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[Odyssey 1.1] Nosferatu mechanic change

First post First post
Author
Darling Hassasin
Parental Control
Didn't want that Sov anyway.
#461 - 2013-07-08 10:28:30 UTC
Until now I have just been pointing out the problems with current proposal but I see this is not enough...

I propose:

Nos neuts half the cap of the corresponding neut and transfers half of that to your own capacitor.

If there is no cap on the target then there is no gain on the vessel activationg it.

Activation cost 0.

Medium NOS, double staggered. (i.e. 1/4 of the duration of the heavy for 1/4 of the effect)

Small NOS, quadraple staggered (i.e. 1/8 of the duration of the heavy for 1/8 of the effect).

This still gives an edge to small and med neuts in that they remain better at negating neuts (allowing module activations every time they hit) than Heavy Nos and also able to negate the neuting effect of H Nos.

Now this is a proper functioning order with a mechanic useful to all... so I predict a 0.00000004545 % chance of CCP actually implementing it.

Go figure...
Ranger 1
Ranger Corp
Vae. Victis.
#462 - 2013-07-08 17:35:16 UTC
Kind of surprised this debate is still going on.

Folks, I understand some of you are unhappy that NOS will not often be useful against smaller opponents (obviously this mostly affects the larger hulls).

You should consider that there are many examples of modules in EVE that do not perform well against smaller opponents (any of the larger missile groups come immediately to mind, as well as most large guns).

This is by design.

You have one cap warfare weapon that is ideal for dealing with smaller ships.... Neuts.
You have one cap warfare weapon that is ideal for maintaining you against larger ships... NOS.

Sure, fittings, cycle time, and drain amount can be looked at and perhaps slightly tweaked. But the concept of a BS weapons system that doesn't work optiimally vs smaller vessels is sound... and not given a second thought throughout the game.

I appreciate that it makes your dislike for the new system appear more weighty to say that NOS being of limited usefulness vs smaller ships is somehow odd or unfair/unbalanced... but obviously nothing could be further from the truth. This encouragement to use the right tool for the job depending on not only your ship but also your opponents ship is pretty standard... and it is rather intentional (and good game design) that you can easily be caught out if your opponent is not what you expected.

Anything less than this puts us right back in the well demonstrated situation of NOS becoming over powered again (yes, even with current fittings, cycle time, and drain amounts as they are).

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

Pelea Ming
Royal Amarr Institute
Amarr Empire
#463 - 2013-07-08 18:50:50 UTC
Edward Olmops wrote:
While you are at it... could you please make the Skill Energy Emission Systems affect NOS modules somehow?
It always seemed odd to me that you have this skill for a group of related mods, but then it does not affect part of them.
(maybe balancing them in a way that the skill increases drain amount by cutting a real or theoretic activation cost)

^^^^^^^^^^^^^^^^^^^^^^^^^^^ This, lots, now!
Pelea Ming
Royal Amarr Institute
Amarr Empire
#464 - 2013-07-08 18:55:58 UTC
Galphii wrote:
Reduce the fitting cost a bit, and possibly increase the amount drained too. Otherwise it's still in the realm of a novelty module.

Outside of PvE that is, but since the primary concern as presented by CCP for all the rebalances is PvP, this is right to the point.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#465 - 2013-07-08 19:01:10 UTC  |  Edited by: Gypsio III
Ranger 1 wrote:
You have one cap warfare weapon that is ideal for dealing with smaller ships.... Neuts.
You have one cap warfare weapon that is ideal for maintaining you against larger ships... NOS.


The problem is that absolute Nos is a really bad way of attempting to achieve even this, because it does not address drain amounts or fitting requirements, meaning that the prime role of small Nos, keeping tackle running under neuting, is not significantly changed. Not to mention the problem of making heavy Nos even more useless.

Your acknowledgement that Nos fittings and drain amounts would subsequently need to be looked at is a tacit realisation that the idea of absolute Nos is fundamentally flawed. If Nos drain amounts and fittings were fixed, there would simply be no need for absolute Nos at all. Indeed, it would be clear to all that it was a really bad idea.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#466 - 2013-07-08 19:09:58 UTC
Gypsio III wrote:
How to really fix Nos without ill-thought-out screwing with its mechanics:

Cut cycle time of all Nos sizes to 3 s as suggested by someone above. This emphasises the anti-neuting role.
Cut PG requirements. Nos is too hard to fit on many ships.

After that, have a look at the drain amounts to see if med and heavy Nos are draining enough to be useful to their host ships, which tend to have priorities different to the "keep tackle running" of frigates, which must be recognised in med/heavy Nos drain amounts.

Perhaps even have some ships (specifically BS) get a small Role Bonus in regards to NOS (ie, the poor Amarr ships cap level requirements for using a NOS be imaginarily lowered so that you aren't stuck with the situation of them effectively being useless for them against every other race's BS for example).
Pelea Ming
Royal Amarr Institute
Amarr Empire
#467 - 2013-07-08 19:19:09 UTC
Ranger 1 wrote:
Naomi Anthar wrote:
This change is **** , don't push it. I really like many changes , many odyssey changes were great (except exploration). But here we don't have fix for nos. We just have nos buff for minmatar ships alone as they always start fight with less cap amount compared to amarrian, gallente ships.

We don't need fix NOW. We can wait , but i'm pretty sure that Devs can come up with solution that will be benefit slasher with NOS as it will benefit Executioner with NOS. As it is now , ships with bigger cap pool will hate this change. And Losematar will welcome it as any other undeserved buff they receive now or in future.

Most Minmatar ships don't burn cap and have little use for a NOS over a Nuet.
Amarr ships burn huge amounts of cap and need all the help they can get to maintain it, and usually have a utility slot free for NOS.

Minmatar pilots will tend to use Nuets, Amarr ships (especially frigates and cruisers) will go back to their old ways of using cap hungry lasers supported by NOS and cap injection.

Outside of PvE, I'm not seeing this as actually being all that more effective for this in PvP then before outside of specifically taking on a ship hull that's larger then yours, if anything, it's actually less so then before, as with the old % based set up, it would still occasionally work on smaller ships, and fairly well against same sized hulls, whereas now, it's pretty much never going to work on smaller hulls, less so on equal sized hulls, and practically speaking only really work on larger hulls.

In short, this overall makes it's potential use in combat more restrictive then before, since before you could occasionally take advantage of the % based set up to squeeze by, and now that 'loophole' is closed out.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#468 - 2013-07-08 19:36:20 UTC
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?
Ranger 1
Ranger Corp
Vae. Victis.
#469 - 2013-07-08 20:16:37 UTC  |  Edited by: Ranger 1
Gypsio III wrote:
Ranger 1 wrote:
You have one cap warfare weapon that is ideal for dealing with smaller ships.... Neuts.
You have one cap warfare weapon that is ideal for maintaining you against larger ships... NOS.


The problem is that absolute Nos is a really bad way of attempting to achieve even this, because it does not address drain amounts or fitting requirements, meaning that the prime role of small Nos, keeping tackle running under neuting, is not significantly changed. Not to mention the problem of making heavy Nos even more useless.

Your acknowledgement that Nos fittings and drain amounts would subsequently need to be looked at is a tacit realisation that the idea of absolute Nos is fundamentally flawed. If Nos drain amounts and fittings were fixed, there would simply be no need for absolute Nos at all. Indeed, it would be clear to all that it was a really bad idea.

Absolute NOS... Big smile.

Gotta love it. Points for propaganda thorough creative terminology.

The primary role of small NOS, keeping tackle running under Neuting, is made much more reliable by this change. It is a much rarer occurance for a large ship to burn itself down to less total cap than a frigate than it is for a large ship to burn itself down to a smaller percentage of cap than a frigate.

Is it common for a small ship to be running at 25% cap during the course of a battle? Yes.
Is it common for a large ship to be running at 25% cap during the course of a battle? Yes.
Is it common for a small ship to be running at 50pts of cap during the course of a battle? Yes.
Is it common for a large ship to be running at 50pts of cap during the course of a battle? Errr, NO.

If you wish to argue otherwise feel free, but that's getting just a bit silly.

Again, some small tweaks could be considered to fittings, cycle time, and drain amount AFTER the major mechanic change is in place.

The mechanic establishes a familiar paradigm (of certain large modules being ineffective vs. smaller vessels) for cap warfare that did not truly exist before. One cap warfare module works well for BS vs tackle, one works better for tackle vs BS. If you disagree with this balancing mechanism you're going to have to start calling other systems into question as well such as large missiles, guns, and drones.

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

Ranger 1
Ranger Corp
Vae. Victis.
#470 - 2013-07-08 20:21:23 UTC  |  Edited by: Ranger 1
Pelea Ming wrote:
Gypsio III wrote:
How to really fix Nos without ill-thought-out screwing with its mechanics:

Cut cycle time of all Nos sizes to 3 s as suggested by someone above. This emphasises the anti-neuting role.
Cut PG requirements. Nos is too hard to fit on many ships.

After that, have a look at the drain amounts to see if med and heavy Nos are draining enough to be useful to their host ships, which tend to have priorities different to the "keep tackle running" of frigates, which must be recognised in med/heavy Nos drain amounts.

Perhaps even have some ships (specifically BS) get a small Role Bonus in regards to NOS (ie, the poor Amarr ships cap level requirements for using a NOS be imaginarily lowered so that you aren't stuck with the situation of them effectively being useless for them against every other race's BS for example).

Heya Pelea.

Interesting proposal.

Keep in mind though that running NOS on Amarr BS won't really be an issue (depending on fit). Amarr ships in general (and especially their BS) tend to burn cap at an alarming rate compared to other races. Having a lower amount of cap available than your opponent during the course of a battle won't be much of an obstacle for most typical laser fits.

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

brother dread
What Shall We Call It
#471 - 2013-07-08 21:34:49 UTC
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#472 - 2013-07-08 22:58:21 UTC  |  Edited by: Gypsio III
Ranger 1 wrote:
Absolute NOS... Big smile.

Gotta love it. Points for propaganda thorough creative terminology.


Absolute Nos is so called because it uses absolute cap levels, rather than percentage cap levels of current percentage Nos. Come on, use your loaf, I've been using this terminology throughout the thread, and it's really pretty self-explanatory.

Quote:
The primary role of small NOS, keeping tackle running under Neuting, is made much more reliable by this change. It is a much rarer occurance for a large ship to burn itself down to less total cap than a frigate than it is for a large ship to burn itself down to a smaller percentage of cap than a frigate.

Is it common for a small ship to be running at 25% cap during the course of a battle? Yes.
Is it common for a large ship to be running at 25% cap during the course of a battle? Yes.
Is it common for a small ship to be running at 50pts of cap during the course of a battle? Yes.
Is it common for a large ship to be running at 50pts of cap during the course of a battle? Errr, NO.

If you wish to argue otherwise feel free, but that's getting just a bit silly.


Yeah, what you've done here is to fundamentally misunderstand the nature of the problem. All of your fancy numbers are basically irrelevant, because it's really pretty common for the neut to instantly cap out a frigate - immediately in the case of a heavy neut, and either immediately or on second activation for a med neut.

For example, a MWD-fit Rifter operating at 75% of its max 252 cap, giving it 189 cap, is hit by a single med neut outside small Nos range. This takes its 189 cap down to, er, 9 cap - 3.6%. So when it gets into small Nos range it really doesn't matter whether it's using absolute or percentage Nos, because you can be pretty sure that both will activate. When the second neut cycle hits, 12 s later, it nukes the frigate's cap to zero, and again you can rely on both absolute and percentage Nos activating, meaning that, again, absolute Nos offers no advantage over percentage Nos in defending against neuting.

If you want to increase the ability of Nos to defend against neuts in a meaningful fashion, then you need to change module parameters, not the module's mechanic.

Quote:
If you disagree with this balancing mechanism you're going to have to start calling other systems into question as well such as large missiles, guns, and drones.


Yeah that's a pretty desperate link to make. Lol
Akimo Heth
State War Academy
Caldari State
#473 - 2013-07-08 23:09:23 UTC  |  Edited by: Akimo Heth
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.


This more than the absolute cap comparison is why they'll never be useful on BS ships until it is addressed. A frigate can run 2-3 beam lasers on a single NOS which is nearly 100% of its dps (since it presumably has a utility high to fit the NOS).

...but no lets keep making unintuitive ("drain amount based on relative cap, uh what?" says the new player) modifications to make them even more popular on frigates than they already are and forget that no one uses them on BS's and not fix a single thing.
Akimo Heth
State War Academy
Caldari State
#474 - 2013-07-08 23:12:10 UTC  |  Edited by: Akimo Heth
Ranger 1 wrote:
Kind of surprised this debate is still going on.


Its going on because very few agree with you or CCP's approach of "well I know we're not addressing any of the real drawbacks but lets go ahead and make the change and see what happens" and then not touch them again for 6 more years.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#475 - 2013-07-09 01:19:12 UTC
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.

That still works out better then simply losing a turret's worth of DPS to fit it in the first place... if the ship is balanced out to free up a slot for the NOS, then it makes sense to use it for that little bit of extra gain, then it is to say "herpaderp, let me just flat out nerf my dps to try this out!"
brother dread
What Shall We Call It
#476 - 2013-07-09 01:30:41 UTC  |  Edited by: brother dread
Pelea Ming wrote:
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.

That still works out better then simply losing a turret's worth of DPS to fit it in the first place... if the ship is balanced out to free up a slot for the NOS, then it makes sense to use it for that little bit of extra gain, then it is to say "herpaderp, let me just flat out nerf my dps to try this out!"




You had that ability in the geddon before they changed it. How many used a heavy nos there?

Also changing a whole ship just to make a useless mod fit on it. Would be better off leaving the high slot empty and using the PG and cpu on more plates and cap boosters. edit just checked a nos takes more cpu and 200 less power grid than a mega pulse so they might not increase cpu and pg :(
Akimo Heth
State War Academy
Caldari State
#477 - 2013-07-09 01:36:55 UTC
Pelea Ming wrote:
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.

That still works out better then simply losing a turret's worth of DPS to fit it in the first place... if the ship is balanced out to free up a slot for the NOS, then it makes sense to use it for that little bit of extra gain, then it is to say "herpaderp, let me just flat out nerf my dps to try this out!"


If you dropped the turret count to 7 to make a utility high every sane pilot would fit a heavy neut in every single situation, that is the crux of our arguments in this thread. Instead of making tweaks that address this situation, CCP goes and makes a sideways change to frigate NOS usage where they're already popular while at the same time nerfing them on their least popular platform.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#478 - 2013-07-09 14:12:50 UTC
Akimo Heth wrote:

If you dropped the turret count to 7 to make a utility high every sane pilot would fit a heavy neut in every single situation, that is the crux of our arguments in this thread. Instead of making tweaks that address this situation, CCP goes and makes a sideways change to frigate NOS usage where they're already popular while at the same time nerfing them on their least popular platform.

I sure as hell wouldn't be putting a nuet on a laser 'baddon, it's **** for cap even assuming only 7 turrets, the point is to use the nos so that it's effectively only burning cap off of 6 of the turrets... Assuming that Ranger 1's theories of it burning through it's cap enough to push it below threshold to make use of it vs other BS would actually work. But it might give it what it needs to work outside of speciallized fleets like the Hellcat while not being Artie fitted, I'd love it if CCP would throw it up on the test servers for us to try out like this and see if it's honestly workable.
Chaktus Physo
The Tensor team
#479 - 2013-07-09 14:24:26 UTC  |  Edited by: Chaktus Physo
(TL;DR)

I'd suggest making the NOS mechanic analog (not binary, where it iterates between two outcomes [sucks or not] but instead changes the actual amount that it sucks on each cycle).
One way to do this without making it overpowered is to use a formula similar to falloff/tracking penalties or the like, e.g.
AmountDrained = BaseDrainAmount * DrainAmountModifier * 0.5^RelativeCapLevel;
RelativeCapLevel = YourCap/TheirCap
but also add an activation cost to it, so the module uses some cap in the beginning of the cycle and returns some (hopefuly more) to you in the end of the cycle.
By playing with the drain amount modifier and activation cost you can set an arbitrary maximum relative capacitor level (for example, with DrainAmountModifier=1.5 and ActivationCost = BaseDrainAmount / 2 you will drain as much as the module uses at about 160% of your target's cap). That way it will be useful when fighting ships of the same class and, to a lesser extent, a class lower (maybe only when flying bonused ships which could use a nos effectively at higher ratios). Also, it would be impossible to dry out a ship with a nos unless you are dry yourself.

==Edit==
here's a couple of graphs:
Stability
Effective drain amount/speed
Ranger 1
Ranger Corp
Vae. Victis.
#480 - 2013-07-09 14:26:06 UTC  |  Edited by: Ranger 1
Gypsio III wrote:
Ranger 1 wrote:
Absolute NOS... Big smile.

Gotta love it. Points for propaganda thorough creative terminology.


Absolute Nos is so called because it uses absolute cap levels, rather than percentage cap levels of current percentage Nos. Come on, use your loaf, I've been using this terminology throughout the thread, and it's really pretty self-explanatory.

Quote:
The primary role of small NOS, keeping tackle running under Neuting, is made much more reliable by this change. It is a much rarer occurance for a large ship to burn itself down to less total cap than a frigate than it is for a large ship to burn itself down to a smaller percentage of cap than a frigate.

Is it common for a small ship to be running at 25% cap during the course of a battle? Yes.
Is it common for a large ship to be running at 25% cap during the course of a battle? Yes.
Is it common for a small ship to be running at 50pts of cap during the course of a battle? Yes.
Is it common for a large ship to be running at 50pts of cap during the course of a battle? Errr, NO.

If you wish to argue otherwise feel free, but that's getting just a bit silly.


Yeah, what you've done here is to fundamentally misunderstand the nature of the problem. All of your fancy numbers are basically irrelevant, because it's really pretty common for the neut to instantly cap out a frigate - immediately in the case of a heavy neut, and either immediately or on second activation for a med neut.

For example, a MWD-fit Rifter operating at 75% of its max 252 cap, giving it 189 cap, is hit by a single med neut outside small Nos range. This takes its 189 cap down to, er, 9 cap - 3.6%. So when it gets into small Nos range it really doesn't matter whether it's using absolute or percentage Nos, because you can be pretty sure that both will activate. When the second neut cycle hits, 12 s later, it nukes the frigate's cap to zero, and again you can rely on both absolute and percentage Nos activating, meaning that, again, absolute Nos offers no advantage over percentage Nos in defending against neuting.

If you want to increase the ability of Nos to defend against neuts in a meaningful fashion, then you need to change module parameters, not the module's mechanic.

Quote:
If you disagree with this balancing mechanism you're going to have to start calling other systems into question as well such as large missiles, guns, and drones.


Yeah that's a pretty desperate link to make. Lol

It may surprise you to learn that many combat frigates that are NOS fit are not designed to be cap stable unless the NOS is doing it's job. You might also consider that the NOS plays a role even when the tackler is not under Nuet pressure.

You might also consider that NOS will also be used (again, much more reliably) on cruisers of all types (often used for heavy tackle and/or BC's.

You're trying to prove your point based on only one possible scenario and focus all possible attention it. You're also completely ignoring how most PVP ship operate at very low cap levels (large and small), or other factors that enter the equation like how Cap Injector use changes the picture in a variety of interesting ways. Sorry, that's not going to fly.

If you can't come to grips with the fact that it is more reliable overall to base the limitation on hard cap instead of cap percentage you should probably stop trying to discuss the issue. Especially since my "fancy numbers" are simply basic and undisputable fact, that you deem "irrelevant" in the one scenario you can come up with where it wouldn't make a difference over the present system.

Answer the question my friend.

Which is easier as a general rule, for a small/medium vessel to stay under a larger vessels raw cap amount... or to stay under their cap percent?

When you can come up with an honest answer to that question we can have a discussion.

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