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Nerfing energy transfer and infinite cap creation

Author
Cartheron Crust
The Tuskers
The Tuskers Co.
#1 - 2015-03-29 12:09:36 UTC
Ok now that I have your attention with the nerf word.

Generally speaking anything you can do permanently with little to no effort in game is boring and bad/flawed game mechanics. Apply this to this the importance of capacitor in the game and the permanently creating more of it from sturdy and resilient platforms (Carriers and Logistics ships) and it seems this is a bad mechanic.

The fact that Cap chains are so resilient against their direct counter (energy neutralizers) make this problem even worse. How to fix this?

Straight up nerfing the bonus's seems a little harsh or hard limiting the number of transfers to be fitted to a ship (like in the AT) seems to be artificially limiting in a sandbox game. So perhaps a new mechanic.

Make energy transfers always generate heat. Now hold your horses, don't get all up in arms yet logi bro's. Lets look at a specific example. As it is a pilot with Thermodynamics V in a two large energy transfer Guardian (for arguments sake lets take an all meta IV high slot guardian) can heat both of them simultaneously for 4mins37s.

Now the heat damage and emission stat can be lowered some (if it seems a little harsh atm), maybe even straight up halfing those stats. With the option still there for overheating as normal.

What does this do? It still allows cap chaining but adds actual skill in managing your heat instead of just "fire and forgetting" the chain if you will. Now an all V logi is stable with just one incoming transfer anyway so this already helps the heat factor as the same Guardian pilot as above can currently heat just one Energy Transfer for just shy of 7 minutes. So they can alternate between the two to limit the heat generated. Obviously each can be repaired with paste when not active also, the mods can be refit off carrier or Nestor now also if they burn.

This would add more module interaction, opportunities for mistakes to be exploited and more decisions. Always better than "fire and forget" mechanics.
Malcanis
Vanishing Point.
The Initiative.
#2 - 2015-03-29 12:41:46 UTC
Actually I think an even better variation or addition of this mechanic would be to make it such that receiving cap transfers causes heat.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Lugh Crow-Slave
#3 - 2015-03-29 12:49:23 UTC
ahh i found your problem



energy nuets are not the counter to cap chains cap chains are the counter to nuets



the counter you are looking for is ECM and when a fleet comp is dependent on cap transfers one jam is enough to bring the entire fleet down



-1 not over powered no need for nerf
Arthur Aihaken
CODE.d
#4 - 2015-03-29 12:51:31 UTC  |  Edited by: Arthur Aihaken
Malcanis wrote:
Actually I think an even better variation or addition of this mechanic would be to make it such that receiving cap transfers causes heat.

+1 I like the idea. Question: Which section would heat be applied to (high/mid/low), or would it be random?

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

Malcanis
Vanishing Point.
The Initiative.
#5 - 2015-03-29 13:00:41 UTC  |  Edited by: Malcanis
Arthur Aihaken wrote:
Malcanis wrote:
Actually I think an even better variation or addition of this mechanic would be to make it such that receiving cap transfers causes heat.

+1 I like the idea. Question: Which section would heat be applied to (high/mid/low), or would it be random?


I'd suggest equally. Receiving a single cap transfer of size = to your ship size should be sustainable (providing you're not overheating everything else ofc). But sustained oversized or multiple incoming cap transfers should cause general heat buildup. This allows brief bursts of energy to be applied but not maintained indefinitely.

It also allows for the possibility of using cap transfers offensively...

EDIT: Making neutral logi cap chains inoperable in hi-sec would of course be a tragic casualty of this change.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Lugh Crow-Slave
#6 - 2015-03-29 13:37:39 UTC
Malcanis wrote:
[

It also allows for the possibility of using cap transfers offensively...



and probably broken in large numbers
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2015-03-29 13:46:46 UTC
Lugh Crow-Slave wrote:
Malcanis wrote:
[

It also allows for the possibility of using cap transfers offensively...



and probably broken in large numbers



You mean you think every fight starting out with 'everyone burn out the target's modules in a way that is completely impossible to tank' could ever not be broken?
Cartheron Crust
The Tuskers
The Tuskers Co.
#8 - 2015-03-29 13:56:01 UTC  |  Edited by: Cartheron Crust
While the recieving ship gaining the heat damage is an interesting concept I would not be amused to be hit by a Guardian from 50+km with five energy transfers and burning all my active mods. -_-

Lugh Crow-Slave wrote:
ahh i found your problem



energy nuets are not the counter to cap chains cap chains are the counter to nuets



the counter you are looking for is ECM and when a fleet comp is dependent on cap transfers one jam is enough to bring the entire fleet down



-1 not over powered no need for nerf


In that vein ecm is the counter to everything targetted. Whats the counter to turrets? ECM! Whats the counter to scrams? ECM! Whats the counter to tracking disruption? ECM! Etc etc. Stop being silly. Requiring a flawed and boring mechanic (ecm) to counter an equally boring "fire and forget" mechanic is not good gameplay.
Elenahina
Federal Navy Academy
Gallente Federation
#9 - 2015-03-29 15:38:44 UTC
Malcanis wrote:


EDIT: Making neutral logi cap chains inoperable in hi-sec would of course be a tragic casualty of this change.

Oh damn. Better scrap the idea then.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

afkalt
Republic Military School
Minmatar Republic
#10 - 2015-03-29 15:44:59 UTC
Lugh Crow-Slave wrote:
Malcanis wrote:
[

It also allows for the possibility of using cap transfers offensively...



and probably broken in large numbers



All you do is create a situation where cap transfers are strictly better than neuts for defense utility highs. Why nuet that tackle frig when I can melt the entire mod rack and pop it with a single hobgoblin I?

It wouldn't be a "possibility", it would be the only smart play.

Also, curses and the blood ships still mess with guardians something fierce, especially if they have their own cap support.
Kazaheid Zaknafein
Zaknafein Tactical Reconnaissance
#11 - 2015-03-29 15:45:24 UTC
If cap transfers become capable of offensive abilities, make cap batteries act as a counter.
Make the cap transfers only cause heat on the target if the transfer puts the battery at over 100%. By stacking cap batteries you can make a fleet harder to overcharge, nuet and vampire.
Lugh Crow-Slave
#12 - 2015-03-29 15:47:18 UTC
Cartheron Crust wrote:


In that vein ecm is the counter to everything targetted. Whats the counter to turrets? ECM! Whats the counter to scrams? ECM! Whats the counter to tracking disruption? ECM! Etc etc. Stop being silly. Requiring a flawed and boring mechanic (ecm) to counter an equally boring "fire and forget" mechanic is not good gameplay.



not quite do to how ECM works you need to be able to kill what you have jamed in those 20s and then get the ECM boat out using ecm on just about anything other than logi (in mid to large fights) is just ineffective as the ECM boat will either be forced off field or killed before they can make a difference.




slowing DPS by one ship for 20s is no where near as effective as disrupting a cap/rep chain for the same amount of time
Arthur Aihaken
CODE.d
#13 - 2015-03-29 15:51:32 UTC
Malcanis wrote:
EDIT: Making neutral logi cap chains inoperable in hi-sec would of course be a tragic casualty of this change.

That breaks my heart... Lol

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

Cartheron Crust
The Tuskers
The Tuskers Co.
#14 - 2015-03-29 15:53:44 UTC  |  Edited by: Cartheron Crust
Lugh Crow-Slave wrote:
Cartheron Crust wrote:


In that vein ecm is the counter to everything targetted. Whats the counter to turrets? ECM! Whats the counter to scrams? ECM! Whats the counter to tracking disruption? ECM! Etc etc. Stop being silly. Requiring a flawed and boring mechanic (ecm) to counter an equally boring "fire and forget" mechanic is not good gameplay.



not quite do to how ECM works you need to be able to kill what you have jamed in those 20s and then get the ECM boat out using ecm on just about anything other than logi (in mid to large fights) is just ineffective as the ECM boat will either be forced off field or killed before they can make a difference.




slowing DPS by one ship for 20s is no where near as effective as disrupting a cap/rep chain for the same amount of time


When you go "one up and one down" though with transfers even then your counter isn't working though is it? As they still have transfer from another ship which is not the jammed one. So you have to ecm two in the chain that are adjacent (via actually seeing the visual effect). The fact is, infinite cap creation is currently too efficient (bonused ships that is) and "fire and forget".

Not great gameplay.
Lugh Crow-Slave
#15 - 2015-03-29 16:02:37 UTC
Cartheron Crust wrote:


When you go "one up and one down" though with transfers even then your counter isn't working though is it? As they still have transfer from another ship which is not the jammed one. So you have to ecm two in the chain that are adjacent (via actually seeing the visual effect). The fact is, infinite cap creation is currently too efficient (bonused ships that is) and "fire and forget".

Not great gameplay.



A well trained (SP and pilot skill) dedicated ECM boat can effectively jam up to three ships



but regardless of the effectiveness of ECM to counter a cap chain your "fix" only causes more issues
FireFrenzy
Cynosural Samurai
#16 - 2015-03-29 16:39:41 UTC
WUT?

JUST WUT?

Okay this is potentially the single worst thought out logic i have ever seen... For example you are nerfing alot more then just "NERF LOGI MAKE GUDFIT" (a horribly naive thought in general btw) especially since you arent touching the cap stable boats (oneiros and scimitar) which near as i can tell are used more anyways...

Also Spidertanking is AWESOME... Get 5-10 guys in spider tanking geddons, fight 20-30 t3s with logi and LAUGH while their >>500m spaceboats get roflstomped by your 230 million disposable spaceboats...
Malcanis
Vanishing Point.
The Initiative.
#17 - 2015-03-29 16:51:01 UTC
FireFrenzy wrote:
WUT?

JUST WUT?

Okay this is potentially the single worst thought out logic i have ever seen... For example you are nerfing alot more then just "NERF LOGI MAKE GUDFIT" (a horribly naive thought in general btw) especially since you arent touching the cap stable boats (oneiros and scimitar) which near as i can tell are used more anyways...

Also Spidertanking is AWESOME... Get 5-10 guys in spider tanking geddons, fight 20-30 t3s with logi and LAUGH while their >>500m spaceboats get roflstomped by your 230 million disposable spaceboats...


The cap stable Logiboats are sceptible to neuting. The cap chaining ones aren't.

Note: the well made points above are quite correct: cap transfers causing heat would be a Bad Thing™ Oops

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Daichi Yamato
Jabbersnarks and Wonderglass
#18 - 2015-03-29 16:51:35 UTC
cap chains are not OP.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Iain Cariaba
#19 - 2015-03-29 16:53:34 UTC
Cartheron Crust wrote:
While the recieving ship gaining the heat damage is an interesting concept I would not be amused to be hit by a Guardian from 50+km with five energy transfers and burning all my active mods. -_-

Lugh Crow-Slave wrote:
ahh i found your problem



energy nuets are not the counter to cap chains cap chains are the counter to nuets



the counter you are looking for is ECM and when a fleet comp is dependent on cap transfers one jam is enough to bring the entire fleet down



-1 not over powered no need for nerf


In that vein ecm is the counter to everything targetted. Whats the counter to turrets? ECM! Whats the counter to scrams? ECM! Whats the counter to tracking disruption? ECM! Etc etc. Stop being silly. Requiring a flawed and boring mechanic (ecm) to counter an equally boring "fire and forget" mechanic is not good gameplay.

This is a prime example of exagerating to the point of absurdity. It is asinine to think the counter to everything is ECM.

What's the counter to turrets? Depends on the turret. Rails, arty, and beams the counter is speed. Blasters, ACs, and pulses are countered by range.
Scrams are themselves a counter to MWD, but are countered by keeping range.
Tracking disruption? Get a missile boat or, again, keep range.
Using your logic, the counter to everything is range.

So, in that vein, everything has its counter. Sure, ECM can be used to counter all this, but it's not any more necessary to counter it than cap chains are OP. Cap chains are fairly fragile, and if you break one link of that chain, the whole thing comes apart.
Malcanis
Vanishing Point.
The Initiative.
#20 - 2015-03-29 16:56:29 UTC
Iain Cariaba wrote:
Cap chains are fairly fragile, and if you break one link of that chain, the whole thing comes apart.


Uh nope.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

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