cap, all while aligned and spamming warp. I was very pissed he got away in ~30% structure!!!!

Anyway... Small noses are perfect in my opinion, and I really don't see why your suggestion would be beneficial to the game.


Because frigs are NOT the only ships in the game, thats why it would be beneficial
Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2013-04-18 18:22:04 UTC
DHB WildCat wrote:


Because frigs are NOT the only ships in the game, thats why it would be beneficial


Why do Medium and Heavy NOS's need to be changed? How are they ineffective, and how ill enabling them to Neut a target too improve their usage?

Keeping ships cap dry is the role of a Neut, not a NOS. And it makes no sense for you to steal the last amount of cap a ship has with your NOS.

Finally, the biggest issue with using Neuts to cap out an opponent is that they require an enormous amount of cap to maintain. With your change, you turn NOS's into cap-free Neuts that just take a little longer to drain a target. Why is this more balanced? Why is this needed?
DHB WildCat
Out of Focus
Odin's Call
#6 - 2013-04-18 18:29:33 UTC
Gizznitt Malikite wrote:
DHB WildCat wrote:


Because frigs are NOT the only ships in the game, thats why it would be beneficial


Why do Medium and Heavy NOS's need to be changed? How are they ineffective, and how ill enabling them to Neut a target too improve their usage?

Keeping ships cap dry is the role of a Neut, not a NOS. And it makes no sense for you to steal the last amount of cap a ship has with your NOS.

Finally, the biggest issue with using Neuts to cap out an opponent is that they require an enormous amount of cap to maintain. With your change, you turn NOS's into cap-free Neuts that just take a little longer to drain a target. Why is this more balanced? Why is this needed?



Its a defensive mod, with a purposed reduction in amount drained, and no limit on when it works. It is there to support your cap booster. Neuts will still be WAY more effective as an offensive module. Right now any neuting ship keeps their cap around 20%. This way anything nosing them back to try to keep mods running will have a hard time running guns, tackle, ew, and especially active tanking mods.

It is not an offensive module just to reiterate the point. Anyone with a cap booster or a nos of their own will not be affected to a mortal situation by a ship with nos. However yes if you have no cap warfare type modules on your ship then you fail and you will be drained slowly by nos. But at that point its your own fault.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2013-04-18 19:02:01 UTC  |  Edited by: Gizznitt Malikite
DHB WildCat wrote:
Gizznitt Malikite wrote:
DHB WildCat wrote:


Because frigs are NOT the only ships in the game, thats why it would be beneficial


Why do Medium and Heavy NOS's need to be changed? How are they ineffective, and how ill enabling them to Neut a target too improve their usage?

Keeping ships cap dry is the role of a Neut, not a NOS. And it makes no sense for you to steal the last amount of cap a ship has with your NOS.

Finally, the biggest issue with using Neuts to cap out an opponent is that they require an enormous amount of cap to maintain. With your change, you turn NOS's into cap-free Neuts that just take a little longer to drain a target. Why is this more balanced? Why is this needed?



Its a defensive mod, with a purposed reduction in amount drained, and no limit on when it works. It is there to support your cap booster. Neuts will still be WAY more effective as an offensive module. Right now any neuting ship keeps their cap around 20%. This way anything nosing them back to try to keep mods running will have a hard time running guns, tackle, ew, and especially active tanking mods.

It is not an offensive module just to reiterate the point. Anyone with a cap booster or a nos of their own will not be affected to a mortal situation by a ship with nos. However yes if you have no cap warfare type modules on your ship then you fail and you will be drained slowly by nos. But at that point its your own fault.


Ok, I think you're using a NOS wrong... A NOS is a counter to being neuted... if you have 20% of your cap, you shouldn't be having any troubles running your modules.

A LAR2 requires 400 cap units to activate (42c/s); an XL-Shield booster requires 360 units of cap (72 c/s). This is less than 6% of the average BS's capacitor when using an MWD, and about 15% of a BC's capacitor. Look at guns: to activate 8x Neutron Blaster II's requires 80 cap (17c/s) which is about 2% of a BS's cap, 8x Mega Pulse Laser II's requires 240 cap (52c/s) which is about 4% of your BS's cap, and 8x Heavy Pulse Laser II's requires about 80 cap (21c/s) to fire.

Contrast this to how much energy you gain using Medium and Heavy NOS's. A Medium NOS only drains 36 units of cap (6c/s), and a Heavy NOS only drains 120 units of cap (10c/s). Essentially, they don't drain enough energy to keep your LAR, XL-SB, and often your guns continuously firing.

And you want to reduce how much energy they drain? If anything, the energy vamp amount should be increased enough to enable BS's using a heavy NOS to keep its guns, tackle, and hardeners running, and a medium NOS to keep a BC's guns, tackle, and hardeners running.

Eliminating the "you don't drain cap unless your cap is below your opponents" won't do diddly squat to improve the functionality of Medium and Heavy NOS's... and decreasing their cap drain amount will make the modules ever more worthless...

Note: A small 'knave' energy drain pulls enough cap on my taranis to keep it's guns, tackle, and prop mod running... with enough left over that I can sometimes pulse my repper... Simply put, the larger versions of the NOS are out of whack with the cap needs of those ships!
Commander Thrawn
State War Academy
Caldari State
#8 - 2013-04-18 19:40:17 UTC
+1

I fully support this.

This was a Nuclear nerf
DHB WildCat
Out of Focus
Odin's Call
#9 - 2013-04-18 19:41:15 UTC  |  Edited by: DHB WildCat
Grizz

All your arguements are based on one cycle of the mod. Last time I checked fights usually last beyond 1 cycle of the mod. You have something against me personally? You seem to be purposefully trolling all my threads....

please stop. thank you,

WildCat
Gizznitt Malikite
Agony Unleashed
Agony Empire
#10 - 2013-04-18 20:00:56 UTC
DHB WildCat wrote:

All your arguements are based on one cycle of the mod. Last time I checked fights usually last beyond 1 cycle of the mod.


You see those numbers (like 10 c/s) That means the heavy NOS gains 10 cap / s on average. 8x Large blasters guns use 17 cap / s, which means the NOS won't keep your guns running under neut pressure, which is one of the primary purposes of the NOS.

I put that long post up in response to your notion that a NOS is a defensive module... yet it is ineffective under severe cap pressure. I pointed out that it doesn't work well as is, and that's why your suggestion to "reduce" it's drainage amount even further would end up severely hurting the NOS, not improve it.

How you can possibly consider it a "defensive weapon" under such circumstances is beyond reason. It doesn't defend against cap pressure. Instead, with your change, it is simply a capless Neut that is much less effective than it's cap-hungry counterpart. Do you understand the dilemma here?

DHB WildCat wrote:

You have something against me personally? You seem to be purposefully trolling all my threads....


I'm not trolling your threads.... I didn't attack you personally, I'm just vetting your ideas. Frankly, your suggestion seems off the cuff, and and with some serious negative consequences which you don't want to acknowledge. Of course I'm going to point that out, that's part of the whole balancing ideas process of this subforum.

If you feel I've crossed some line, report me... although you're suggestion is far better served when you reply, elaborate, and/or amend any hurdles thrown your way.
Mole Guy
Bob's Bait and Tackle
#11 - 2013-04-18 20:09:11 UTC
a nos is like hooking a jumper cable from one ship to another. the caps will balance out. we will drain them down to our level, but how can we drain them more? a neut is "out of phase" energy thrown at the opponent which kills their cap, the nos just drains you down to being equal.
just like hooking 2 batteries together. they will balance out.