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Stacking penalties on Neuts

Author
Joan Greywind
The Lazy Crabs
#1 - 2014-02-16 08:22:30 UTC
Energy neutralizers have 3 advantages over all other ewar:

1- Only weapon system that doesn't suffer from decreasing power (even ewar does to some extent by decreasing probability of each jammer) when more than 1 neut is applied.

2- They work against all ships (at least shutting down hardners), or shutting the whole ship down.

3- They can be easily fitted with a tank without harming jamming power, drones not to affect shooting power.

Even with cap boosters it is extremely difficult to counter them, and they completely wreck active tanking ships, a solo pvper has little chance to win (lowering the minuscule chance of him losing for going solo in the first place) when there is a neuting ship on grid.

Why not make neuts have stacking penalties? And even move that to ecm also? That way they are still powerful against a gang but weaker when applied to the same target.

If balance to capitals is threatned maybe the balance should not apply to capitals or something. Anyways why is the game design decision that these modules should not have a stacking penalty?
Arden Elenduil
Unlimited Bear Works
#2 - 2014-02-16 08:29:01 UTC
you're forgetting the fact that, compared to other ewar and modules, neuts have pretty monstrous fitting requirements and a horrendous cap useage.
they already have their downsides and I won't see them shutting down projectiles, missiles or drones anytime soon.
point of fact, neuts are fine and actually pretty well balanced, so leave them alone
Joan Greywind
The Lazy Crabs
#3 - 2014-02-16 08:38:55 UTC  |  Edited by: Joan Greywind
Arden Elenduil wrote:
you're forgetting the fact that, compared to other ewar and modules, neuts have pretty monstrous fitting requirements and a horrendous cap useage.
they already have their downsides and I won't see them shutting down projectiles, missiles or drones anytime soon.
point of fact, neuts are fine and actually pretty well balanced, so leave them alone


I am not saying blanket nerf them, all I am saying is just making them weaker when more than 5 of them are applied to the same ship, yes they wont shut down most guns, but they have a 100% landing and shutting, prop mod, tank, and even half of the guns. Them not working on drones is not a weakness, as all other ewar doesn't.

Or even at least give us a module that we can counter them with, cap boosters are not enough against a a couple of neuts and that other large capacitor reservoir sux.

All other ecm systems shut down offensive capabilities (not even fully) and can't be fit with a tank on most ships. Neuts do both and you can have 7 neuts, a beast tank, and good dps. Even if they take fittings if they replace guns on a drone ship that is a minor consideration at best.

I don't like the fact that every time I solo in a active tanked ship (even with cap boosters fitted), I have to avoid all gangs that can have more than 2 neuts, and I can't even refit any module to counter them.

It is such a hard counter to solo ships that it is a little unbalanced, I mean I understand you have to be weak against something, but give me tools to counter it.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2014-02-16 08:49:05 UTC  |  Edited by: Rivr Luzade
Cap Batteries?

Besides, you not being able to take on every fight is hardly a justification to weaken the already limited use of Neuts. What's the problem with skipping fights? You can't have it all all the time. That's how things work. Roll

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Joan Greywind
The Lazy Crabs
#5 - 2014-02-16 09:14:07 UTC
Rivr Luzade wrote:
Cap Batteries?

Besides, you not being able to take on every fight is hardly a justification to weaken the already limited use of Neuts. What's the problem with skipping fights? You can't have it all all the time. That's how things work. Roll


Have you ever used cap batteries? They are one of the most useless mods in the game, a cap recharger is more effective. If I know what the enemy has and even with a refit I can't take them, then there is a problem. Neuts effectively stops a whole game style, which is solo pvp. I am not saying I should be able to counter it easily, I just don't want to get capped instantly and have a chance to get a couple of rep cycles.
Nevyn Auscent
Broke Sauce
#6 - 2014-02-16 09:23:52 UTC
Cap batteries currently have unreasonably high fitting requirements for their effects.
However.... asking for Cap batteries fitting to be looked at is a much better option than complaining about neuts.
Neuts are not a percent based system like the other Ewar's are. If you look at EVE, stacking penalties typically apply to percent based systems. Straight additive systems such as oh, armour plates or shield extenders, also do not suffer stacking penalties.
And unlike ECCM, Cap Batteries and Cap Boosters actually provide benefit outside of neuting.

The only real issue with neuts is the fact certain races are vastly hit harder than others. Since you can make a completely capless shield ship with a decent shield regen rate (Looking at you Drake & Rattlesnake), or any shield tanked ship with an ASB, while you can't do the same with any armour tank, & the armour tank races primary weapons being Hybrids & Lasers also get shut off by Neuts.
So certain races are affected vastly more by Neuts than others. Which is not good game design.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#7 - 2014-02-16 09:31:35 UTC
Joan Greywind wrote:

Have you ever used cap batteries? They are one of the most useless mods in the game, a cap recharger is more effective. If I know what the enemy has and even with a refit I can't take them, then there is a problem. Neuts effectively stops a whole game style, which is solo pvp. I am not saying I should be able to counter it easily, I just don't want to get capped instantly and have a chance to get a couple of rep cycles.


A Cap Recharger doesn't reduce the Neutralizer effect on your ship.

If you know that the enemy has neuts and you are certain that you cannot engage them in a closest range brawl, then you cannot do so. Neuts don't shut down solo PVP. They force you to think and, for example, use kiting ships instead of close range brawlers. If you go shield, you can use ASBs, which rep even when you don't have cap. This is, of course, not an option in armor ships because CCP failed to put that en par with shield, but then you can use your cap boosters and jams or damps in the mids to keep people away from you, while you fly circles around them outside neutralizer range.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Joan Greywind
The Lazy Crabs
#8 - 2014-02-16 09:35:35 UTC
Nevyn Auscent wrote:
Cap batteries currently have unreasonably high fitting requirements for their effects.
However.... asking for Cap batteries fitting to be looked at is a much better option than complaining about neuts.
Neuts are not a percent based system like the other Ewar's are. If you look at EVE, stacking penalties typically apply to percent based systems. Straight additive systems such as oh, armour plates or shield extenders, also do not suffer stacking penalties.
And unlike ECCM, Cap Batteries and Cap Boosters actually provide benefit outside of neuting.

The only real issue with neuts is the fact certain races are vastly hit harder than others. Since you can make a completely capless shield ship with a decent shield regen rate (Looking at you Drake & Rattlesnake), or any shield tanked ship with an ASB, while you can't do the same with any armour tank, & the armour tank races primary weapons being Hybrids & Lasers also get shut off by Neuts.
So certain races are affected vastly more by Neuts than others. Which is not good game design.


Actually I disagree about different weapon systems have different effects on different types of ships as bad game design, I mean that only adds to the flavour and distinction of each race, to have different strengths and weaknesses.

What I am stating is that neuts seem to have a very powerful effect and marginalizes a whole playstyle, which is solo pvp. Who the hell uses shield recharched drakes and rattlesnakes in PvP??? Yes ASB is decent but if the hardners are off you lose most of your tanking ability anyways. All I am asking is make it a tad bit less powerful against solo targets, or at least the ability to counter (with costs) if we want to.

I mean you can warp 20 ships on on a vargur, and will tank decently, maybe have a chance of killing a couple of ships before it goes down, but bring a single geddon and bye bye birdie.
Nevyn Auscent
Broke Sauce
#9 - 2014-02-16 09:45:25 UTC
Joan Greywind wrote:


Actually I disagree about different weapon systems have different effects on different types of ships as bad game design, I mean that only adds to the flavour and distinction of each race, to have different strengths and weaknesses.

What I am stating is that neuts seem to have a very powerful effect and marginalizes a whole playstyle, which is solo pvp. Who the hell uses shield recharched drakes and rattlesnakes in PvP??? Yes ASB is decent but if the hardners are off you lose most of your tanking ability anyways. All I am asking is make it a tad bit less powerful against solo targets, or at least the ability to counter (with costs) if we want to.

I mean you can warp 20 ships on on a vargur, and will tank decently, maybe have a chance of killing a couple of ships before it goes down, but bring a single geddon and bye bye birdie.

So who killed your solo vargur with a decent gang?

If every other weapon & ewar in EVE actually affected certain races more than others you might have some argument. But Neuts just shaft certain weapon types & armour tanks a lot more than anything else. And when they are almost the only thing like that (Smart drones vs drones is the only other one but drones have immunities & resistances vs other Ewar in return, Lasers & Hybrids don't, they just get screwed by everything) it is bad design.
Kaerakh
Obscure Joke Implied
#10 - 2014-02-16 09:59:02 UTC
Stealth nerf Bhaalgorn thread with a side of capital ship buffing. Next in, w-space corporations outraged at horrendous nerfing of a major anti-capital tool.
Swiftstrike1
Swiftstrike Incorporated
#11 - 2014-02-16 10:58:05 UTC
Neuts are not e-war. Why should they be subject to e-war penalties?

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Kaerakh
Obscure Joke Implied
#12 - 2014-02-16 11:23:46 UTC
Swiftstrike1 wrote:
Neuts are not e-war. Why should they be subject to e-war penalties?

To put some reasoning and logic behind this. Neuts act on a set amount. Traditional ewar uses percentages. Huge difference in values and both require different approaches for balancing. Personally, I think the previously mentioned fitting costs and cap requirements more than balance it.
Goldensaver
Maraque Enterprises
Just let it happen
#13 - 2014-02-16 11:32:29 UTC
Kaerakh wrote:
Swiftstrike1 wrote:
Neuts are not e-war. Why should they be subject to e-war penalties?

To put some reasoning and logic behind this. Neuts act on a set amount. Traditional ewar uses percentages. Huge difference in values and both require different approaches for balancing. Personally, I think the previously mentioned fitting costs and cap requirements more than balance it.

Not to mention range.

I mean, if we were to go back to comparing cap-warfare to e-warfare for some reason, you'd at least have to bring up the range aspect of it, with most EWAR able to hit consistently out to 50+km, and neuts having a (pre-bonus) maximum range of 6/12/25km approximately.
Kaerakh
Obscure Joke Implied
#14 - 2014-02-16 11:48:07 UTC
Goldensaver wrote:
Kaerakh wrote:
Swiftstrike1 wrote:
Neuts are not e-war. Why should they be subject to e-war penalties?

To put some reasoning and logic behind this. Neuts act on a set amount. Traditional ewar uses percentages. Huge difference in values and both require different approaches for balancing. Personally, I think the previously mentioned fitting costs and cap requirements more than balance it.

Not to mention range.

I mean, if we were to go back to comparing cap-warfare to e-warfare for some reason, you'd at least have to bring up the range aspect of it, with most EWAR able to hit consistently out to 50+km, and neuts having a (pre-bonus) maximum range of 6/12/25km approximately.


Yeah, I completely forgot about that. Neuts can only really be used at knife fighting range when used without the appropriate T2 bonuses.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2014-02-16 13:10:51 UTC
Do passive tanks with ASBs not exist anymore?
Gawain Edmond
Khanid Bureau of Industry
#16 - 2014-02-16 13:31:12 UTC
generally any ship with more than 1 neut is dedicated to the role they have bugger all dps unless it's from drones (and lets face it the pilgrim and curse are not known for their dps) and their other form of offence is tracking disrupters and lets face it one most of a races ships are immune to you it's a pretty big disadvantage (shield tanking missile boats and when most of the other amarr ships are laser boats all the T2 minmatar ships are immune to them leaves amarr in a bad way)

n.b. i'm being rather silly and massively over simplifying things things and since neuts have 2 different counters that you can put on your ship (more than any other form of ewar i might add) as well as horrible fitting not great range huge cap usage they're already well balanced
Daichi Yamato
Jabbersnarks and Wonderglass
#17 - 2014-02-16 16:00:12 UTC
Joan Greywind wrote:


1- Only weapon system that doesn't suffer from decreasing power (even ewar does to some extent by decreasing probability of each jammer) when more than 1 neut is applied.



turrets suffer stacking penalties?

Shocked

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

CW Itovuo
The Executioners
Capital Punishment.
#18 - 2014-02-16 17:08:58 UTC
Nevyn Auscent wrote:

So certain races are affected vastly more by Neuts than others. Which is not good game design.



ROCK > SCISSORS

PAPER > ROCK

SCISSORS > PAPER



Neuts have their place. I'd say they're pretty much perfect as is.

I'd like to see Vampires get some love. There were some mechanic changes in Odyssey, basically guaranteeing cap gain for small ships versus large ships. I'd like to see some additional changes, like a buff to cap gain, range bonus, or a secondary feature like the "redirect" found in cap batteries.


With the loss of utility high spots from so many ships.... I guess I won't cry a river if it never happens.
Zan Shiro
Doomheim
#19 - 2014-02-16 17:43:15 UTC
Joan Greywind wrote:

2- They work against all ships (at least shutting down hardners), or shutting the whole ship down.



passive shield resist amps say hi. You'd use these in level 5 on says rattlesnake. It also adds to the reasons to not gank them unless you have mega alpha. Yes you can cap it out to affect its passive regen. Based on security level of space it may have the buffer and the passive resist profile to have it live long enough to see concord save them however.

I know the resist amps are not loved by all. I happen to like them though. Pita to get max use from them with skill trains but...can be worth it when you get there.
ShahFluffers
Ice Fire Warriors
#20 - 2014-02-16 19:26:43 UTC  |  Edited by: ShahFluffers
Joan Greywind wrote:
Energy neutralizers have 3 advantages over all other ewar:

1- Only weapon system that doesn't suffer from decreasing power (even ewar does to some extent by decreasing probability of each jammer) when more than 1 neut is applied.

Warp Disruptors/Scramblers don't have any "stacking penalties" either. Neither do Energy Vamps.

Joan Greywind wrote:
2- They work against all ships (at least shutting down hardners), or shutting the whole ship down.

... uhh... so does every other form of Ewar?

- 2 range-scripted Sensor Damps from a kiting ship effectively neuters your ability to fight back.
- 2 tracking disruptors can virtually "defang" any turret ship... especially the larger ones.
- 3 high-strength, on-racial ECMs all but perma-jams any ship.
- 2 Stasis Webifiers can reduce any ship's speed by ~85%
- 1 Warp Scrambler can disable both the Warp Drive of a ship in addition to its MWD.

Joan Greywind wrote:
3- They can be easily fitted with a tank without harming jamming power, drones not to affect shooting power.

And? So can most other forms of Ewar.
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