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[Odyssey 1.1] Nosferatu mechanic change

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Author
Akimo Heth
State War Academy
Caldari State
#241 - 2013-06-23 13:25:40 UTC  |  Edited by: Akimo Heth
Joan Greywind wrote:
Samas Sarum wrote:
Kithian Hastos wrote:
As has been pointed out, I don't see how this really helps Nos on large ships vs. equal or smaller ships. Heavy Nos would basically only work against a capital ship now?

A previously mentioned idea of making Nos drain cap/sec is intriguing. Of course if it were just a flat amount this would probably create the reverse situation of Heavy Nos being over powered on smaller ships like frigates.

Percentage cap/sec?


Agreed, it is idiotic that a 42k isk Small NOS 1 can perma-drain all day on a BS or cruiser, but a 240 million deadspace heavy NOS can't drain a single GJ of cap from a frigate or cruiser. This might make a lick of sense if Neuts were the same way but they work on every ship of every size at any time, but NOS's don't for no reason based in reality. Then we're supposed to believe this change will increase overall usefulness of NOS's how?

Can someone name one circumstance where a BS would fit a NOS over a Neut? Even before this change they made some sense on frigates since the amount they drain was a significant portion of the frigates cap and the cycle time of 3 seconds made it a good defense against neuting, but the amount drained on a heavy NOS doesn't scale with the growth of the total cap of a BS and the 12 second cycle time makes it useless as a neut defense. This isn't including fitting costs, for less you can fit a heavy neut and ALWAYS drain 300% of the amount a NOS can SOME of the time (or none of the time with a BS versus anything smaller).


Yes because it is on of the 10 commandments that all modules should work on all the ships the same way. The difference in strength of a particular module over ship classes should be linear, because I deemed it so.

It is a very nice change, adds to the meta and to the gameplay, always a +. And although i don't like flying small ships, this will bring a little more balance to different ship classes which is also a +.

Now to the real question, are we going to see an increase in the drop rate of the deadspace nos'es, since we will probably have a significant increase in demand?


Can you name another module that gets worse as your ship gets larger, discouraging it's use? A NOS is in direct competition, usage wise, with Neuts. So when a Neut works obviously much better on a BS than a NOS then that is a problem, agreed? When you make a change that obviously encourages it's use on frigates and discourages it on BS for no reason whatsoever (I guess it adds to the meta whatever that means) all you do is add arbitrary complication and end up not achieving your original goal in the first place which was to increase NOS use.

I would think they would come up with a change that makes NOS's useful across all ship sizes and not make it so lopsided in favor in frigates on which they were already viable due to their low cycle times and cap drained scaling better with their total cap.
Weasel Juice
Mayhem and Destruction
#242 - 2013-06-23 13:57:08 UTC
Quote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?


I can. MWDs.
Akimo Heth
State War Academy
Caldari State
#243 - 2013-06-23 14:29:41 UTC  |  Edited by: Akimo Heth
Weasel Juice wrote:
Quote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?


I can. MWDs.


So BS's are discouraged from fitting MWD's over AB's? I certainly don't see that, definitely not to the extent of heavy neuts over heavy NOS's (and more so once this change goes through).

This NOS change would be like changing MWD's because for some reason not many people were using them (hypothetical). To do this CCP changes it so that a BS can only MWD when fighting a BS but a frigate can MWD no matter who he fights. See how arbitrary and nonsensical that sounds? Would this change accomplish the goal of increasing MWD use across the board? Of course not, so why do some people think this NOS change will?
Ewersmen
Perkone
Caldari State
#244 - 2013-06-23 20:06:54 UTC
Is this a sandbox ....No its a controlled sandbox ....Point the nos at someone and drain cap that's all it should be ....the amount of cap you drain depends on your ship and the size of your module .
Travasty Space
Pilots of Epic
#245 - 2013-06-23 20:59:20 UTC
Akimo Heth wrote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?.


Auxiliary Power Controls.

But you still seem to be missing the argument. On a Mechanical level this change to Nos' is the right one and the balanced one to agrue otherwise, is well dumb because they aren't going to further in boosting the mechanic of Nos. Now the stats of the different Nos' does need work but that isn't on the table in this thread yet.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#246 - 2013-06-23 21:05:06 UTC
Travasty Space wrote:
Akimo Heth wrote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?.


Auxiliary Power Controls.

But you still seem to be missing the argument. On a Mechanical level this change to Nos' is the right one and the balanced one to agrue otherwise, is well dumb because they aren't going to further in boosting the mechanic of Nos. Now the stats of the different Nos' does need work but that isn't on the table in this thread yet.


No, it doesn't make any sense on a mechanical level. Nos is a defensive mod, designed to help prevent you from capping out and provide a defence against neuts. There is no need to account for the size of ships' capacitors in this, the percentage method is perfect.

This proposed change is stupid because it doesn't change the ability of small Nos to keep cap up under neuting and because it flat out nerfs heavy Nos, the size division which most needs help. It is not a solution to any problem that exists, and only creates additional ones.
Ranamar
Nobody in Local
Deepwater Hooligans
#247 - 2013-06-23 21:12:39 UTC  |  Edited by: Ranamar
Akimo Heth wrote:
Weasel Juice wrote:
Quote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?


I can. MWDs.


So BS's are discouraged from fitting MWD's over AB's? I certainly don't see that, definitely not to the extent of heavy neuts over heavy NOS's (and more so once this change goes through).

This NOS change would be like changing MWD's because for some reason not many people were using them (hypothetical). To do this CCP changes it so that a BS can only MWD when fighting a BS but a frigate can MWD no matter who he fights. See how arbitrary and nonsensical that sounds? Would this change accomplish the goal of increasing MWD use across the board? Of course not, so why do some people think this NOS change will?


I dunno about you, but I only see BSes use MWDs when they're caught out of position, whereas I see frigates using MWDs all the time. This may have something to do with the difference in meaning of "your cap lasts for 1 minute" between battleships and frigates, though.

Incidentally, how many modules can you think of that get better against smaller ships as they get mounted on bigger ships? Not "useful for somebody to use on that ship" but "useful for my ship in particular to fit this".

Edit: Someone else mentioned Micro Auxiliary Power Cores, which are basically frigate-only mods (although they sometimes show up on destroyers) are a better example. They're still sometimes used on bigger ships, but they're definitely less useful.
Michael Harari
Genos Occidere
HYDRA RELOADED
#248 - 2013-06-24 00:27:14 UTC  |  Edited by: Michael Harari
+1 to adjusting the fitting for noses. Maybe even just apply wu/awu to them.

Edit: Also maybe add a nos amount heating bonus to the current rate boost, sort of like how armor reps work when heated
Akimo Heth
State War Academy
Caldari State
#249 - 2013-06-24 01:19:22 UTC  |  Edited by: Akimo Heth
Ranamar wrote:


Incidentally, how many modules can you think of that get better against smaller ships as they get mounted on bigger ships? Not "useful for somebody to use on that ship" but "useful for my ship in particular to fit this".


Umm, Neuts, you know the mod that is in direct competition with NOS's usage wise (they're complimentary). Neuts work against any ship size, big or small, all the time and drain 300% the amount of NOS's for less fitting, simple system that works all the time and guess what, they're used a lot at all ship levels.

NOS's have arbitrary rules attached to them that make no sense realistically and obnoxiously high fittings and guess what, nobody uses them especially at the BS level. So let's actually come up with a fix that targets the issues involved instead of simply buffing NOS's for small ships and nerfing them for large having zero effect on the usage numbers overall (i.e. the problem CCP was trying to solve in the first place).
Vladimir Norkoff
Income Redistribution Service
#250 - 2013-06-24 02:15:10 UTC
Akimo Heth wrote:
NOS's have arbitrary rules attached to them that make no sense realistically....
Because EvE is a realistic spaceship simulator?

Really though, NOS needs to have some pretty severe restrictions placed on it. Maybe you weren't around when NOS was an overpowered god-mod. Or perhaps you just don't remember it very well. But that shiite was broken on so many levels. I used to fly around in a NOS-Domi all the time, so I'm pretty familiar with how badly it can be abused. NOS needs these "arbitrary rules" to prevent that from happening again. the balance is just too fine, either it's overpowered or it has a very limited niche use. And in that case, it's better to have the mod suck (lol pun).
Brink Albosa
Black Rebel Rifter Club
The Devil's Tattoo
#251 - 2013-06-24 04:33:24 UTC
Good stuff.

+1
Akimo Heth
State War Academy
Caldari State
#252 - 2013-06-24 05:34:57 UTC  |  Edited by: Akimo Heth
Vladimir Norkoff wrote:
Akimo Heth wrote:
NOS's have arbitrary rules attached to them that make no sense realistically....
Because EvE is a realistic spaceship simulator?

Really though, NOS needs to have some pretty severe restrictions placed on it. Maybe you weren't around when NOS was an overpowered god-mod. Or perhaps you just don't remember it very well. But that shiite was broken on so many levels. I used to fly around in a NOS-Domi all the time, so I'm pretty familiar with how badly it can be abused. NOS needs these "arbitrary rules" to prevent that from happening again. the balance is just too fine, either it's overpowered or it has a very limited niche use. And in that case, it's better to have the mod suck (lol pun).



They used to be overpower because they always returned cap no matter what, even when the other ship didn't have any. No one has proposed anything near that change, so lets not justify bad changes by propping up that strawman argument.

When no other module has arbitrary size restrictions to even use the module when the alternative module (neuts) works 100% of the time on any ship class and are significantly more useful for med to large ships in every scenario, I'd settle for it making a lick of sense let alone being realistic. The whole point of changing NOS's was to encourage their use more than they are now, this change does nothing like that other than on frigates where they were already viable. Can we stop defending this turd of a change without acknowledging the imbalance it creates usage wise among frigates and BS's which is entirely avoidable with some of the suggestions in this thread.
Travasty Space
Pilots of Epic
#253 - 2013-06-24 05:52:19 UTC
Gypsio III wrote:
Travasty Space wrote:
Akimo Heth wrote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?.


Auxiliary Power Controls.

But you still seem to be missing the argument. On a Mechanical level this change to Nos' is the right one and the balanced one to agrue otherwise, is well dumb because they aren't going to further in boosting the mechanic of Nos. Now the stats of the different Nos' does need work but that isn't on the table in this thread yet.


No, it doesn't make any sense on a mechanical level. Nos is a defensive mod, designed to help prevent you from capping out and provide a defence against neuts. There is no need to account for the size of ships' capacitors in this, the percentage method is perfect.

This proposed change is stupid because it doesn't change the ability of small Nos to keep cap up under neuting and because it flat out nerfs heavy Nos, the size division which most needs help. It is not a solution to any problem that exists, and only creates additional ones.


Defensive thus why the mechanic works, if your getting neuted then the Nos will help esp. as neut focused ships generally cap booster or are being feed by logi/carriers. And as for % method working, not really as it simply swaps which size of nos is of low use. And then ignoring the fact that this will boost the use of nos with out hurting its use anywhere.

Again the specific values of each module do need to be looked at but that doesn't make the module and the mechanic of how it is going to work bad.
Edward Olmops
Gunboat Commando
#254 - 2013-06-24 07:05:53 UTC
Ok, after thinking about this for a while, I am no longer sure what the point of this whole change is.

If I fit a NOS, I could have one of the following two intentions:
A) I want to suck my enemies cap dry!
B) I want to prevent my own cap from being emptied by either enemy neuts or my own cap-hungry modules.


ad A) I have learned that this does not work. I might have in ancient times with limitless NOSes, but not with the percent-based ones. The only chance I have to completely drain my opponents's cap is if I ruin my own cap. Drain myself to 0 percent, then he'll drop to 0 percent, too. Only I can't hold tackle then.
What does it change when I go from percent to cap amount? Nothing.
To suck an enemy completely dry, I would have to go to 0 GJ cap which means empty - like before.
Tiny exception: I might not be able to get the enemy to 0 GJ, but to something less than 25 percent where he is no longer capstable and then kills himself with his modules, because he does not notice quick enough.
But after that, he'll still be able to keep the most vital modules alive by micromanaging them.

ad B) lets assume I am in a frigate and have a 500 GJ cap. Currently, I have 50 percent or 250 GJ left. I am fighting a BS with 5000 GJ cap and that BS has 25 percent or 1250 GJ left.
Now I activate my NOS.
Currently nothing happens as I have 50%, but the BS has only 25%.
After the change I will be able to drain cap, because I have 250 GJ and the BS has 1250 GJ.
But that does not change the long-term stability, does it?!?!?
In the current environment, I might lose cap until I am at 25 percent, too - but then the NOS kicks in and I CAN drain cap!
So the frigate does not gain anything.
(again, there might be some fringe cases where my frig would be cap-stable only with peak recharge rate + NOS and I am thus not cap-stable when trying to suck from a BS at less than 25 percent cap OR where one or the other version lasts a few secs longer - but that should not really matter)

It is important that neuting someone "a bit" does not help at all! Either he's empty ( less than activation cost of some mods) or not.


In fact, the proposed change is not a buff for smaller ships, but a NERF for bigger ones!
Because if I aim my heavy NOS (if for whatever reason I fitted one) at a frigate, I might be lucky and drain at least SOME cap. While after the changes that will almost never happen, because the BS will nearly never have more GJ left than a frig.
Nikuno
Atomic Heroes
#255 - 2013-06-24 07:21:39 UTC  |  Edited by: Nikuno
Edward Olmops wrote:

In fact, the proposed change is not a buff for smaller ships, but a NERF for bigger ones!
Because if I aim my heavy NOS (if for whatever reason I fitted one) at a frigate, I might be lucky and drain at least SOME cap. While after the changes that will almost never happen, because the BS will nearly never have more GJ left than a frig.


This is my take on how the suggested changes will work too, and I can't say that I think it's a good idea. It simply feels as if fitting nos to battleships, and possibly battlecruisers, will become a waste of a slot. I can only see usage of nos going down even across all ship sizes as it doesn't really provide much new to frigates and simply detracts from the bigger ships.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#256 - 2013-06-24 08:11:15 UTC  |  Edited by: Gypsio III
Nikuno wrote:
Edward Olmops wrote:

In fact, the proposed change is not a buff for smaller ships, but a NERF for bigger ones!
Because if I aim my heavy NOS (if for whatever reason I fitted one) at a frigate, I might be lucky and drain at least SOME cap. While after the changes that will almost never happen, because the BS will nearly never have more GJ left than a frig.


This is my take on how the suggested changes will work too, and I can't say that I think it's a good idea. It simply feels as if fitting nos to battleships, and possibly battlecruisers, will become a waste of a slot. I can only see usage of nos going down even across all ship sizes as it doesn't really provide much new to frigates and simply detracts from the bigger ships.


Entirely correct. Now, since no-one uses heavy Nos anyway, you could argue that nobody cares. But we don't balance ships by saying, "Oh, nobody uses the Eagle, so it doesn't matter if we nerf it some more". Instead, we fix the Eagle...

The contrary side is that of Nos on small ships. With the proposed change, it will let small Nos suck cap for longer from large ships. It's important to note that this sounds a lot better than it actually is. Because it's very little real use to suck cap for longer when you've fit Nos as a defensive module to prevent yourself from capping out and to hold tackle. You either have cap and have tackle or you don't - having a bit more cap buffer is nice, but it doesn't directly alter much.

On the other hand, you could use small Nos on a frigate as a more offensive module - because it will suck cap for longer, your target's cap will fall lower before the Nos deactivates, possibly enough to have some detrimental effects on the target. I'm uncomfortable about this for two reasons. Firstly, so what? Cap warfare is only really effective if you are able to switch off an opponent's modules - but the mechanic of Nos still prevents this by making it impossible to directly cap someone out - you have to hope that they mismanage their own cap and cap themselves out. Secondly, fundamentally, Nos shouldn't be an offensive cap warfare mod. We have neuts for that, and they work just fine.

So, to summarise, this proposed change is stupid and ill-thought-out because it doesn't really alter the ability of a tackler using small Nos to keep tackle under neuting, while absolutely nerfing heavy Nos into the ground, all with the added extra of smearing out the clearly-defined separation between Nos as a defensive mod and neuts as offensive ones. It doesn't solve any problems with Nos and only creates new ones.
To mare
Advanced Technology
#257 - 2013-06-24 10:50:55 UTC
Travasty Space wrote:
Akimo Heth wrote:
Can you name another module that gets worse as your ship gets larger, discouraging it's use?.


Auxiliary Power Controls.

But you still seem to be missing the argument. On a Mechanical level this change to Nos' is the right one and the balanced one to agrue otherwise, is well dumb because they aren't going to further in boosting the mechanic of Nos. Now the stats of the different Nos' does need work but that isn't on the table in this thread yet.


this change dont adree the problem, small neuts are already popular and they are getting boosted, large nos are useless and they will be even more with this change.
nos should drain always if the opponent have some cap to drain because the amount of energy transferred is kind of ok for small nos but it get ridicolously low for heavys and even then if thgis might seems too good a frig with a small nos would still able to tackle a BS with a heavy NOS because of the huge difference in cycle tyme, not to mention nos use more fitting than neut so they should be good at something, not just for reprocessing.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#258 - 2013-06-24 12:36:03 UTC  |  Edited by: Gypsio III
Some people have argued that the change in the OP, while clearly not being enough to fix Nos, should still be applied along with other changes to fitting requirements, cycles times and drain amounts. I would argue that the change from a % level to an absolute cap level is a bad idea regardless of any other changes, and I give heavy Nos as an example.

It's being fairly uniformly acknowledged now that this proposal is a serious nerf to heavy Nos. While this strengthens the case to changes in fitting requirements etc. of heavy Nos, I would argue that, with the change to from % cap level to absolute cap level, heavy Nos will become impossible to balance - it would either be underpowered and useless, or it would be simultaneously overpowered and underpowered.

Consider the targets that heavy Nos will be able to draw cap from under the proposed absolute cap level. This will consist largely of other BS and capitals - no other target will reliably have enough cap to activate the sucking effect of the heavy Nos. It's now generally understood that this will make heavy Nos close to useless (even more than it is now!). But what if we were to change the stats of heavy Nos to make up for this?

We could change the fitting requirements, but this doesn't alter the effects of the heavy Nos itself. So we need more. How about cycle time? Again, this is still no use if the heavy Nos isn't able to suck any cap. How about drain amount? Again, same problem...

How about all of these changes together? Now we have an absurd dilemma - the heavy Nos is very powerful at sucking cap, but only when it works - and it works reliably only against other BS and caps. It is underpowered in that you cannot rely on it to do anything in a general mixed PVP situation, while being overpowered on the occasions that it does work, particularly in its ability to rapidly destroy the capacitor of a hostile capital at no capacitor cost to the Nossing ships. This is a recreation of the original, awful and fundamentally broken Nos mechanic, and one that obsoletes neuts in a similar fashion to the obsolescence of neuts in old-style Nos mechanics

This is the dilemma of a how a module can simultaneously be overpowered and underpowered, and demonstrates that heavy Nos is fundamentally unfixable if the change in the OP, from % to absolute cap levels, goes through. The only answer to this is to maintain Nos in its clearly-defined defensive role, and to not implement the capacitor size-based effect of Nossing via absolute cap levels.
Vladimir Norkoff
Income Redistribution Service
#259 - 2013-06-24 13:18:25 UTC
Akimo Heth wrote:
They used to be overpower because they always returned cap no matter what, even when the other ship didn't have any. No one has proposed anything near that change, so lets not justify bad changes by propping up that strawman argument.
No. What made them overpowered was the ability to drain your opponent down to zero cap, while staying near max cap yourself and not expending any of your own resources to do it. You had no problem running your tank, mods, and weapons while theirs were shut down. That's what made NOS overpowered. All gain, zero cost. And amazingly, that's the exact issue CCP addressed with the great NOS-nerf. Had the problem just been "continuing to gain cap off a drained out opponent", they could have fixed that with a simple query to check the target's capacitor. Notice they didn't. Instead they addressed the core imbalance of the module. Which admittedly relegated it to near-uselessness on anything except a frigate. And with the proposed 1.1 mechanics, that doesn't change much. It will still be a crappy niche module used by a relatively small class of ships. Best they can do is massively reduce the fitting costs (and maybe improve the overheat values), and call it done.

Also, you might want to re-familiarize yourself with the Strawman fallacy. It's defined as mischaracterizing somebody's argument, and then refuting that mischaracterization. Ironically enough, that's exactly what you did with my argument. Go figure.
Akimo Heth
State War Academy
Caldari State
#260 - 2013-06-24 14:02:05 UTC  |  Edited by: Akimo Heth
Vladimir Norkoff wrote:
Akimo Heth wrote:
They used to be overpower because they always returned cap no matter what, even when the other ship didn't have any. No one has proposed anything near that change, so lets not justify bad changes by propping up that strawman argument.
No. What made them overpowered was the ability to drain your opponent down to zero cap, while staying near max cap yourself and not expending any of your own resources to do it. You had no problem running your tank, mods, and weapons while theirs were shut down. That's what made NOS overpowered. All gain, zero cost. And amazingly, that's the exact issue CCP addressed with the great NOS-nerf. Had the problem just been "continuing to gain cap off a drained out opponent", they could have fixed that with a simple query to check the target's capacitor. Notice they didn't. Instead they addressed the core imbalance of the module. Which admittedly relegated it to near-uselessness on anything except a frigate. And with the proposed 1.1 mechanics, that doesn't change much. It will still be a crappy niche module used by a relatively small class of ships. Best they can do is massively reduce the fitting costs (and maybe improve the overheat values), and call it done.

Also, you might want to re-familiarize yourself with the Strawman fallacy. It's defined as mischaracterizing somebody's argument, and then refuting that mischaracterization. Ironically enough, that's exactly what you did with my argument. Go figure.


Staying at max cap? The very best deadspace large NOS gives 10 GJ/s which isn't enough to keep 2 Tach 2 turrets firing let along keeping you at max cap. Heavy Neuts drain 300% that of NOS's so it wasn't the fact they drained ships to zero. I believe CCP has admitted in OP that what made them OP was their continuing to give cap while the opponent had zero to give so I'm not sure what you're defending.

I agree this change does nothing towards their goal of increasing NOS use overall, so lets not make it and actually make one that addresses the overall problems of NOS's instead of buffing the popular platform and nerfing the non-used platform.