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Energy Neuts (and Logi)

Author
Ahost Gceo
Center for Advanced Studies
Gallente Federation
#1 - 2014-05-23 19:24:10 UTC
First of all, understand that I am speaking in the context of wormhole space combat, smaller scale than nullsec and with ship limitations. Feel free to also discuss the impact of my suggestions in relation to combat in k-space environments.

With that out of the way, I'd like to start on Energy Neutralizers. These fantastic devices drain a targeted ship's capacitor and eventually shut off active resistance modules, ECM modules, guns, propulsion mods, active reppers, and anything that is not a passive module. But what are the drawbacks to using such ships? They drain your capacitor as well...except when permafed by a Logi chain which is present in almost every w-space engagement.

So in essence, we have a type of EWAR which in its current state effectively destroys an enemy fleet's ability to defend as well as fight back, with little to no drawback. Lots of people whine about ECM Jammers being omnipotent and ridiculous, but neuts are truly a "fun fight" killer.

Notice I didn't say anything about Nosferatus, which offer only a meager capacitor boost and don't completely wreck an enemy's ability to fight. They are really situation specific, where neuts are used anywhere as a utility high and are the only thing fit in highs on ships with bonuses for them (Legions, Armageddons, Bhaalgorns).

My suggestion to make neutralizers something to be used in moderation is that normal use of them causes heat damage across high, mid, and low slots. Not the amount of damage that modules normally cause from overheating, but a small amount that builds up over time and is applied across the entire ship. The result is a more sparing use of the modules because of its tendency to reduce the fighting capability of those ships.

Discuss. And do proffer examples of how this would effect k-space as well.

CCP ignore me please, I make too much sense.

Gay Pornstar
Federal Defense Union
Gallente Federation
#2 - 2014-05-23 19:40:38 UTC
Speaking as a fellow WH resident neuts in their current state are absolutely necessary as a counter for several ships. A serious nerf to neuts like that means stronger carriers, stronger logistics, stronger spider tanks and stronger T3s. Especially capital proliferation in WH, which is already a major problem, would be exponentially exacerbated by a change like this.

There is an idea of a Gay Pornstar; some kind of abstraction. But there is no real me: only an entity, something illusory. And though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable... I simply am not there.

Icewolf7
Brutor Tribe
Minmatar Republic
#3 - 2014-05-23 19:50:16 UTC
"IF" nuets are so op why not counter fit them with a cap battery or booster? or maybe an ancillary repper of some sort?

Use a little more imagination in your fit if certain ewar type shuts down your ship.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#4 - 2014-05-23 19:57:04 UTC
Missiles and projectiles
Passive hardeners
Buffer fits
Cap boosters
These are a few of my favorite things

When the neut sucks
When the DPS stings
When I'm feeling sad
I simply remember my favorite things
And then I don't feel so bad
Kaerakh
Obscure Joke Implied
#5 - 2014-05-23 20:01:59 UTC
Ahost Gceo wrote:

With that out of the way, I'd like to start on Energy Neutralizers. These fantastic devices drain a targeted ship's capacitor and eventually shut off active resistance modules, ECM modules, guns, propulsion mods, active reppers, and anything that is not a passive module. But what are the drawbacks to using such ships? They drain your capacitor as well...except when permafed by a Logi chain which is present in almost every w-space engagement.

So in essence, we have a type of EWAR which in its current state effectively destroys an enemy fleet's ability to defend as well as fight back, with little to no drawback. Lots of people whine about ECM Jammers being omnipotent and ridiculous, but neuts are truly a "fun fight" killer.



You could make a very similar argument about any ewar system. Honestly I don't see a problem with ewar systems being exceedingly effective at their specifically defined roles. Ewar can't cause damage or make a killing blow, which are tied directly with the metrics for winning a fight.

By necessity these methods of combat need to have very strong incentives for usage or else everyone will just ignore them. (Which they still do, but regardless!) In a majority of scenarios, ewar, on a per player instance, needs to be capable of neutralizing incoming dps of a single target or limiting incoming dps across multiple targets with high efficacy.

If it can't do that then it has less than a 1:1 efficiency in combat and has no purpose in a fleet when compared to a standard conventional combat vessel.

Tl;dr Neuts are fine and integral to gameplay as GP stated.
Bohneik Itohn
10.K
#6 - 2014-05-23 20:21:36 UTC  |  Edited by: Bohneik Itohn
Been toying with the idea of an anti-neut ship, actually... Haven't quite put my finger on any optimal setups because I have a very limited selection of ships I can test.

To begin with I'm pretty sure the blood raider ships, after Kronos, are going to fit perfectly into the role of shutting down neut ships one on one: Getting neuted isn't an issue when you have silly-NOS. You're both draining cap, but only the neut boat needs cap to drain cap. You may go dry first, but you won't stay dry, and he will.

Cap batteries: So underrated... I've been trying these out when I can and I'm starting to love them. Thinking about an ECM ship that can just be an utter nuisance, in that it is enough of a threat to keep the attention of the neut boat in a small gang while having enough jamming and cap regen to break cap-chain regularly. Impossible for me to do anything but theorize with this since I have 0 skills in Caldari ships, but cap batteries plus a booster should keep the ECM's fed for a while. I just don't know if you can get enough ECM on any of the caldari ships after that to jam all of the popular WH cap-chain logi fits. You rely on being able to keep the neut boat's attention and not getting alpha'd, issues which can depend a lot on the pilot and the situation.

There are other things that stew in my head from time to time. Nothing worth mentioning yet though.

It's something I like to scratch my head over for the time being, and I'm going to have a lot of fun testing it in the near future after Kronos and a few more skills finish.

Gay Pornstar wrote:
Speaking as a fellow WH resident...


Wait... You live in W-space?

It's all starting to come together now..... It makes sense....

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Nariya Kentaya
Ministry of War
Amarr Empire
#7 - 2014-05-23 20:26:39 UTC
Icewolf7 wrote:
"IF" nuets are so op why not counter fit them with a cap battery or booster? or maybe an ancillary repper of some sort?

Use a little more imagination in your fit if certain ewar type shuts down your ship.

As a dedicated Sentinel pilot/fanboy, I can personally say with all certainty, **** boosters, gets me killed more often than remembering too late that hyperions have drones.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#8 - 2014-05-23 20:27:59 UTC
Nariya Kentaya wrote:
Icewolf7 wrote:
"IF" nuets are so op why not counter fit them with a cap battery or booster? or maybe an ancillary repper of some sort?

Use a little more imagination in your fit if certain ewar type shuts down your ship.

As a dedicated Sentinel pilot/fanboy, I can personally say with all certainty, **** boosters, gets me killed more often than remembering too late that hyperions have drones.

Hehe
You should see the humor of the under fitted gun Hyperion
Kaerakh
Obscure Joke Implied
#9 - 2014-05-23 21:19:43 UTC
Nariya Kentaya wrote:

As a dedicated Sentinel pilot/fanboy,


See that made me very happy. Sentinel <3
Ahost Gceo
Center for Advanced Studies
Gallente Federation
#10 - 2014-05-23 21:54:05 UTC
"You could make a similar arguement for other type of ewar system..."

No, no I can't. Tracking Disruptors can be countered with a multitude of mods/rigs as well as changes in transversal. Damps? Fly closer and sebos. Jams? ECCM and skills such as Radar Compensation. None of these reduce the EHP of a ship and completely shut down their offensive systems and their own ewar. Neuts do, on top of having very few things to directly counter them such as...

"Cap batteries, cap boosters, and ancillary reppers..."

Tell me where in your T3 and capital fits that your corp/alliance has ever shoved cap batteries into the precious few slots you have for tackle and other ewar. They are situational, and if no neuts are present, you have only a little extra cap capacity that you didn't need anyways (yey). Cap boosters are good for more situations than batteries but ultimately suffer the same flaws and are rarely fit on T3s. Ancillary reppers? Logi. Need I say more?

I understand that neuts are a necessity in w-space. This change will mostly impact full neut Armageddons and Bhaalgorns, because they will suffer from the most heat damage and will have decreased longevity in battle against capitals which are completely useless once capped out in the initial stages of a battle. Neut legions will suffer far less heat damage except when fit with a full rack of neuts. If they combine dps and neuts, they should be able to last far longer.

Overall, the changes I envision would cause an enemy fleet to actually be able to recover from a neut attack the longer the battle goes on. This does nothing against a horde of Legions, but does punish those who bring four Bhaalgorns to cap an entire field of subcaps.

CCP ignore me please, I make too much sense.

Gay Pornstar
Federal Defense Union
Gallente Federation
#11 - 2014-05-23 22:39:48 UTC  |  Edited by: Gay Pornstar
Ahost Gceo wrote:
"You could make a similar arguement for other type of ewar system..."
No, no I can't. Tracking Disruptors can be countered with a multitude of mods/rigs as well as changes in transversal. Damps? Fly closer and sebos. Jams? ECCM and skills such as Radar Compensation. None of these reduce the EHP of a ship and completely shut down their offensive systems and their own ewar. Neuts do, on top of having very few things to directly counter them such as...


Tracking rigs/computers/enhancers have a laughable effect on the overall effectiveness of well bonused TDs because of the way the formula is calculated. Dampeners, even post nerf, function about the same way. Good luck "flying closer" to that Keres shutting you down to 5K with a 20KM scram. Jams do actually have a proper counter and ill give you that ECCM is pretty effective at shutting them down, but thats mostly because of falcon and the way they absolutely isolate you from helping your friends or participating in combat, and keep in mind that ECCM is the one and only counter, along with that weird low slot thing that no one fits. Neuts have a counter in the form that almost every fleet of any size will have logi, and those logi will have energy transfer arrays. Compared to other ECM systems, neuts also have a laughably small range, fit in high slots instead of mediums, and require a ton of fitting space. This is not to mention that a full neut Bhaal or Curse will cap itself out rapidly because of the intense capacitor requirements. You bring this up yourself in your OP, stating that they require a permafeed logi chain just to keep them running. Im not arguing that neuts are underpowered, but they serve a vital role in fleet fights as a counter to capitals outside of loldps.

There is an idea of a Gay Pornstar; some kind of abstraction. But there is no real me: only an entity, something illusory. And though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable... I simply am not there.

Nariya Kentaya
Ministry of War
Amarr Empire
#12 - 2014-05-23 22:48:35 UTC
Ahost Gceo wrote:
First of all, understand that I am speaking in the context of wormhole space combat, smaller scale than nullsec and with ship limitations. Feel free to also discuss the impact of my suggestions in relation to combat in k-space environments.

With that out of the way, I'd like to start on Energy Neutralizers. These fantastic devices drain a targeted ship's capacitor and eventually shut off active resistance modules, ECM modules, guns, propulsion mods, active reppers, and anything that is not a passive module. But what are the drawbacks to using such ships? They drain your capacitor as well...except when permafed by a Logi chain which is present in almost every w-space engagement.

So in essence, we have a type of EWAR which in its current state effectively destroys an enemy fleet's ability to defend as well as fight back, with little to no drawback. Lots of people whine about ECM Jammers being omnipotent and ridiculous, but neuts are truly a "fun fight" killer.

Notice I didn't say anything about Nosferatus, which offer only a meager capacitor boost and don't completely wreck an enemy's ability to fight. They are really situation specific, where neuts are used anywhere as a utility high and are the only thing fit in highs on ships with bonuses for them (Legions, Armageddons, Bhaalgorns).

My suggestion to make neutralizers something to be used in moderation is that normal use of them causes heat damage across high, mid, and low slots. Not the amount of damage that modules normally cause from overheating, but a small amount that builds up over time and is applied across the entire ship. The result is a more sparing use of the modules because of its tendency to reduce the fighting capability of those ships.

Discuss. And do proffer examples of how this would effect k-space as well.

So basically, you want ships specialized in neuts to never be allowed in roams/ganes, wormholes, or anywhere where they might be used for a prolonged period fo time because they will, by an arbitrary mechanic, essentially guarantee the ship using it dies to itself.

There are plenty of HARD counters to neuts, missiles, drones, and projectile weapons being PRIME examples of these (two of which are also a hard counter to TD, making them poor targets for Sentinels), aswell as armor tanking. Blasters also fall under this, because of their low cap requirements. in fact, the ONLY ships neuts can inarguably shut down COMPLETELY are Amarr ships.

Neuts are also the only solution to logi outside of "bring double the guys of the enemy to break to logi regen". If your having trouble against neuts, then primary those ships off the field, keep your logi further from the bulk of enemy forces, or fit one fo the numerous mods/rigs that can assist your cap stability.

As it is, neuts have counters, and innate weaknesses, just because YOU dont want to change what you fly, or risk fitting a ship to counter something that may or may not even be present (neut bonused ships), you want to chop the balls off not only ships that can actually pose an issue (bhaalgorn/geddon) but completely nullify any use of neuts period on any ship.

Learn to counter, diversify your fleets, and identify target priorities, if you can do that, go back to highsec missioning.
Bohneik Itohn
10.K
#13 - 2014-05-24 00:32:09 UTC
Ahost Gceo wrote:


Tell me where in your T3 and capital fits that your corp/alliance has ever shoved cap batteries into the precious few slots you have for tackle and other ewar.



So you just wait for your corp to shove a ship in your hands to fly and don't bother trying anything from there?

That explains a lot.

If you're not winning with your current tactics, change them, don't try to force people to change their tactics by acting through a third party (asking CCP to "fix things" because they're "unbalanced")

I fly a Legion. A lot. Even a neut Legion. And mostly Amarr ships with a smattering of Gallente when I'm bored. I haven't flown a single ship that didn't have cap problems. I completely ignored batteries until about a month ago, now I'm finding several fits where I actually have better cap stability by swapping out a recharger with a large battery, should the fit have a recharger and/or rely on heavy cap regen, or a few other factors.

Without being neuted. Throw neuting into the mix and the difference is phenomenal.

Cap boosters are life to a lot of Amarr and Gallente setups out there. How.... do you not know this?... Even for some Logi setups. I see cap booster Exequrors all the time, and they usually outlast ours.


Tackle is tackle. Everyone should fit a smattering of tackle. E-war is E-war. If you've got an extra slot fit it, but otherwise put a specialized ship(s) on grid and wreck face with it because half-arsing it just doesn't get you very far. If you can't field the ship(s) and are relying on kitchen sink setups to win the E-war day, you should be expecting problems.

Neuting is already getting another hard counter in the bottomless NOS ships, which aren't in any way intended to counter them. But a new hard counter or a nerf isn't even needed, because there are so many ways to get around neuts backed by cap-chain currently.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.