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PvE Nosferatu

Author
Soekith
French Kiss Singularity
#1 - 2015-07-20 21:02:09 UTC
Hi !

When the changes to energy vampires came out, I read the thread and if I recall, a dev said Nosferatus would still work in PvE.

My issue is, I fitted a PvE ship with those modules and they don't seem to work at all. I get no capacitor even though the modules cycle, either I use it on a NPC Battlecruiser or on a NPC Battleship.

Is there something I understood wrong?

Thank you for your help!
Zan Shiro
Doomheim
#2 - 2015-07-20 22:44:51 UTC
Not sure of the change you mentioned.


Last I used these in PVE (long long ago) they work for just a few cycles then stop working. they will still run but you draw no cap from rat.


reason being, I think, ccp doesn't want you NOS'ing rats for cap boosts. Put another way they don't want you going for potential perma run setups based on rat cap drain. As rats have infinite cap.


Soekith
French Kiss Singularity
#3 - 2015-07-20 22:49:42 UTC
The change I'm mentioning is this one :

Quote:
The Energy Vampire (Nosferatu) mechanic has been changed. Instead of checking that the target of an energy vampire module has more capacitor than the owner of the module by percentage, it will now check if the target has more capacitor amount.


Source : http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1

I know that some years ago, I used to belt rat in low-sec with a nosferatu, and it always drained capacitor. There was no such limit as the one you wrote about, at least I didn't notice any.
Nafensoriel
Brutor Tribe
Minmatar Republic
#4 - 2015-07-20 22:56:18 UTC
Unless I am terribly mistaken(which if I am please correct) it is a myth that rats have zero capacitor. They in fact only use zero capacitor to fire their weapons and use their modules. Their ships however do have a capacitor amount and a set regen like any other hull.

Hence just like any other hull when you cap drain them eventually that pool runs out.
elitatwo
Zansha Expansion
#5 - 2015-07-21 01:12:15 UTC
Nafensoriel wrote:
Unless I am terribly mistaken(which if I am please correct) it is a myth that rats have zero capacitor. They in fact only use zero capacitor to fire their weapons and use their modules. Their ships however do have a capacitor amount and a set regen like any other hull.

Hence just like any other hull when you cap drain them eventually that pool runs out.


Actually it's one unit of capacitor and if you fly a Blood Raider boat, any of the three you can use a nos or three to have infinite cap.

Eve Minions is recruiting.

This is the law of ship progression!

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Chainsaw Plankton
FaDoyToy
#6 - 2015-07-21 05:28:27 UTC
I just don't use nos on rats, so far I haven't let myself down. (well actually I started using a nos on the burner ashimmu to try and cause more aggro so it wouldn't shoot my drones, but have had mixed results, on the plus side usually gives enough cap for my target painter to cycle)

and if NPCs only had 1 cap then using a blood raider boat you would only get 1 unit of cap for using a nos. how much cap do they actually have, I think only ccp could tel you. some of the info might be in one of the old DB dumps, and I imagine ccp wouldn't have ever changed it.

The npc cap thing is more about their repair/guns operate independent of cap, so you can neut them out but it won't change their behavior.

@ChainsawPlankto on twitter

Jacob Holland
Weyland-Vulcan Industries
#7 - 2015-07-21 06:35:51 UTC
Chainsaw Plankton wrote:
and if NPCs only had 1 cap then using a blood raider boat you would only get 1 unit of cap for using a nos. how much cap do they actually have, I think only ccp could tel you. some of the info might be in one of the old DB dumps, and I imagine ccp wouldn't have ever changed it.

Except that Nosferatu don't subtract cap from a target and transfer it to the user.
The Nosferatu checks the target's cap, subtracts as you might expect... If it does subtract that cap is "destroyed" but the Nos raises a flag and then creates cap equal to its maximum drain amount in the capacitor of the ship it's mounted to.
This means that if a Nos which drains 90 is successfully activated on a target which has 50 GJ of cap left it will reduce the target's cap to 0 (I like to think it will also "brown out" the lights but...) and add 90 GJ to the ship it's mounted on (despite the fact that there was only 50 available).

This makes Blood ships very powerful because as long as you stagger your nos sufficiently to allow the target to regen at least 1 GJ between activations you dump a large amount of "free" energy to your own cap.
Chainsaw Plankton
FaDoyToy
#8 - 2015-07-21 06:57:13 UTC
Jacob Holland wrote:
Chainsaw Plankton wrote:
and if NPCs only had 1 cap then using a blood raider boat you would only get 1 unit of cap for using a nos. how much cap do they actually have, I think only ccp could tel you. some of the info might be in one of the old DB dumps, and I imagine ccp wouldn't have ever changed it.

Except that Nosferatu don't subtract cap from a target and transfer it to the user.
The Nosferatu checks the target's cap, subtracts as you might expect... If it does subtract that cap is "destroyed" but the Nos raises a flag and then creates cap equal to its maximum drain amount in the capacitor of the ship it's mounted to.
This means that if a Nos which drains 90 is successfully activated on a target which has 50 GJ of cap left it will reduce the target's cap to 0 (I like to think it will also "brown out" the lights but...) and add 90 GJ to the ship it's mounted on (despite the fact that there was only 50 available).

This makes Blood ships very powerful because as long as you stagger your nos sufficiently to allow the target to regen at least 1 GJ between activations you dump a large amount of "free" energy to your own cap.


not according to my tests

@ChainsawPlankto on twitter

Soekith
French Kiss Singularity
#9 - 2015-07-21 09:59:48 UTC
I used to run a 800mm Vargur with an Afterburner (that was before Marauder rebalance). At the time I didn't need those NOS's.

Wanting to use it again, I've put a MWD on it (because, well, MJD sucks with 800mm for missions in my opinion). The two Heavy Nosferatu II were supposed to allow me to use the MWD longer without capping out, but it seems they're pointless.

Sure, I could switch to 1400mm and use MJD and Bastion Module, but the DPS and the rate of fire of arties ... you know.
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#10 - 2015-07-21 13:25:16 UTC
Zan Shiro wrote:
Not sure of the change you mentioned.


Last I used these in PVE (long long ago) they work for just a few cycles then stop working. they will still run but you draw no cap from rat.


reason being, I think, ccp doesn't want you NOS'ing rats for cap boosts. Put another way they don't want you going for potential perma run setups based on rat cap drain. As rats have infinite cap.




OR you read how NOS mods work again and stop making things up
elitatwo
Zansha Expansion
#11 - 2015-07-21 13:47:11 UTC
Jacob Holland wrote:
...This makes Blood ships very powerful because as long as you stagger your nos sufficiently to allow the target to regen at least 1 GJ between activations you dump a large amount of "free" energy to your own cap.


Jacob, it doesn't matter if a ship has capacitor left or not for Blood Raider ships. Prior to the nosferatu nerf in 2009 they used to give everyone infinite capacitor regardless if the target has any or not.
Yes, this mean that since the pirate ship rebalance Blood Raider ships will produce capacitor with nosferatus fitted out of thin air all the while leaving the target dry.
It is possible to nos a ship out completely and still soak capacitor from them, it just takes longer for capitals but since a lot of people are not from before the nos nerf they continue to use neuts and cap injectors that they don't need.

Blood Raider ships are actually more powerful than Curses that way but if you don't tell them everything in a guide or fit the ships for them and fly them for them they cannot do anything.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Chainsaw Plankton
FaDoyToy
#12 - 2015-07-21 19:24:07 UTC
elitatwo wrote:
Jacob Holland wrote:
...This makes Blood ships very powerful because as long as you stagger your nos sufficiently to allow the target to regen at least 1 GJ between activations you dump a large amount of "free" energy to your own cap.


Jacob, it doesn't matter if a ship has capacitor left or not for Blood Raider ships. Prior to the nosferatu nerf in 2009 they used to give everyone infinite capacitor regardless if the target has any or not.
Yes, this mean that since the pirate ship rebalance Blood Raider ships will produce capacitor with nosferatus fitted out of thin air all the while leaving the target dry.
It is possible to nos a ship out completely and still soak capacitor from them, it just takes longer for capitals but since a lot of people are not from before the nos nerf they continue to use neuts and cap injectors that they don't need.

Blood Raider ships are actually more powerful than Curses that way but if you don't tell them everything in a guide or fit the ships for them and fly them for them they cannot do anything.


please show some proof of this, in my tests a blood ship soaks up the cap remaining on the target and nothing else. If they simply created magical free cap I'm sure they would be far more popular, especially since faction/deadspace nos are rather cheap as they are pretty useless.

and neuts kill a targets cap way faster than nos. on a bhaalgorn a heavy neut does 1050 cap every 24 seconds (43.75cap/s), where a nos does 210 cap every 10 seconds (21cap/s). In a gang with cap transfers it makes more sense imo to have mostly neuts on a bhaalgorn.

@ChainsawPlankto on twitter

Chainsaw Plankton
FaDoyToy
#13 - 2015-07-21 19:49:57 UTC
Soekith wrote:
I used to run a 800mm Vargur with an Afterburner (that was before Marauder rebalance). At the time I didn't need those NOS's.

Wanting to use it again, I've put a MWD on it (because, well, MJD sucks with 800mm for missions in my opinion). The two Heavy Nosferatu II were supposed to allow me to use the MWD longer without capping out, but it seems they're pointless.

Sure, I could switch to 1400mm and use MJD and Bastion Module, but the DPS and the rate of fire of arties ... you know.


imo if you want mobility get a mach. if you want to sit still and bastion up then the vargur is fine. Sometimes a MWD is better, sometimes a MJD is better, and sometimes you might even want both. Generally I'd say use the MWD to get into position hit bastion and brawl it out. Generally you shouldn't need to use it long enough that cap is an issue.

@ChainsawPlankto on twitter

elitatwo
Zansha Expansion
#14 - 2015-07-22 10:05:47 UTC
Chainsaw Plankton wrote:
please show some proof of this, in my tests a blood ship soaks up the cap remaining on the target and nothing else. If they simply created magical free cap I'm sure they would be far more popular, especially since faction/deadspace nos are rather cheap as they are pretty useless.

and neuts kill a targets cap way faster than nos. on a bhaalgorn a heavy neut does 1050 cap every 24 seconds (43.75cap/s), where a nos does 210 cap every 10 seconds (21cap/s). In a gang with cap transfers it makes more sense imo to have mostly neuts on a bhaalgorn.


I cannot find the thread in the old forums but back in the day everyone had one nos fitted because it created capacitor out of thin air.
Nobody used a neut back then. CCP Tuxford or Ytterbium didn't like it and changed the mechanic.

When the pirate ship balance came CCP Rise gave that machanic back to the Blood Raiders, which seems fitting for them.

Yes a neut will cap a capital ship out faster but yours too. A nos on my Blood Raider boat will do the same, it just takes a while longer.

Try to run the test again with a corpmate of yours. Take an ashimmu and nos him and put two reps on. Ask him or her to tell you when he or she is empty and leave your mods on. I promise they will not run out of cap.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Soekith
French Kiss Singularity
#15 - 2015-07-22 10:08:52 UTC
Thank you for your answers.

I thought about the mach before, but the ammo consumption drove me away. Plus the Vargur has this "Oh crap" button (Bastion Module) just in case.

I just think it's too bad the Vargur has had its mobility nerfed along with other Marauders even though it was part of its strength with Autocannons.

I guess I'll cherry pick Angel Cartel missions, since most of them come up close and personal.

I have got a Tachyon Paladin that I use for missions in Amarr space, but I wanted something more cookie-cutterish.

Looks like I'll have to keep looking for something else.
Rutger Centemus
Joint Empire Squad
#16 - 2015-07-23 14:31:42 UTC
elitatwo wrote:

I cannot find the thread in the old forums but back in the day everyone had one nos fitted because it created capacitor out of thin air.

I'm pretty sure the reason was that nos basically functioned as a BR-fitted nos does nowadays, in that it always leeched cap off the target, not a "creating cap out of thin air"-mechanic.

My memory's not 100% on this so it may be wrong, but I also seem to recall that "in the old days" the difference between nos and neut in cap taken / cap neuted was substantially smaller, which (would have) made using nos over neut a no-brainer.
RavenPaine
RaVeN Alliance
#17 - 2015-07-23 15:21:24 UTC
3 things

1. When I first started playing, I think NOS worked on anything you activated it to. If a rat wasn't close, you could target a structure and NOS it.

2. It was always explained to me, that a NOS would not work on a ship that had less cap than you did. It wasn't supposed to be able to neut that ship out to zero. The best it could do was equalize your cap to his.

3. When Navy Ravens had 7 launchers, I used a NOS in the last slot. The only utility hi-slot fitting that can help you survive. Way better than Drone augmenters for a PvE ship. Rayseres and Selenes NOS reach out to 36 KM if I recall.
stoicfaux
#18 - 2015-07-23 16:19:43 UTC
Odyssey 1.1 thread: https://forums.eveonline.com/default.aspx?g=posts&m=3597834#post3597834

Quote:

After reviewing the actual effect of this change on PVE we have decided to leave it alone and let it function in the new way, which mirrors the way it works in PVP, rather than try to split the function of NOS into a PVE and PVP version. Along with the consistency this provides, we also prefer that under the new mechanic you can't infinitely NOS any NPC nearby and instead have to work a bit harder to take full advantage of energy vampires.

I've seen speculation that NPCs have 1GJ cap and that's why % based drain always worked before, but now does not. This is not the case and most NPCs have base cap that is slightly below average base cap for their class. As an example, incursion BS rats have around 3800GJ base cap, meaning that a player BS would be able to NOS them successfully at between 50% and 75% of its cap total. Just like player vs player situations, NOSing NPCs in a ship class higher than yours should be very easy.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Nafensoriel
Brutor Tribe
Minmatar Republic
#19 - 2015-07-23 17:53:07 UTC
It is truly amazing how wide spread the 1gj cap myth was... even though it was never true at all.

In another 5 years you will have people spouting the same thing again proclaiming it gospel.
Chainsaw Plankton
FaDoyToy
#20 - 2015-07-24 07:29:35 UTC
1. it was CCP Fendahl (yea I didn't remember the name either) http://community.eveonline.com/news/dev-blogs/revised-nosferatu-mechanics-and-khanid-mk-2-on-the-test-server/
2. comment thread, not sure if the details of NOS are in there but http://oldforums.eveonline.com/?a=topic&threadID=566234

Rutger Centemus wrote:
elitatwo wrote:

I cannot find the thread in the old forums but back in the day everyone had one nos fitted because it created capacitor out of thin air.

I'm pretty sure the reason was that nos basically functioned as a BR-fitted nos does nowadays, in that it always leeched cap off the target, not a "creating cap out of thin air"-mechanic.

My memory's not 100% on this so it may be wrong, but I also seem to recall that "in the old days" the difference between nos and neut in cap taken / cap neuted was substantially smaller, which (would have) made using nos over neut a no-brainer.

pretty much, I can't remember specifically if it ever created cap out of thin air, but I don't think it did. I do remember it being an offensive (reduce target's cap) and defensive (increase yours) tool though. and as you say, did similar cap/s as neuts.

what I do remember was abusing the heck out of nos winning a 1v1 with a corp mate in a nos, td arbitrator, vs a maller.

elitatwo wrote:
Chainsaw Plankton wrote:
in my tests

Try to run the test again with a corpmate of yours. Take an ashimmu and nos him and put two reps on. Ask him or her to tell you when he or she is empty and leave your mods on. I promise they will not run out of cap.

I did test it, did you?

RavenPaine wrote:
2. It was always explained to me, that a NOS would not work on a ship that had less cap than you did. It wasn't supposed to be able to neut that ship out to zero. The best it could do was equalize your cap to his.

3. When Navy Ravens had 7 launchers, I used a NOS in the last slot. The only utility hi-slot fitting that can help you survive. Way better than Drone augmenters for a PvE ship. Rayseres and Selenes NOS reach out to 36 KM if I recall.


2. I'm not sure that mechanic ever worked properly, then again I don't think I've fit a nos for pvp combat outside of a frigate since the nos change.

3. yea I had a nos on one of my pve ships for a while but I mostly found them useless

@ChainsawPlankto on twitter

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