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[Odyssey 1.1] Nosferatu mechanic change

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Author
E'lyna Mis Dimaloun
REUNI0N
Against ALL Authorities
#301 - 2013-06-25 10:30:12 UTC  |  Edited by: E'lyna Mis Dimaloun
CCP Rise wrote:
. . . 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).


Here's the funny thing. NOS are already being used as "a tool for fighting up a class". The percentage-mechanic was never a problem when fighting up a class. In a frig vs. cruiser, a frig can wear down his cap. And if he can't, then he's already cap stable.

You're implementing a change claiming it will solve a problem that never existed, and at the same time nerfing them in down-class use. And you expect this change will make NOS more popular?

Edit: you need to sit down and understand in what situations a NOS is being used/could be used. Off the top of my head:

1) Can stability in passive fits (e.g. ab+scram). The ship needs the NOS to remain cap stable even when running only the most essential mods - propulsion and point.

2) Cap stability in active fits (e.g. ab+scram+armor rep/ewar). The ship is cap stable without an armor rep, and needs the NOS to maintain cap stability (or increase number of cycles) with the armor rep running.

3) Cap stability under neut pressure. The ship is cap stable, but fits a NOS to maintain cap stability under a Neut.
3.1) under one neut of your ship size (small, med, large).
3.2) under one neut of a higher ship size = under two neuts of your ship size.
3.3) under one neut down a class (e.g. med nos to counter one small neut).

4) Cap stability under NOS.
etc.

When you can answer these questions and provide me with a reason to fit a NOS that will address all of these scenarios, then people will use them.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#302 - 2013-06-25 11:04:14 UTC
Maybe some form of missile Explosion Radius vs Signature Radius would work for NOSs and make them always work, however draws a smaller amount based on the Area of Effect Radius(new attribute) of a NOS vs the Signature Radius of the ship that it is being used on?

I would suggest that the different sizes of NOS AoE Radius be based on the smallest natural Sig Radius of the smallest class that should be fitting it eg:
Small NOS AoE Radius = Signature Radius of Smallest Frigate
Medium NOS AoE Radius = Signature Radius of Smallest Cruiser
Large NOS AoE Radius = Signature Radius of Smallest Battleship

This would enable them to eventually Cap out a smaller ship, however the rate at which it does it would be around the same time that it would take to cap out something of equal size.

I would also increase the NOS amount removed from the target ship, however the transferred amount to be current with a skill to reduce this differential.

Gypsio III
State War Academy
Caldari State
#303 - 2013-06-25 11:13:59 UTC
E'lyna Mis Dimaloun wrote:
CCP Rise wrote:
. . . 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).


Here's the funny thing. NOS are already being used as "a tool for fighting up a class". The percentage-mechanic was never a problem when fighting up a class. In a frig vs. cruiser, a frig can wear down his cap. And if he can't, then he's already cap stable.

You're implementing a change claiming it will solve a problem that never existed, and at the same time nerfing them in down-class use. And you expect this change will make NOS more popular?


Well, it'll certainly make small Nos more popular. But it'll be at the expense of small neuts, reflecting the greater offensive capabilities of Nos on frigates against larger ships. But why do we need this? Small Nos with a % mechanic already works okay as a defensive mod, and small neuts provide the offensive option. Merging the two is a partial return to awful old-style self-fuelling Nos which I think must be avoided, even if restricted to small ships vs. large ones.

And, of course, heavy Nos with an absolute cap mechanic will be of almost no use at all. You can EFT up some interesting self-fuelling Nos Bhaalgorn or Legion etc. fits for sucking out capitals, which may have some applications in WHs, but the problem remains that if your objective is to cap out a capital ASAP, then neuts are still superior and in those sort of fights you'll have the Guardian or Archon support to keep cap flowing for the neuts anyway. So, what role for heavy Nos?

CCP Rise, I can only emphasise how important I think it is to maintain and fix Nos within its class-independent, strictly defensive role, rather than trying to grant it size-related offensive capabilities that not only intrude into neuts' gamespace by offering a limited return to old-style self-fuelling Nos, but also render heavy Nos, which needs help most of all, almost entirely worthless.

Fix Nos by cutting all sizes' cycle times to 3 s, cutting fitting requirements to well below that of neuts and increasing drain rates on different-sized Nos to better reflect the cap requirements of different ship sizes and to emphasise Nos's genuinely useful role as a defence against neuting.
Edward Olmops
Gunboat Commando
#304 - 2013-06-25 12:21:55 UTC  |  Edited by: Edward Olmops
To summarize my position:

NOS are primarily defensive and should not necessarily provide cap-stability at a certain level.
They are most effective when your own cap is zero or close to zero.
Thus:

1) all NOS should have 3s cycle time regardless of size.
2) I don't really care whether they depend on enemy cap amount or percent - both are likely to be higher when your own cap is empty.
3) it would be "nice to have" if the skill "Energy Emission Systems" would somehow affect NOS (e.g. drain amount or cycle time).

4) (a bit off-topic, but related to cap warfare) Capacitor Batteries in their current form are still too weak. They should eiter provide more cap (not easy to rebalance since that would greatly buff cap regen on some ships) OR have significantly lower fitting needs (preferred).

edit: changed my mind about 2).
there might be applications where you want a NOS to defend not the zero cap level, but the 25% cap level (in order to have NOS amount+peak recharge rate).
In this case, amount based NOSes would indeed be better for smaller ships.
So I am positive about the change proposed by CCP Rise.
Still, to make bigger NOSes viable to defend at least the zero level, they need a shorter cycle time.
Akimo Heth
State War Academy
Caldari State
#305 - 2013-06-25 12:59:19 UTC  |  Edited by: Akimo Heth
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.


CCP Rise, can you please address the following two items that keep coming up over and over again as it pertains to Heavy NOS's (and to a lesser extent mediums)

1) Fitting costs both PG and CPU as compared to Heavy Neuts. As has been concluded by various arguments, with this change you intend small ships to use primarily NOS and large ships heavy Neuts but is there a reason heavy Neuts are cheaper to fit than heavy NOS's given their greater usefulness overall in the larger classes?

2) Cycle times should be 3 seconds across the board. 12 seconds cycle time isn't useful as a neut defense which is primarily where people see NOS's having their use and with that long a cycle time, cap boosters will always be more useful.

I've begrudgingly accepted your mechanic change and intended role of NOS's being better on small ships fighting large. I agree with the above poster that the change is a sideways move as small ships burn cap faster and will usually be at a smaller % cap anyway and so this won't have much a change. Addressing the above 2 concerns should give heavy NOS's at least a fighting chance of ever being fitted again after this nerf.
The Djego
Hellequin Inc.
#306 - 2013-06-25 13:11:45 UTC  |  Edited by: The Djego
While I agree that nos might receive a little lighter fitting, I don't think 3s on all nos would be a good idea. While a rather constant small drain to keep up tackle on a frig is good(because the frig will be dead if it loses tackle for a couple of seconds most of the time) it isn't so good for bigger hulls, since you don't die instantly if you lose tackle and bigger chunks of cap during neut cycles are more useful, since the modules take more cap on activation.

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

Leskit
Pure Victory
#307 - 2013-06-25 13:39:10 UTC
E'lyna Mis Dimaloun wrote:


Here's the funny thing. NOS are already being used as "a tool for fighting up a class". The percentage-mechanic was never a problem when fighting up a class. In a frig vs. cruiser, a frig can wear down his cap. And if he can't, then he's already cap stable.


I pretty much agree with this. I'd love to see the nos actually be a viable replacement on amarr ships for a cap booster (well, at least to keep guns firing), but I just don't see that happening right now. I'm not happy with where the change is at, but unfortunately, I can't offer a better idea. Making it truly useful and viable while not making it not instantly cap out a frigate like a neut is something I can't figure out. I only use them on frigates at the moment.
Ranger 1
Ranger Corp
Vae. Victis.
#308 - 2013-06-25 13:46:48 UTC  |  Edited by: Ranger 1
Akimo Heth wrote:
Ranger 1 wrote:

Except, of course, that they said NOS use vs PVE would not change.

CCP Rise said:
Quote:
Yep the CSM brought this up and I'll make 100% sure that nothing changes for PVE'ers, but I'm already pretty sure that this change will have no effect on the behavior of NOS in PVE.


They cleverly hide this information in the responses that the Dev's actually make, in response to questions and responses that the other posters in this thread actually wrote.

Perhaps you should reconsider putting words in other peoples mouths (as you did in your response to me) and then arguing against it, instead of actually reading what was written. Blink

When you can confine yourself to discussing what the Dev's and the other posters in this thread have ACTUALLY said we'll start taking your arguments a bit more seriously.

Until then, not so much. Smile


Yes I read that and call me crazy but they've said that plenty of times and changes have a way of changing PvE anyway so I'll believe it when I see it.

Even if he's right and the PvE NOS system won't change, then we'll have 2 systems for NOS's, one that is based on % of cap (current PvE system that supposedly won't change) and an absolute cap system? So a PvE'er BS can NOS a frigate but a PvP'er won't? Somehow I don't think that's what CCP Rise means.

NOS and Neuts have always worked differently on NPC's. They don't actually have capacitor so they are given special mechanics.

NOS drains a small set amount of cap regardless of ship size, Neuts actually make the NPC easier to damage. Apparently these special mechanics for NPC will not change.

Edit: Ahh, I see CCP Rise already explained this one. Sorry for the rehash.

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Ranger 1
Ranger Corp
Vae. Victis.
#309 - 2013-06-25 13:53:37 UTC  |  Edited by: Ranger 1
Quote:
Cap batteries aren't very useful anywhere as people have said in this thread, even if they were they're better for small ships only because the cap they give are a higher % of the base cap of small ships, that's a scaling issue that can be tweaked. It's not like the mechanics of the batter change based on the ship size like the proposed NOS change.

I'd like you to expand on "sensor boosters are more useful for large ships than small ships and that is why frigates don't fit them" since they're a %-based module and scale equally well unlike the other modules you mentioned. Now the mechanics of frigates and BS's can make sensor boosters more necessary but that isn't the sensor boosters fault, it's scaling as well as it can.

Arbitrary rules saying frigates can NOS a BS but not the other way around for no reason whatsoever is anything but balance and interesting meta.


The mechanics for Cap Batteries, Sensor Boosters, or NOS do not change with different ship sizes. The only thing that changes to make such items more beneficial one one ship class than another is are the base capabilities of the ship in question.

There is NO arbitrary rule saying frigates can NOS a BS but not the other way around, it's simply the base capabilities of the ships in question that make success less likely.

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Ranger 1
Ranger Corp
Vae. Victis.
#310 - 2013-06-25 14:22:59 UTC
Leskit wrote:
E'lyna Mis Dimaloun wrote:


Here's the funny thing. NOS are already being used as "a tool for fighting up a class". The percentage-mechanic was never a problem when fighting up a class. In a frig vs. cruiser, a frig can wear down his cap. And if he can't, then he's already cap stable.


I pretty much agree with this. I'd love to see the nos actually be a viable replacement on amarr ships for a cap booster (well, at least to keep guns firing), but I just don't see that happening right now. I'm not happy with where the change is at, but unfortunately, I can't offer a better idea. Making it truly useful and viable while not making it not instantly cap out a frigate like a neut is something I can't figure out. I only use them on frigates at the moment.

Actually the percentage mechanic made NOS use at the frigate (and especially cruiser) level extremely unreliable. You would be hard pressed to find any commonly used fit that bothers with them.

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Ranger 1
Ranger Corp
Vae. Victis.
#311 - 2013-06-25 14:24:13 UTC
Akimo Heth wrote:
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.


CCP Rise, can you please address the following two items that keep coming up over and over again as it pertains to Heavy NOS's (and to a lesser extent mediums)

1) Fitting costs both PG and CPU as compared to Heavy Neuts. As has been concluded by various arguments, with this change you intend small ships to use primarily NOS and large ships heavy Neuts but is there a reason heavy Neuts are cheaper to fit than heavy NOS's given their greater usefulness overall in the larger classes?

2) Cycle times should be 3 seconds across the board. 12 seconds cycle time isn't useful as a neut defense which is primarily where people see NOS's having their use and with that long a cycle time, cap boosters will always be more useful.

I've begrudgingly accepted your mechanic change and intended role of NOS's being better on small ships fighting large. I agree with the above poster that the change is a sideways move as small ships burn cap faster and will usually be at a smaller % cap anyway and so this won't have much a change. Addressing the above 2 concerns should give heavy NOS's at least a fighting chance of ever being fitted again after this nerf.

The points you made in this support I can support (at least to a degree).

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Ranger 1
Ranger Corp
Vae. Victis.
#312 - 2013-06-25 14:28:47 UTC  |  Edited by: Ranger 1
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.

Well, to be honest, there are a lot of things about NPC combat behavior that need work... but I think we all understand that this could end up being a huge proposition to come up with something more realistic that wouldn't kill the servers... and would likely involve rebalancing virtually all NPC combat in the game.

Not that it shouldn't be done when possilble. Fewer numbers of NPCs, but realistically tougher (and more lucurative) to make up for the fewer numbers.

Heck, I'd love to see the NPC convoys that still leave stations regularly make trips in and out of low sec (and around high sec), complete with combat escort, and actually carrying items worth commiting piracy over.

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SMT008
Deep Core Mining Inc.
Caldari State
#313 - 2013-06-25 15:15:33 UTC
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.


Any news about buffing/changing Medium and Large NOSes so that they are actually useful, maybe ?
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#314 - 2013-06-25 15:35:41 UTC
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.



Does this mean you intend to ignore any feedback in this thread, roll it out like this and wait and see?

Because i really don't think this is enough.. its nice.. But not enough.. Fitting a nos on my harbinger will still be extremely silly.

BYDI recruitment closed-ish

Lidia Caderu
Brave Newbies Inc.
Brave Collective
#315 - 2013-06-25 16:00:22 UTC
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.



So maybe we should vote? as i previosly wrote it should be % of Current cap + fixed amount, but with limitations.
Ranger 1
Ranger Corp
Vae. Victis.
#316 - 2013-06-25 16:03:10 UTC  |  Edited by: Ranger 1
Garviel Tarrant wrote:
CCP Rise wrote:
Its really great that you guys are discussing this so ferociously, will be interesting to see how it actually plays out =)

To the above points about PVE - I have investigated to make sure and I can say 100% that PVE will not be affected. The way NOS works in PVE is not the same as it works in PVP (gosh the PVE system needs work) and so it won't behave any differently.



Does this mean you intend to ignore any feedback in this thread, roll it out like this and wait and see?

Because i really don't think this is enough.. its nice.. But not enough.. Fitting a nos on my harbinger will still be extremely silly.

Well, fitting a NOS on your Harbringer will actually work pretty well vs BS and most other BC's (due to your high cap burn rate)... it gets problematic on cruisers and more so on frigates.

If your concern is the former a NOS will serve a properly fitted Harby very well, if the latter are your concern then you will be better off with a Neut.

As always, just pick the right tool for the job.

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MeBiatch
GRR GOONS
#317 - 2013-06-25 17:05:55 UTC
rise i do have to say i like the idea.

but for it to work well medium and large nos needs thier fittings and cycle time to be fixed.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

E'lyna Mis Dimaloun
REUNI0N
Against ALL Authorities
#318 - 2013-06-25 17:46:37 UTC
Ranger 1 wrote:
Actually the percentage mechanic made NOS use at the frigate (and especially cruiser) level extremely unreliable. You would be hard pressed to find any commonly used fit that bothers with them.


Did you just seriously say that one would be hard-pressed to find a "commonly used frigate fit with a NOS"? Every interceptor/frigate with the pg/cpu to spare will fit a NOS just in case, especially if they're active tanked. And like I said, it wasn't unreliable: all a pilot had to do was wear down his cap.

And the reasons why Cruisers don't fit a NOS is not because of the %-mechanic: it's because a Medium Neut is much more useful and protects the Cruiser from Frigates/Interceptors/AF etc. than manage to scram/web them.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#319 - 2013-06-25 18:08:24 UTC
Warde Guildencrantz wrote:
I like how this gives capacitor flux coils a stealth buff.

You could use them to make sure ships the same size as you would always be nos'able, while increasing your cap recharge as well.

Good for shield boats that may have extra low slots.

(i still would like it though that if a frigate attacked you and you had a NOS instead of a neut on your BS that you wouldn't be completely buggered)



Permanent spider tanking cap immunity, how not to like it if on top enought slots for regular SB+ASB.

Indeed nice idea.

removed inappropriate ASCII art signature - CCP Eterne

Ranger 1
Ranger Corp
Vae. Victis.
#320 - 2013-06-25 18:17:39 UTC  |  Edited by: Ranger 1
E'lyna Mis Dimaloun wrote:
Ranger 1 wrote:
Actually the percentage mechanic made NOS use at the frigate (and especially cruiser) level extremely unreliable. You would be hard pressed to find any commonly used fit that bothers with them.


Did you just seriously say that one would be hard-pressed to find a "commonly used frigate fit with a NOS"? Every interceptor/frigate with the pg/cpu to spare will fit a NOS just in case, especially if they're active tanked. And like I said, it wasn't unreliable: all a pilot had to do was wear down his cap.


Keywords being "if they have the pg/cpu to spare". In frig vs frig combat it is much more common to either leave a utility slot empty and put those resources elsewhere, or to mount a Neut instead. In a tackle role you will see a NOS more often, however since your target can easily end up with a lower percentage of cap than you it is problematic... the new mechanic will be much more reliable. You will see NOS more often in AF loadouts (especially after the change) as they are more likely to run an active tank.

Quote:
And the reasons why Cruisers don't fit a NOS is not because of the %-mechanic: it's because a Medium Neut is much more useful and protects the Cruiser from Frigates/Interceptors/AF etc. than manage to scram/web them.

Yes, a cruiser must start worrying about tacklers and make a wise decision as to what his intended target will be. Since the ship balancing pass on them we are seeing them used more often in a heavy tackle role (where NOS will be very beneficial)... and of course we have more configured to take advantage of NOS than we had before. This will only become more pronounced as we get closer to the HAC and Recon balancing, which will tend to used as heavy tackle more often than T1 cruisers are.

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