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Player Features and Ideas Discussion

 
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Buff the Range of Neutralizers (And NOS)

Author
Zarnak Wulf
Task Force 641
Empyrean Edict
#1 - 2014-03-09 22:13:40 UTC
Neutralizers have the following ranges:

T2 Small - 6.3 km
T2 Medium - 12.6 km
T2 Large - 25.2 km

These ranges haven't changed since they were introduced. Many other factors in Eve HAVE changed though. Off the top of my head:


  • T2 webs used to have 90% strength. They were significantly nerfed.

  • Overheating was introduced. Before max scram range was 9km and long point range was 24km. Overheating will net you 10.8km and 28.8km respectively.

  • Ship rebalancing has drastically changed the layout of ships. Whereas before many ships had utility highs, the number is currently drastically reduced. Many of the ships that were famous for neuts have fallen out of favor or lost some of their utility slots - Rupture and Hurricane are such examples. Neutralizers everywhere is no longer part of the meta game.

  • Strategic Cruisers have allowed boosts to reach levels that were not possible before. The 10.8km and 28.8km mentioned earlier? Try 13 km + and 34 km + now.

  • Old buffs that were created to add survivability to ships - 30 km point range for fleet Interceptors to get them out of Large Neut range - are no longer as important considering ship rebalances, overheating, and links.


Proposal One:

Buff the range of Neutralizers. 7.5 km for small. 15 km for medium. 30 km for large.

Proposal Two:

Change the overheat benefits for Neutralizers to a 20% range buff.

Proposal Three:

Reduce the fittings for neuts to reflect their reduced importance in the game.
Arthur Aihaken
CODE.d
#2 - 2014-03-10 00:10:29 UTC
1. No ... 2. No ... 3. No.

I am currently away, traveling through time and will be returning last week.

Anhenka
The New Federation
Sigma Grindset
#3 - 2014-03-10 00:32:07 UTC
Arthur Aihaken wrote:
1. No ... 2. No ... 3. No.


What he said.

Nuets are already very scary forms of Ewar for some situations. Their reduction of use has far more to do with the trend towards mid-long range tackle frigs / kiting cruisers in gang combat than any particular slot changes.

And as usual "Not useful in every situation" does not mean "Needs to be buffed"

Although the Overheat range buff sounds acceptable on paper, CCP would feel a need to nerf it a bit first, so we end up with a worse product that we did before for the 95% of the time we are not overheating. So pass.
Zarnak Wulf
Task Force 641
Empyrean Edict
#4 - 2014-03-10 01:31:22 UTC
As one goes through the thread for the minor Frigate and Cruiser revisions, one of the recurring statements is how useless utility high slots are. For the gank and tank that one is forced to give up to fit a neut- you get the idea.
Arthur Aihaken
CODE.d
#5 - 2014-03-10 01:59:21 UTC
Zarnak Wulf wrote:
As one goes through the thread for the minor Frigate and Cruiser revisions, one of the recurring statements is how useless utility high slots are. For the gank and tank that one is forced to give up to fit a neut- you get the idea.

Cloaks, remote reps, vampires and neuts. For the ships that want an extra turret or launcher in place of a utility slot, it's perceived as useless… For the ships that don't have a spare utility slot, they are highly sought after. Like anything else they lend themselves more to certain ships and styles of play, and I'd say they're fairly balanced at this point.

I am currently away, traveling through time and will be returning last week.

Milton Middleson
Rifterlings
#6 - 2014-03-10 04:14:45 UTC
Quote:
For the ships that don't have a spare utility slot, they are highly sought after.


Let's find some Merlin or Incursus pilots and ask whether they'd trade a mid or low for a utility high.

For that matter, let's look at the frequency with which utility highs are left empty.
Seliah
Red Cloud Vigil
#7 - 2014-03-10 08:19:20 UTC  |  Edited by: Seliah
No.

Neuts are a very powerful form of ewar which can be devastating when used in the right situation. In small to medium scale engagements where active and remote tanking are largely used, they're the wild element that brings instability and breaks things apart. They're also one of the main tools for smaller ships to take on bigger ships by sucking them dry to get through their superior tanking capabilities (like a bhaalgorn vs carriers / dreads, or a sentinel vs cruisers for example). When used as a simple utility slot on a non specialized ship, they're still powerful, a lot more than a damp / ecm would be on a non specialized ship.

Range shouldn't be increased. Usually, once you get your neuts on a target, you basically control the range by removing your target's ability to use propulsion modules for an extended period of time. Being able to do that from even further would be OP. Right now, I feel like neuts are in a very good place, at least compared to some other forms of ewar.

You could however discuss the effects of overheating on neuts. Overheating reduces the activation cycle, meaning you neut more, as the expense of an increased cap consumption. You could argue that it would be better if overheating granted increased range rather than shorter cycles, but that's not something I would deem necessary.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#8 - 2014-03-10 15:57:23 UTC
How about ancillary neuts? Burn cap boosters @ 50% effect. They run out quickly being a burst module like asb. Have reasonably small capacity. Small neut fit 2x 200gj boosters. Large fit 3-4x 800s.

Harvey James
The Sengoku Legacy
#9 - 2014-03-10 16:11:32 UTC
actually i would side more on the side of nerfing neut range a little maybe 25% .. at least on large neuts anyway 24km is quite long and is bad for skirmish kiting fleets..

Geddons are also crazy OP ranges... curses and sentinels also neut a little too far

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Batelle
Federal Navy Academy
#10 - 2014-03-10 16:27:49 UTC
only one i would support would be overheating for range.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Arthur Aihaken
CODE.d
#11 - 2014-03-10 17:36:03 UTC
Milton Middleson wrote:
Quote:
For the ships that don't have a spare utility slot, they are highly sought after.

Let's find some Merlin or Incursus pilots and ask whether they'd trade a mid or low for a utility high.
For that matter, let's look at the frequency with which utility highs are left empty.

So we're basing this on two hulls? Maybe for the occasional frigate, but for cruisers on up I think it would be a rare exception where you didn't utilize a utility high.

I am currently away, traveling through time and will be returning last week.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#12 - 2014-03-10 18:17:02 UTC
Smalls need to reach out to unheated web range. They are far too easy to counter as is, given their high fitting and cap cost.

The rest are fine. Don't mess with them.
Nevyn Auscent
Broke Sauce
#13 - 2014-03-10 18:46:26 UTC
Or we could ease the fittings a little on them. That's probably the area they need the most help in. Not range.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#14 - 2014-03-10 23:27:26 UTC
I'd rather have a reason to fit them have them still be useless, but easier to fit.