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[Odyssey 1.1] Nosferatu mechanic change

First post First post
Author
DisGuyzCrAzY
Reunincapacitators
#581 - 2013-08-10 21:26:45 UTC  |  Edited by: DisGuyzCrAzY
What about making NOS drain a set amount of cap per cycle like a neut (but not the same #s), but the activation cost depends on the difference in cap

target cap > your cap = activation cost is negative (you gain cap)
this increases as the difference changes in your favor till the activation cost maxes out at something like half as efficient as a neut as far as cost per cap neuted

that way you could always use a NOS even BS sized vs frigs, but it has consequences of using it in non ideal situations
Daniel Whateley
#582 - 2013-08-11 05:38:57 UTC  |  Edited by: Daniel Whateley
This kind of nerf would be expected if you were to apply it to neuts? lol, and this is talking about "BASE" cap, so not current cap? so if you're using nos's from a dominix onto a deimos, chances are you'll never get a nos working ?

Also If this were applied to neuting, that would make a whole lot more sense, curses would be more used, and then you wouldn't be able to neut out a frigate in 1 cycle, which would be considered OP am i right? it would make it more known to use battleships to neut battleships, everything else got nerfed, why not neuts too?

Nos's doesn't make sense that you can't nos a frigate...

IS what it should be, is you apply a variable to each ship, as a "chance of neut" just like sig radius, or even apply this effect to sig radius?

Have large nos's at a 400 resolution so if a frigate turns it's micro on and goes up to 600 sig radius, but with micro off it'd only be 50-100 sig radius, at a higher sig radius than the resolution it is then able to be nos'd for full amount from a large nos, wouldn't that make more sense?

I doubt you'd be able to achieve cap stability with small nos's or mediums at that to be able to "permatank" even with larges a dominix can have trouble.

In my opinion that would make a much more interesting game change. then you could apply the same variable to neuts.
Jerick Ludhowe
Internet Tuff Guys
#583 - 2013-08-11 09:29:32 UTC
Any word on increasing the drain amount on deadspace/faction nos? Would be nice if high meta lvl nos did not drain less than a t2.
Ollivir Witt
Swift Witt Expeditions
#584 - 2013-08-12 16:56:33 UTC
I apparently am the only person who read this and instantly went "Now to build a NOS fit logi with energy transfer arrays to make sure I'm always cap dry". This being the only circumstance I can describe where the mechanic would work well even for ships regardless of size. I suspect however that the amount of cap drained in this way would be negligible to the purpose at hand (supplying energy to the group) and even if they functioned as small neut equivalents would not produce the desired effect. I would love to be proved wrong.
Red Teufel
Calamitous-Intent
#585 - 2013-08-13 03:30:49 UTC
with the current fitting reqs i would expect the NOS to just suck the cap regardless unless that player is completely out of cap. a specific amount. if a player has 1 unit of cap it would just suck that 1 unit of cap. have it make sense please.
Mayhem Auduin
Sebiestor Tribe
Minmatar Republic
#586 - 2013-08-13 05:32:54 UTC
I would love to see nos grant higher cap recieved when the enemy has a higher % of cap, to the point that nos granted more cap than it used, and as the target got below 30% or so continue to work but start requiring more cap than it was granting. It would require an intelligent use of the module to reap the greatest benefits. The amount drained could also scale along those lines, working at a higher rate in the beginning and slowing as the target's cap got lower and lower.
Inspiration
#587 - 2013-08-13 08:44:16 UTC  |  Edited by: Inspiration
The new mechanic is still broken IMO.

Make it so that NOS has some activation costs just like all other energy transfer/neutralization. If the target ship has cap, it transfers the maximum amount it can to your ship. If it does not you get what is available minus the activation cost. Using NOS on an empty target ship can then actually cost you net cap. The module must run on something wouldn't you think?

NOS should be reverse energy transfer and only then will it be fixed!

I am serious!

Mr Doctor
Therapy.
Brave Collective
#588 - 2013-08-13 09:18:31 UTC
You know energy transfer doesnt drain the target if the transfering ship runs out of cap, right?
Nazowa
Center for Advanced Studies
Gallente Federation
#589 - 2013-08-13 13:57:00 UTC
CCP Rise wrote:
Quote:
Doesn't this make nos totally pointless in a ship with a large base cap pool as odds are you'll always have more than your opponent in a ship with a smaller pool?


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.


With this you are making it impossible to NOS a frigate in a battleship and this I do not like.
SOL Ranger
Imperial Armed Forces
#590 - 2013-08-13 19:21:34 UTC
I'm writing this because my suggestion in this thread was uncommented on and I find it to be an excellent substitute to this current proposal.

I proposed a simple and scaling alternative to NOS(in this thread) which can also easily be copied to NEUTs as well to create some kind of equilibrium in the worth of both modules, although the figures might need some tweaking it is sure is a better alternative than this solution proposed right now if I do say so myself.

Essentially what it comes down it is that NOS would be more useful against larger vessels but still not useless when used on smaller ones and it would not provide a steady cap amount, it would be largely dependant on the amount left on the target ship.

One important result in my suggestion is that the NOS always works against anyone every cycle regardless of sizes.


My proposal is here:

https://forums.eveonline.com/default.aspx?g=posts&m=3461068#post3461068

Keep in mind that the figures are place holders only indicating a potential solution, they may be changed easily to allow less restricted use of the modules.

Please, read it and comment on it.



Nazowa wrote:


With this you are making it impossible to NOS a frigate in a battleship and this I do not like.


Agreed, this is just becoming a trial in frustration when attempting to highlight the absolute weaknesses in the proposal, the black/white nature of it just makes my skin crawl.

The Vargur requires launcher hardpoints, following tempest tradition.

Sugar Kyle
Middle Ground
#591 - 2013-08-13 20:29:48 UTC
How does the other ship know how much cap I have to always get the equation correct so easily?

Member of CSM9 and CSM10.

Nazowa
Center for Advanced Studies
Gallente Federation
#592 - 2013-08-14 06:25:34 UTC
Sugar Kyle wrote:
How does the other ship know how much cap I have to always get the equation correct so easily?


The same way it knows the resists etc.. to calculate damage or how much HP is left ?
Pankora t'Pastamancer
Sebiestor Tribe
Minmatar Republic
#593 - 2013-08-14 13:43:28 UTC
Is being impossible to nos a small ship with a big ship much different from being pointless to nos a small ship with a big ship?


I think sol ranger has the best solution.
Jerick Ludhowe
Internet Tuff Guys
#594 - 2013-08-14 14:04:11 UTC
I was always under the impression that nerfing a bad module was counter productive...
ellamadonna
No Risk No ISK
#595 - 2013-08-14 14:04:20 UTC  |  Edited by: ellamadonna
Meh thanks for nerfing the NOS again!

Why don't you simply change the name of the game into Frigates Online, and give every frigate a module that instantly pwns anything bigger than a frigate?
Why not make it impossible for larger ships to target smaller ones? It would balance it out perfectly.
At the end people will still complain that they can't pwn a battleship in their capsule.
I mean, capsules are way too underpowered, any frig can kill them! If people want to kill my capsule, they should bring their own to the field!
Nazowa
Center for Advanced Studies
Gallente Federation
#596 - 2013-08-14 15:02:20 UTC
Pankora t'Pastamancer wrote:
Is being impossible to nos a small ship with a big ship much different from being pointless to nos a small ship with a big ship?


I think sol ranger has the best solution.


It is not pointless to NOS a small ship with a big ship when you can shut down his warp scrambler and get away. As it is he can run his modules permamently by NOS'ing the big ship.

This is so that people can enjoy zooming around in small ships and kill your battleship while claiming this is better game design.

I say meh...
B0XzZ
Pulse Heavy Industries
#597 - 2013-08-14 15:55:22 UTC
So lets say I fit a small nos on a hawk and im fighting an arbitrator that is is using a medium neut on me. I still dont see any net benefit to this scenario as even with a nos the med neut is going to drain me to zero in short order maybe alowing me to keep a point on but doing nothing to sustain any other active modules like launchers.

What am I missing here?
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#598 - 2013-08-14 17:03:29 UTC
B0XzZ wrote:
So lets say I fit a small nos on a hawk and im fighting an arbitrator that is is using a medium neut on me. I still dont see any net benefit to this scenario as even with a nos the med neut is going to drain me to zero in short order maybe alowing me to keep a point on but doing nothing to sustain any other active modules like launchers.

What am I missing here?


Only that launchers don't use cap. Big smile

Apart from that, nothing. As soon as you get neuted dry, which really won't take long from a larger neut, there will be no practical difference between current Nos and the proposed mechanic.

The mechanic change does basically nothing to make Nos more useful or effective in its current main role of neut defence. The problem isn't the mechanic, it's the drain amount.
Phaade
LowKey Ops
Shadow Cartel
#599 - 2013-08-14 17:50:33 UTC  |  Edited by: Phaade
Callidus Marus wrote:
i'm Sorry CCP I still don't get why you use the old mechanic or the new one at the moment.
Both look to me like a forced and unnatural solution to an old problem.

My Understanding:
the Problem with nos was:
1. It could generate cap out of thin air
2. It drained to much and u got cap back instead of loosing it. (Neut)

The clear Solution in my eyes is.
1. force shutdown nos if not enough cap is on the targeted ship for a cycle to drain.
2. balance the drain amount, that it's not effective as neut.

If You still want some Hullbased meta add something like this:
bloodknight2 wrote:
NOS mods shouldn't be based on pourcentage, but simply have a penalty based on the size of the mod (smal, med, heavy NOS) and the target.

What i mean is :
Heavy NOS T2 : 120 cap leached per cycle. 150% effective VS capital hull, 100% effective VS BS hull, 50% effective VS cruiser and 25 (or 15)% against frigate.

Med NOS : 50% effective VS frigate, 100% VS cruiser, 150% VS BS and 200% VS capital

Small NOS : 100% effective VS frigate, 150% vs cruiser, 200% vs BS and 300% vs capital

NOS should be able to cap out a ship just like neut, but much more slower.


From my point of view I would think about fitting NOS on following ships:
ALL Gallente/Amarr Ships with an Utility highslot. (there are more but these are easy to point out)
Because all of them have cap problems and normaly need an injector. with NOS they might not need the Injector and so could gain a med slot and also some energy warfare.

with the current system and the new changes u only want to fit nos on figs destroyer and maybe cruiser.

That makes this module more or less useless on more than half of the ship classes ingame.
imho that's just not a good solution.



This is exactly right. If NOS only works on ships larger than it's class, why do Neuts work as effectively on everything? There is literally no reason to fit a NOS on anything larger than a cruiser. And having your cap alpha'd in 1 cycle by a bc / bs in your frig / AF is incredibly inconsistent with how ineffective NOS' are. Even fitting a NOS on a cruiser is highly debateable, and it would probably be far more beneficial to have a neut and a cap booster.

NOS needs to work just the same way as a Neut, only it transfers cap directly and takes longer to achieve the end result.

The current / proposed meta is ludicrous and illogical.

NOS would be more useful if it simply cancelled out incoming Nuets similar to how cap batteries work. Then at least there would be a purpose in fitting NOS.
B0XzZ
Pulse Heavy Industries
#600 - 2013-08-14 19:47:24 UTC
Gypsio III wrote:
B0XzZ wrote:
So lets say I fit a small nos on a hawk and im fighting an arbitrator that is is using a medium neut on me. I still dont see any net benefit to this scenario as even with a nos the med neut is going to drain me to zero in short order maybe alowing me to keep a point on but doing nothing to sustain any other active modules like launchers.

What am I missing here?


Only that launchers don't use cap. Big smile

Apart from that, nothing. As soon as you get neuted dry, which really won't take long from a larger neut, there will be no practical difference between current Nos and the proposed mechanic.

The mechanic change does basically nothing to make Nos more useful or effective in its current main role of neut defence. The problem isn't the mechanic, it's the drain amount.


This is exactly right. These changes dont make fitting a nos any more viable. They need a real benefit to fitying them. A frig with a nos is still no match for a cruiser with a med neut. Im not saying a nos should completely protect u from being capped dry but it should atleast give you a fighting chance.