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[Odyssey 1.1] Nosferatu mechanic change

First post First post
Author
Michael Harari
Genos Occidere
HYDRA RELOADED
#261 - 2013-06-24 14:22:10 UTC
People dont use heavy nos because battleships are required to fit a cap booster anyway
Akimo Heth
State War Academy
Caldari State
#262 - 2013-06-24 14:33:47 UTC  |  Edited by: Akimo Heth
Michael Harari wrote:
People dont use heavy nos because battleships are required to fit a cap booster anyway


No its cause they overwhelmingly fit heavy neuts when they do have utility highs to give (300% drain of NOS, easier fitting, works all the time). The lack of choice was what this fix was supposed to address but miraculously CCP found the only way to make the problem worse.
Edward Olmops
Gunboat Commando
#263 - 2013-06-24 14:47:05 UTC
Gypsio III wrote:


Consider the targets that heavy Nos will be able to draw cap from under the proposed absolute cap level. This will consist largely of other BS and capitals - no other target will reliably have enough cap to activate the sucking effect of the heavy Nos. It's now generally understood that this will make heavy Nos close to useless (even more than it is now!). But what if we were to change the stats of heavy Nos to make up for this?

We could change the fitting requirements, but this doesn't alter the effects of the heavy Nos itself. So we need more. How about cycle time? Again, this is still no use if the heavy Nos isn't able to suck any cap. How about drain amount? Again, same problem...



No, here you are wrong.
A heavy NOS with a 3 sec cycle time WOULD be useful.
You are analyzing a static scenario where ship A has a certain cap level and ship B has another. But thats nonsense. Cap-Levels are changing.
If you fit a NOS, you don't want your cap to go down. More precisely: you don't want it to go below the activation cost of your modules. All other cap levels are irrelevant, because no mechanic (except jumping and onlining mods maybe) ever asks for certain cap levels.

So yes, your NOS won't maybe do anything most of the time.
But IT WILL DRAIN cap in the one case that matters: you are out of cap and the opponent still has some left!
REGARDLESS of whether you calculate percent or total amount.

And in that one important use case a cycle time of 3 secs compared to - what is it now, 16 secs? - changes EVERYTHING.
Because with 3 secs, the worst things that happens is that you have a lot of trouble micromanaging and some modules will be deactivated for 1 or 2 server ticks.
With 16 seconds you may be like 15 secs without your hardeners/repair/stuff - not to mention tackle!
Ranger 1
Ranger Corp
Vae. Victis.
#264 - 2013-06-24 14:55:17 UTC  |  Edited by: Ranger 1
Akimo Heth wrote:
Michael Harari wrote:
People dont use heavy nos because battleships are required to fit a cap booster anyway


No its cause they overwhelmingly fit heavy neuts when they do have utility highs to give (300% drain of NOS, easier fitting, works all the time). The lack of choice was what this fix was supposed to address but miraculously CCP found the only way to make the problem worse.

Clearly you need to re-read the first page of this thread, because nothing could be further from the truth.

You are confusing YOUR personal agenda with the over all goal of not only this proposed re-balance, but also ignore the fact that other ship re-balancing efforts have had this one in mind (when adjusting cap pools and fittings).

Their goal was NEVER to make NOS more attractive (in general) than Neuts on BS.
Their goal was NEVER to make NOS better (or even equal to) Neuts when engaging targets smaller than yourself... and their reasons for doing so have been explained.

Their goal WAS to allow Nuets to continue to be the cap weapon of choice vs. same size or smaller (with exceptions of course).
Their goal WAS to allow NOS to be more reliable, and thereby a much more attractive choice, for engaging ships larger than yourself... and this change definitely does that. Currently it is very easy for a frigate or cruiser to drain NOTHING from even a BS sized target.
Their goal WAS to do the above while preventing NOS from becoming vastly overpowered again, not only in the sense that they used to drain cap even when your target had none... but also in that they harm your opponent while bolstering you (an extremely powerful combination for a high slot module that requires no cap expenditure of your own as Nuets do) without restriction.

Sure, it would be interesting (especially for BS pilots) to be over powered again, and to give BS pilots yet another (even more effective) tool to use against smaller vessels... but that would be detrimental to the game. Given a choice between making you happy and making the game healthier and more diverse, I'll stick with Fozzie and Rise's recommendation.

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Vladimir Norkoff
Income Redistribution Service
#265 - 2013-06-24 15:09:37 UTC
Akimo Heth wrote:
Staying at max cap? The very best deadspace large NOS gives 10 GJ/s which isn't enough to keep 2 Tach 2 turrets firing let along keeping you at max cap. Heavy Neuts drain 300% that of NOS's so it wasn't the fact they drained ships to zero. I believe CCP has admitted in OP that what made them OP was their continuing to give cap while the opponent had zero to give so I'm not sure what you're defending.
Because nobody would ever fit more than one NOS. That would just be crazy!!... :-/ (And props on choosing one of the lowest cap using weapon in the game, especially one that would definitely be used within 24km of the target.... That's sarcasm by the way.)

And you are missing the point. It's not just that NOS used to drain targets down to zero, it's that they did it at no cost. In fact you gained from doing it. Whereas a neuts ability to drain is dependent on your cap. If you cannot fuel the neut, you cannot drain. There is a cost there which balances the mod. Do you see the difference there?

And regardless of what Rise says, non-stop cap drain was not what CCP "fixed" with the NOS-nerf. You can ignore the facts as much as you like, but the mechanics of the nerf itself make it pretty damn clear what they considered the problem. Plus what they stated were the reasons for the nerf at the time. But whatever.


Ranger 1
Ranger Corp
Vae. Victis.
#266 - 2013-06-24 15:14:43 UTC
Vladimir Norkoff wrote:
Akimo Heth wrote:
Staying at max cap? The very best deadspace large NOS gives 10 GJ/s which isn't enough to keep 2 Tach 2 turrets firing let along keeping you at max cap. Heavy Neuts drain 300% that of NOS's so it wasn't the fact they drained ships to zero. I believe CCP has admitted in OP that what made them OP was their continuing to give cap while the opponent had zero to give so I'm not sure what you're defending.
Because nobody would ever fit more than one NOS. That would just be crazy!!... :-/ (And props on choosing one of the lowest cap using weapon in the game, especially one that would definitely be used within 24km of the target.... That's sarcasm by the way.)

And you are missing the point. It's not just that NOS used to drain targets down to zero, it's that they did it at no cost. In fact you gained from doing it. Whereas a neuts ability to drain is dependent on your cap. If you cannot fuel the neut, you cannot drain. There is a cost there which balances the mod. Do you see the difference there?

And regardless of what Rise says, non-stop cap drain was not what CCP "fixed" with the NOS-nerf. You can ignore the facts as much as you like, but the mechanics of the nerf itself make it pretty damn clear what they considered the problem. Plus what they stated were the reasons for the nerf at the time. But whatever.



Indeed.

Draining past zero was certainly PART of the problem, but even if this had been capped NOS would still have been overpowered and Nuets would have continued to be considered largely inferior.

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The Djego
Hellequin Inc.
#267 - 2013-06-24 15:43:07 UTC
As a little explanation for people that where not around during the time of massive nos use:

A nos is was not a strict neutraliser defence weapon(because neuts where weaker and only used in combination with nos to for fittings that relayed on capping your opponent completely out), it was used to feed tackle and tanks in small gang pvp(what where a lot more common back then). This was during a time where rigs and faction mods where a lot rarer, ships had less cap(all ships got a big capacitor buff during 2007), ehp values lower(all ships got a big EHP buff in 2007), ships had a lot less fitting(fitting got buffed a lot over the years), ships had a lot less range and dps(constant weapon buffs, TEs, more fitting for bigger guns and weapon mods today etc.). EW mods where more powerful(multispec ecm was useful on any hull, no scripting, EW mods provided 100% of both bonuses all the time) and most of your targets you did see in solo/small gang where actually active tanked.

The premier nos ship where drone ships, because the re scope mechanic did give drones full shields again and made them a lot harder to kill than today. So the drone ships only had to cap nuke the target(again most where active tanked) to win fights and had a very powerful tank on her own. Another problematic use where nano BS, that where not really stoppable without focus webben(since her mass and the high speed did move them out of web range before even 90% webs had any big effect), they used nos to power up her mwd and shut down active tanks or tacklers.

While most solo/small gang ships did fit a nos in the utility slot, if they had one, it wasn't a big deal. Mostly because everybody had one and it simply equalized cap drains on both hulls and even a bit of a balance factor, what made hulls with 2 slots for nos actually good active tanks across the board of engagements, instead of just good to shut down frigs.

While I like the idea to make nos more used again, the design idea is heavy flawed. Nos should be useful for all ship classes, while a BS nos shouldn't cap nuke a frig in one cycle like a neut, it also shouldn't be useless against 90% of your targets in a solo BS(what will be undersized). Frig nos already works as a good counter against neuts, because you will have next to now cap after 1-2 neut cycles and you will get enough cap to keep your point, ab and weapons running.

Can't we have something like a balanced middle ground where fully nos fitted drone frigs and cruisers are not neuting everything down while they tank you with your own cap and bigger hulls finally have alternative to fit a neut in every free high slot?

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Commander Ted
Caldari Provisions
Caldari State
#268 - 2013-06-24 16:04:56 UTC  |  Edited by: Commander Ted
Still wouldn't want to fit one.
I mean if they are only helpful against +1 size ships which i can still take on without a nos then whats the point? Not to mention cases of fighting ships +1 size bigger in 1v1s is to infrequent to warrant me having a nos on hand to refit.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#269 - 2013-06-24 16:24:54 UTC  |  Edited by: Gypsio III
Edward Olmops wrote:
Gypsio III wrote:


Consider the targets that heavy Nos will be able to draw cap from under the proposed absolute cap level. This will consist largely of other BS and capitals - no other target will reliably have enough cap to activate the sucking effect of the heavy Nos. It's now generally understood that this will make heavy Nos close to useless (even more than it is now!). But what if we were to change the stats of heavy Nos to make up for this?

We could change the fitting requirements, but this doesn't alter the effects of the heavy Nos itself. So we need more. How about cycle time? Again, this is still no use if the heavy Nos isn't able to suck any cap. How about drain amount? Again, same problem...



No, here you are wrong.
A heavy NOS with a 3 sec cycle time WOULD be useful.
You are analyzing a static scenario where ship A has a certain cap level and ship B has another. But thats nonsense. Cap-Levels are changing.
If you fit a NOS, you don't want your cap to go down. More precisely: you don't want it to go below the activation cost of your modules. All other cap levels are irrelevant, because no mechanic (except jumping and onlining mods maybe) ever asks for certain cap levels.

So yes, your NOS won't maybe do anything most of the time.
But IT WILL DRAIN cap in the one case that matters: you are out of cap and the opponent still has some left!
REGARDLESS of whether you calculate percent or total amount.

And in that one important use case a cycle time of 3 secs compared to - what is it now, 16 secs? - changes EVERYTHING.
Because with 3 secs, the worst things that happens is that you have a lot of trouble micromanaging and some modules will be deactivated for 1 or 2 server ticks.
With 16 seconds you may be like 15 secs without your hardeners/repair/stuff - not to mention tackle!


Some fair comments here. I agree that a heavy Nos with a 3-s cycle time would be much more useful than the current 12 s, and that whatever is done to Nos, this should be changed. I also agree that the key use of Nos is in maintaining your ability to activate tackle, guns, hardeners etc. People should never fit Nos thinking about its effect on the enemy's cap - that's the job of neuts.

But none of your comments indicate that it is necessary or even desirable to change the current % cap rule to an absolute cap level one. Indeed, given the very low cap level at which an absolute-cap-level heavy Nos would activate against a small opponent, it can be seen that it is directly counter to the objective of making heavy Nos useful and balanced. Simply put, nobody uses heavy Nos now, and they won't in future even if the cycle time is decrease to 3 s if they don't believe they will get a meaningful benefit from it until their cap level is so low that it doesn't matter. The activation barrier has to remain as a % to ensure equality between classes.
Ranger 1
Ranger Corp
Vae. Victis.
#270 - 2013-06-24 16:52:48 UTC  |  Edited by: Ranger 1
Gypsio III wrote:
Edward Olmops wrote:
Gypsio III wrote:


Consider the targets that heavy Nos will be able to draw cap from under the proposed absolute cap level. This will consist largely of other BS and capitals - no other target will reliably have enough cap to activate the sucking effect of the heavy Nos. It's now generally understood that this will make heavy Nos close to useless (even more than it is now!). But what if we were to change the stats of heavy Nos to make up for this?

We could change the fitting requirements, but this doesn't alter the effects of the heavy Nos itself. So we need more. How about cycle time? Again, this is still no use if the heavy Nos isn't able to suck any cap. How about drain amount? Again, same problem...



No, here you are wrong.
A heavy NOS with a 3 sec cycle time WOULD be useful.
You are analyzing a static scenario where ship A has a certain cap level and ship B has another. But thats nonsense. Cap-Levels are changing.
If you fit a NOS, you don't want your cap to go down. More precisely: you don't want it to go below the activation cost of your modules. All other cap levels are irrelevant, because no mechanic (except jumping and onlining mods maybe) ever asks for certain cap levels.

So yes, your NOS won't maybe do anything most of the time.
But IT WILL DRAIN cap in the one case that matters: you are out of cap and the opponent still has some left!
REGARDLESS of whether you calculate percent or total amount.

And in that one important use case a cycle time of 3 secs compared to - what is it now, 16 secs? - changes EVERYTHING.
Because with 3 secs, the worst things that happens is that you have a lot of trouble micromanaging and some modules will be deactivated for 1 or 2 server ticks.
With 16 seconds you may be like 15 secs without your hardeners/repair/stuff - not to mention tackle!


Some fair comments here. I agree that a heavy Nos with a 3-s cycle time would be much more useful than the current 12 s, and that whatever is done to Nos, this should be changed. I also agree that the key use of Nos is in maintaining your ability to activate tackle, guns, hardeners etc. People should never fit Nos thinking about its effect on the enemy's cap - that's the job of neuts.

But none of your comments indicate that it is necessary or even desirable to change the current % cap rule to an absolute cap level one. Indeed, given the very low cap level at which an absolute-cap-level heavy Nos would activate against a small opponent, it can be seen that it is directly counter to the objective of making heavy Nos useful and balanced. Simply put, nobody uses heavy Nos now, and they won't in future even if the cycle time is decrease to 3 s if they don't believe they will get a meaningful benefit from it until their cap level is so low that it doesn't matter. The activation barrier has to remain as a % to ensure equality between classes.

That would be true if equality between classes were the goal, or even desirable. Smile

Currently the % formula makes NOS unreliable for any class vs any class, including frigates or cruisers vs BS. The only equality that is achieved is that they are rarely used by anyone.

The new formula makes them very dependable for frigates and cruisers against larger classes (usually more desirable than Neuts), and at the same time requires a very specialized fit to make them desirable over Neuts for BS class.

This was the goal.

Of course if you DO find yourself in a BS vs BS fight and your opponent is using Neuts, the NOS still does help mitigate your disadvantage, as their Neut helps ensure your NOS remains effective while your NOS is drastically reducing the difference between your cap loss compared to the cap they burn running the Neut.


Edit: I underlined the pertinent point in your post I am discussing.
I also want to point out (again) that I would not object to a reduction in cycle time, as it reinforces their role of preserving your cap especially when under Neut pressure.

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Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#271 - 2013-06-24 17:40:10 UTC  |  Edited by: Gypsio III
Ranger 1 wrote:
That would be true if equality between classes were the goal, or even desirable. Smile

Currently the % formula makes NOS unreliable for any class vs any class, including frigates or cruisers vs BS.

The new formula makes them very dependable for frigates and cruisers against larger classes (usually more desirable than Neuts), and at the same time requires a very specialized fit to make them desirable over Neuts for BS class.

This was the goal.


If that's the goal, then it's a stupid goal. Small Nos are already dependable and useful on frigates, serving to keep their tackle running under hostile neuting, particularly the long-duration med and heavy neuts. The "very specialised fit" for heavy Nos that you amusingly refer to simply doesn't exist. People don't use heavy Nos now and they won't after this nerf. Why are you so desperate to nerf an unused group of modules? Sense, it makes none...

I don't understand your reference to Nos being unreliable. Current % Nos isn't unreliable; on any ship, you can rely on it to kick in when you are low on cap, to maintain tackle and maybe a hardener. It is a reliable defensive module - it just isn't attractive on larger ships because of the cycle time, smaller drain amount relative to the greater cap requirements of larger ships and larger ships' greater ease of fitting cap boosters. Your idea of absolute Nos would make it much less reliable on heavy ships, hence why everyone is telling you that's a nerf. The only way to regard current Nos as unreliable is if you're using it to try to cap out an opponent - but this is the job of neuts, not Nos!

I think your position on Nos and perception that it's "unreliable" stems from a fundamental confusion regarding the distinct roles of Nos and neuts, and the importance of maintaining these clearly defined roles. Neuts are reliable offensive mods, designed to cap out your opponent; Nos is a reliable defensive one, designed to protect yourself from being capped out, whether by hostile neuting or by excessive cap drain of your own mods. The argument should never be defined in terms of "should I be fitting a Nos or a neuts?", because that implies that these mods have a similar usage and role, when they don't. When you want to cap out an opponent, you use a neut; when you want cap defence, you use a Nos. The question of "Neuts or Nos?" should never be asked. Instead, you choose Nos or neut depending on the roles that you expect your ship to be fulfilling and the environment that you expect to be operating in.

Actually yes, I've just found your original Nos thread, and your desire is simply to make Nos another form of offensive cap warfare mod. This is both unnecessary and undesirable. Neuts already work perfectly well in the offensive role. We learnt from the old-style Nos that self-fuelling neuting of the kind that you describe, coming from smaller ships against larger ones, is a fundamentally bad idea.

This is the great advantage of % Nos. By preventing the effective use of Nos as a self-fuelling neut, it maintains equality between classes and leaves both Nos and neuts clearly defined in their respective gamespaces with distinct roles, one being offensive and the other defensive. Your ideas would wreck that balance and design, regardless of your baffling desire to nerf the hell of heavy Nos.
Ranger 1
Ranger Corp
Vae. Victis.
#272 - 2013-06-24 18:54:11 UTC  |  Edited by: Ranger 1
Gypsio III wrote:
Ranger 1 wrote:
That would be true if equality between classes were the goal, or even desirable. Smile

Currently the % formula makes NOS unreliable for any class vs any class, including frigates or cruisers vs BS.

The new formula makes them very dependable for frigates and cruisers against larger classes (usually more desirable than Neuts), and at the same time requires a very specialized fit to make them desirable over Neuts for BS class.

This was the goal.


If that's the goal, then it's a stupid goal. Small Nos are already dependable and useful on frigates, serving to keep their tackle running under hostile neuting, particularly the long-duration med and heavy neuts. The "very specialised fit" for heavy Nos that you amusingly refer to simply doesn't exist. People don't use heavy Nos now and they won't after this nerf. Why are you so desperate to nerf an unused group of modules? Sense, it makes none...

I don't understand your reference to Nos being unreliable. Current % Nos isn't unreliable; on any ship, you can rely on it to kick in when you are low on cap, to maintain tackle and maybe a hardener. It is a reliable defensive module - it just isn't attractive on larger ships because of the cycle time, smaller drain amount relative to the greater cap requirements of larger ships and larger ships' greater ease of fitting cap boosters. Your idea of absolute Nos would make it much less reliable on heavy ships, hence why everyone is telling you that's a nerf. The only way to regard current Nos as unreliable is if you're using it to try to cap out an opponent - but this is the job of neuts, not Nos!

I think your position on Nos and perception that it's "unreliable" stems from a fundamental confusion regarding the distinct roles of Nos and neuts, and the importance of maintaining these clearly defined roles. Neuts are reliable offensive mods, designed to cap out your opponent; Nos is a reliable defensive one, designed to protect yourself from being capped out, whether by hostile neuting or by excessive cap drain of your own mods. The argument should never be defined in terms of "should I be fitting a Nos or a neuts?", because that implies that these mods have a similar usage and role, when they don't. When you want to cap out an opponent, you use a neut; when you want cap defence, you use a Nos. The question of "Neuts or Nos?" should never be asked. Instead, you choose Nos or neut depending on the roles that you expect your ship to be fulfilling and the environment that you expect to be operating in.

Actually yes, I've just found your original Nos thread, and your desire is simply to make Nos another form of offensive cap warfare mod. This is both unnecessary and undesirable. Neuts already work perfectly well in the offensive role. We learnt from the old-style Nos that self-fuelling neuting of the kind that you describe, coming from smaller ships against larger ones, is a fundamentally bad idea.

This is the great advantage of % Nos. By preventing the effective use of Nos as a self-fuelling neut, it maintains equality between classes and leaves both Nos and neuts clearly defined in their respective gamespaces with distinct roles, one being offensive and the other defensive. Your ideas would wreck that balance and design, regardless of your baffling desire to nerf the hell of heavy Nos.

It's good you've actually started reading, but your comprehension skills are a bit lacking.

Most of your post is a strawman as I have never proposed NOS being another form of offensive cap warfare module... quite the opposite actually. "Self fueled Neuting" as you call it was a flaw in the original way that NOS worked, which was corrected with the NOS nerf and will continue to be corrected with the current proposition. You also imply that I disregard suggestions about tweaking fittings and cycle time, which is also a fallacy.

The rest of your post is simply incorrect. NOS are NOT reliable now under the current system. It is very, very easy for a frigate or cruiser to have a higher percentage of cap than a larger target (lets say a BS), rendering their NOS completely ineffective. This is why most people prefer to leave an extra high slot open instead, or fit a Neut.

It will be much, much for difficult for this situation to occur in the future, as your NOS will only be worried about the total amount of cap in each vessel... meaning that a larger target will likely need to be at an extremely low level of cap for the NOS to no longer function.

By the way, there are specialized fits for BS that can leverage the new NOS effectively. They simply won't be as common as Neut fits as your whole setup will need to be based around them, as opposed to a Nuet that will work effectively on most any BS with a utility slot... as intended.

The fact that you can't figure out what they might be underlines that you don't have a firm grasp on how the intricacies of capacitor warfare can work.

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Akimo Heth
State War Academy
Caldari State
#273 - 2013-06-24 19:05:37 UTC  |  Edited by: Akimo Heth
Ranger 1 wrote:


The new formula makes them very dependable for frigates and cruisers against larger classes (usually more desirable than Neuts), and at the same time requires a very specialized fit to make them desirable over Neuts for BS class.

This was the goal.

Of course if you DO find yourself in a BS vs BS fight and your opponent is using Neuts, the NOS still does help mitigate your disadvantage, as their Neut helps ensure your NOS remains effective while your NOS is drastically reducing the difference between your cap loss compared to the cap they burn running the Neut.



Re-read the OP, that was not CCP Rise's goal but one of the EFFECT's he describes.

Quote: "we are going to make NOS good again"

A reasonable understanding of this would be to increase their effectiveness equally across the board and not for a single ship size at the expense of another. This means that the net "uselessness" stays the same and that is why this is a bad change.

In your BS v BS scenario a heavy neut would still be more effective in my opinion, a 12 sec NOS cycle time is a weak defense against neuting, you'd be better off with cap boosters in that case and fitting a heavy neut and hopefully cap his neut out before he does yours.
Akimo Heth
State War Academy
Caldari State
#274 - 2013-06-24 19:10:02 UTC
Ranger 1 wrote:
The rest of your post is simply incorrect. NOS are NOT reliable now under the current system. It is very, very easy for a frigate or cruiser to have a higher percentage of cap than a larger target (lets say a BS), rendering their NOS completely ineffective. This is why most people prefer to leave an extra high slot open instead, or fit a Neut.

It will be much, much for difficult for this situation to occur in the future, as your NOS will only be worried about the total amount of cap in each vessel... meaning that a larger target will likely need to be at an extremely low level of cap for the NOS to no longer function..


Why is that a good thing? Why is it a good change to make small ships easier to NOS a large ship and impossible for the large ship to NOS a small ship? It's completely arbitrary and nonsensical when Neuts work both ways equally.

If people leave a high slot open instead of fitting a NOS or Neut it's almost always because of fitting, especially NOS's.
Ranger 1
Ranger Corp
Vae. Victis.
#275 - 2013-06-24 19:11:39 UTC
Akimo Heth wrote:
Ranger 1 wrote:


The new formula makes them very dependable for frigates and cruisers against larger classes (usually more desirable than Neuts), and at the same time requires a very specialized fit to make them desirable over Neuts for BS class.

This was the goal.

Of course if you DO find yourself in a BS vs BS fight and your opponent is using Neuts, the NOS still does help mitigate your disadvantage, as their Neut helps ensure your NOS remains effective while your NOS is drastically reducing the difference between your cap loss compared to the cap they burn running the Neut.



Re-read the OP, that was not CCP Rise's goal but one of the EFFECT's he describes. His goal was to offset the previous nerf to uselessness, a reasonable understanding of this would be to increase their effectiveness. Instead they increased their effectiveness for one ship size while equally nerfing their effectiveness on another ship size. This means that the net "uselessness" stays the same and that is why this is a bad change.

In your BS v BS scenario a heavy neut would still be more effective in my opinion, a 12 sec NOS cycle time is a weak defense against neuting, you'd be better off with cap boosters in that case and fitting a heavy neut and hopefully cap his neut out before he does yours.

Which is fine... IF you are not using modules (offensive or defensive) that consume a lot of cap. In that case your Neut does you more harm than good.

You might also check Fozzies posts on that same page.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Akimo Heth
State War Academy
Caldari State
#276 - 2013-06-24 19:17:37 UTC  |  Edited by: Akimo Heth
Ranger 1 wrote:
Akimo Heth wrote:
Ranger 1 wrote:


The new formula makes them very dependable for frigates and cruisers against larger classes (usually more desirable than Neuts), and at the same time requires a very specialized fit to make them desirable over Neuts for BS class.

This was the goal.

Of course if you DO find yourself in a BS vs BS fight and your opponent is using Neuts, the NOS still does help mitigate your disadvantage, as their Neut helps ensure your NOS remains effective while your NOS is drastically reducing the difference between your cap loss compared to the cap they burn running the Neut.



Re-read the OP, that was not CCP Rise's goal but one of the EFFECT's he describes. His goal was to offset the previous nerf to uselessness, a reasonable understanding of this would be to increase their effectiveness. Instead they increased their effectiveness for one ship size while equally nerfing their effectiveness on another ship size. This means that the net "uselessness" stays the same and that is why this is a bad change.

In your BS v BS scenario a heavy neut would still be more effective in my opinion, a 12 sec NOS cycle time is a weak defense against neuting, you'd be better off with cap boosters in that case and fitting a heavy neut and hopefully cap his neut out before he does yours.

Which is fine... IF you are not using modules (offensive or defensive) that consume a lot of cap. In that case your Neut does you more harm than good.

You might also check Fozzies posts on that same page.


Yes and I disagree with him, if they feel it would make it OP they can tweak the amount drained then until he feels it's fair, adding arbitrary cap size comparisons that aren't transparent to the user is a bad way to do it.

I'll repeat Rise's first sentence: "we are going to make NOS good again". Sorry but I don't read that as "we're going to make them good for frigates at the expense of larger ships pretty much offsetting any goodness gained and keeping them just as unused as they are now overall". Many of the suggestions made in this thread would "make them good again" across the board instead of targeting frigates (i.e. reducing fitting costs compared to neuts, cycle times, removing arbitrary cap comparisons).
Airto TLA
Acorn's Wonder Bars
#277 - 2013-06-24 19:17:39 UTC
Naomi Anthar wrote:
Airto TLA wrote:
I have always been curious, would using the % of cap remaining in the target ship as a multiplier work, capped at 50% of your oppnenets cap?

So if you have a vampire that drains 30 cap per cycle and your opponenet has 50% cap you would get 15 cap or 50% of your opponents remaining cap.

This would make the vampire work similar to a nuet at the beginning, but become increasingly less effective as your opponents cap runs low. It would alos be incapable of capping someone out (which would remain the territory of a nuet).


Interesing idea, but i think NOS would end up too strong(i would not complain tho still better than new idea for this module).
Ships with 2 and more utility highs would would benefit way too much from this change - aka they would drain with nos to some point and then add neut. Basically they would use less cap to completly neutralize targets than they use now.
But indeed it's amusing idea that nos should change it's power according to enemy cap. Would be fun ;).


I think if they did something, like this obviosly I pulled the percentages out of thin air and they wold need some study you could find a point where the "nueting" effect of a NOS would be useful, but not overpowered, but it could still be usefull on bigger class vessels.
The NOS + Nuet would be much slower to cap out a ship then a 2x Nuet (both since the reducing effect and the generally weaker drain of NOS vs Nuet), but much more cap effecient, that looks like a fair trade to me.

As it stands the only use I can see at all outside the frigate use is something a curse having one to lock onto three ships and nuet two and nos the other to help with cap stability.
Ranger 1
Ranger Corp
Vae. Victis.
#278 - 2013-06-24 19:19:04 UTC  |  Edited by: Ranger 1
Akimo Heth wrote:
Ranger 1 wrote:
The rest of your post is simply incorrect. NOS are NOT reliable now under the current system. It is very, very easy for a frigate or cruiser to have a higher percentage of cap than a larger target (lets say a BS), rendering their NOS completely ineffective. This is why most people prefer to leave an extra high slot open instead, or fit a Neut.

It will be much, much for difficult for this situation to occur in the future, as your NOS will only be worried about the total amount of cap in each vessel... meaning that a larger target will likely need to be at an extremely low level of cap for the NOS to no longer function..


Why is that a good thing? Why is it a good change to make small ships easier to NOS a large ship and impossible for the large ship to NOS a small ship? It's completely arbitrary and nonsensical when Neuts work both ways equally.

If people leave a high slot open instead of fitting a NOS or Neut it's almost always because of fitting, especially NOS's.

Close. it's because NOS currently are not reliable enough to just justify adjusting their fitting to accommodate them... and frankly a Neut is often (but not always) one of the last modules you'd want to mount if your goal is to tackle or otherwise engage a larger vessel (as is often the case) as it is likely going to harm you far more that it will your target.

Why is it a good thing? Well for one, at least SOMEBODY would use them for a change. Smile

For another there is absolutely nothing wrong to have modules in the game that work better for one size ship than the other. Why would you NOT have one module that works better for ships that have more raw cap to throw around, and one module that works better for vessels with less raw cap to work with... or for that matter one module that works well for vessels that don't burn much cap and one module that favors vessels that do burn a lot of cap within the same size category.

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Akimo Heth
State War Academy
Caldari State
#279 - 2013-06-24 19:24:25 UTC  |  Edited by: Akimo Heth
Ranger 1 wrote:

For another there is absolutely nothing wrong to have modules in the game that work better for one size ship than the other. Why would you NOT have one module that works better for ships that have more raw cap to throw around, and one module that works better for vessels with less raw cap to work with... or for that matter one module that works well for vessels that don't burn much cap and one module for vessels that do burn a lot of cap.


Nothing is wrong with it as long as CCP makes that explicitly they're goal. They haven't said as much so all we can assume is that they mean for them to be useful across all ship sizes like neuts. This change runs antithetical to that so if they only want them effective for frigates then they should say so otherwise I'm going to scratch my head at changes like this.
Ranger 1
Ranger Corp
Vae. Victis.
#280 - 2013-06-24 20:01:37 UTC  |  Edited by: Ranger 1
Akimo Heth wrote:
Ranger 1 wrote:

For another there is absolutely nothing wrong to have modules in the game that work better for one size ship than the other. Why would you NOT have one module that works better for ships that have more raw cap to throw around, and one module that works better for vessels with less raw cap to work with... or for that matter one module that works well for vessels that don't burn much cap and one module for vessels that do burn a lot of cap.


Nothing is wrong with it as long as CCP makes that explicitly they're goal. They haven't said as much so all we can assume is that they mean for them to be useful across all ship sizes like neuts. This change runs antithetical to that so if they only want them effective for frigates then they should say so otherwise I'm going to scratch my head at changes like this.

They have already pointed out that they are well aware of the effect this will have.

CCP Rise:
Quote:
The biggest effect here will most likely be that any time you're fighting up a class (frig vs cruiser, cruiser vs BS, etc) NOS will become a much more attractive choice. It also means that in fights with several ship sizes present, deciding on a target for your NOS should be more intuitive (target something big).



CCP Rise when asked about same size ships that have a smaller raw cap amount having an advantage.
Quote:
Not really. Your situation mostly depends on the assumption that you're fighting a ship in the same class which also has a smaller base cap pool. Not only is this not always going to be the case, but I'm actually expecting NOS to function primarily as a tool for fighting up a class. Using it against ships the same size as you will still be difficult and will probably only be a good choice in specific situations (like maybe if you're flying a ship that uses quite a bit of cap and doesn't inject).

Fozzie has also designed the cap pool for some of the cruisers with this change in mind, and there should be very few instances of a ship having a larger than average cap pool for its class while also having room to fit NOS.


They are quite explicit in their intention to make NOS more effective at fighting larger vessels (and all that this implies) and leaving Neuts to be more often chosen for larger ships to deal with small fry... and have had this in mind during the ship balancing process.

In other words, exactly what I have been explaining.

It really doesn't get much clearer than that.

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