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[Odyssey 1.1] Nosferatu mechanic change

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Author
Ranger 1
Ranger Corp
Vae. Victis.
#481 - 2013-07-09 14:33:37 UTC
Akimo Heth wrote:
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.


This more than the absolute cap comparison is why they'll never be useful on BS ships until it is addressed. A frigate can run 2-3 beam lasers on a single NOS which is nearly 100% of its dps (since it presumably has a utility high to fit the NOS).

...but no lets keep making unintuitive ("drain amount based on relative cap, uh what?" says the new player) modifications to make them even more popular on frigates than they already are and forget that no one uses them on BS's and not fix a single thing.

You forget that BS have a multitude of other slots and options for cap generation (if so desired) compared to frigates. Even a single NOS does nice things for a BS cap regeneration, from a high slot. A NOS isn't meant to run a BS guns, but it is meant to prolong the time until you cap out... which is their job.

Again, it's a module intended more for smaller vessels, but not without it's uses for larger ones if you are fit intelligently.

But lets imagine you get your wish, and a single NOS can run a BS guns... do you have the SLIGHTEST idea of incredibly bad an idea that is? Big smileBig smileBig smile

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Ranger 1
Ranger Corp
Vae. Victis.
#482 - 2013-07-09 14:39:32 UTC  |  Edited by: Ranger 1
Akimo Heth wrote:
Ranger 1 wrote:
Kind of surprised this debate is still going on.


Its going on because very few agree with you or CCP's approach of "well we are going to reinforce the roll of NOS for smaller vessels and Nuets working better for larger ones, while making sure not to take away from the Neuts role, and not to make them over powered again.


Fixed that for you.

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Ranger 1
Ranger Corp
Vae. Victis.
#483 - 2013-07-09 14:45:45 UTC
Akimo Heth wrote:
Pelea Ming wrote:
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.

That still works out better then simply losing a turret's worth of DPS to fit it in the first place... if the ship is balanced out to free up a slot for the NOS, then it makes sense to use it for that little bit of extra gain, then it is to say "herpaderp, let me just flat out nerf my dps to try this out!"


If you dropped the turret count to 7 to make a utility high every sane pilot would fit a heavy neut in every single situation, that is the crux of our arguments in this thread. Instead of making tweaks that address this situation, CCP goes and makes a sideways change to frigate NOS usage where they're already popular while at the same time nerfing them on their least popular platform.

Actually considering Amarr laser use and their large cap drain... as well as their tendency to have plenty of room for drones to deal with frigates, you'd likely find quite a few pilots fitting a NOS in a spare utility high. Especially if they expected to be fighting primarily larger ships, or had plenty of small fry of their own on hand to deal with tacklers.

Now in a small gang roam, of course Neuts would be the logical choice as you have little idea what you will run into and the resources of your gang will be limited.

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Ranger 1
Ranger Corp
Vae. Victis.
#484 - 2013-07-09 15:26:06 UTC  |  Edited by: Ranger 1
Again, just to clarify the "Large NOS are ineffective vs smaller ships" issue, only select BS modules are designed to be effective against smaller vessels.

Ineffective vs frigates:

Large Missile systems.
Large Guns of any type.
Large NOS

Frigate defense systems:

Small drones
Smart bombs
EW (in all it's flavors including Webs and Scrams)
Neuts.


NOS used to fit into both category's equally well, but that was redundant with Neuts and overpowered even without infinite drain ability (even if a NOS's drain effect had stopped when the frigate was capped out).

Now it will be in it's proper place in relation to Neuts and role (useful against larger vessels, ineffective against smaller, fit dependent vs same size... and not making Neuts redundant). NOS will defacto be operating in a similar fashion to other BS weaponry... useful against a proper target but of relatively limited usefulness vs targets it is ill suited for.

Use the right tool for the job, and fit to maximize the usefulness of that tool.

One option for further balancing (if you really feel that Neuts are still overwhelmingly better) would be to specify that Neuts can only be effective against an opposing ship if you have MORE cap than your target... if you really want to be fair about it. Smile But the truth is that the large amount of cap you burn when using a Neut is designed to defacto fullfil that limitation. Heh, although it would certainly give people a reason to work cap batteries into their fits. SmileSmile

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Naomi Anthar
#485 - 2013-07-09 15:40:07 UTC
Ranger 1 wrote:
Again, just to clarify the "Large NOS are ineffective vs smaller ships" issue, only select BS modules are designed to be effective against smaller vessels.

Ineffective vs frigates:

Large Missile systems.
Large Guns of any type.
Large NOS

Frigate defense systems:

Small drones
Smart bombs
EW (in all it's flavors including Webs and Scrams)
Neuts.


NOS used to fit into both category's equally well, but that was redundant with Neuts and overpowered even without infinite drain ability (even if a NOS's drain effect had stopped when the frigate was capped out).

Now it will be in it's proper place in relation to Neuts and role (useful against larger vessels, ineffective against smaller, fit dependant vs same size... and not making Neuts redundant). NOS will defacto be operating in a similar fashion to other BS weaponry... useful against a proper target but of relatively limited usefulness vs targets it is ill suited for.

Use the right tool for the job, and fit to maximize the usefulness of that tool.

One option for further balancing (if really feel that Neuts are still overwhelmingly better) would be to specify that Neuts can only be effective against an opposing ship if you have MORE cap than your target... if you really want to be fair about it. Smile But the truth is that the large amount of cap you burn when using a Neut is designed to defacto fullfil that limitation.


And since when you are so fcking smart and all that you can decide what module does what ?

Let me tell something boy ... you are not dev. They decide what stuff does what, NOT YOU.

And also this is rebalance where stuff is getting changed, so old rules don't apply at all.
You are proving all the time that you are clueless troll. Stop it ... i have no time to deal with every single troll post you are putting here.

Just stop melting people minds with your stupid statements. If Devs decide now NOW NOS also deals 654353 explosive damage per cycle too. Then it will be that way. It's not up to you to decide what is purpose of stuff in this game.

You are clearly on some heavy drugs, thinking that if you say something then it must be your way. Oh wait it's not.
YuuKnow
The Scope
#486 - 2013-07-09 15:44:51 UTC  |  Edited by: YuuKnow
I don't like the changes.

Nos are generally only useful in small scale or solo engagements and as it is right now smaller ships are in many ways already balanced against their bigger counterparts. Giving them a way to achieve infinite cap skews the balance for no reason. Better to maintain the current balance rather than try to force a module back into use (its just one module, better to leave it be than to try to change the entire ship class meta).

I'm in favor of either leaving it alone, or even just deleting the Nos from the game totally.

yk

EDIT: edited for grammar
Pelea Ming
Royal Amarr Institute
Amarr Empire
#487 - 2013-07-09 15:56:47 UTC
Naomi Anthar wrote:
Ranger 1 wrote:
Again, just to clarify the "Large NOS are ineffective vs smaller ships" issue, only select BS modules are designed to be effective against smaller vessels.

Ineffective vs frigates:

Large Missile systems.
Large Guns of any type.
Large NOS

Frigate defense systems:

Small drones
Smart bombs
EW (in all it's flavors including Webs and Scrams)
Neuts.


NOS used to fit into both category's equally well, but that was redundant with Neuts and overpowered even without infinite drain ability (even if a NOS's drain effect had stopped when the frigate was capped out).

Now it will be in it's proper place in relation to Neuts and role (useful against larger vessels, ineffective against smaller, fit dependant vs same size... and not making Neuts redundant). NOS will defacto be operating in a similar fashion to other BS weaponry... useful against a proper target but of relatively limited usefulness vs targets it is ill suited for.

Use the right tool for the job, and fit to maximize the usefulness of that tool.

One option for further balancing (if really feel that Neuts are still overwhelmingly better) would be to specify that Neuts can only be effective against an opposing ship if you have MORE cap than your target... if you really want to be fair about it. Smile But the truth is that the large amount of cap you burn when using a Neut is designed to defacto fullfil that limitation.


And since when you are so fcking smart and all that you can decide what module does what ?

Let me tell something boy ... you are not dev. They decide what stuff does what, NOT YOU.

And also this is rebalance where stuff is getting changed, so old rules don't apply at all.
You are proving all the time that you are clueless troll. Stop it ... i have no time to deal with every single troll post you are putting here.

Just stop melting people minds with your stupid statements. If Devs decide now NOW NOS also deals 654353 explosive damage per cycle too. Then it will be that way. It's not up to you to decide what is purpose of stuff in this game.

You are clearly on some heavy drugs, thinking that if you say something then it must be your way. Oh wait it's not.

Seriously, woman, go to the Psychaitrist (not the Psychologist, they aren't allowed to write out prescriptions), and get yourself some mood stabilizers.

Just because you don't like what he has to say does not make it proper for you to initiate personal assaults against him. You don't like what he has to say, then choose the Hide All Posts option already.
Ranger 1
Ranger Corp
Vae. Victis.
#488 - 2013-07-09 16:29:20 UTC
Naomi Anthar wrote:
Ranger 1 wrote:
Again, just to clarify the "Large NOS are ineffective vs smaller ships" issue, only select BS modules are designed to be effective against smaller vessels.

Ineffective vs frigates:

Large Missile systems.
Large Guns of any type.
Large NOS

Frigate defense systems:

Small drones
Smart bombs
EW (in all it's flavors including Webs and Scrams)
Neuts.


NOS used to fit into both category's equally well, but that was redundant with Neuts and overpowered even without infinite drain ability (even if a NOS's drain effect had stopped when the frigate was capped out).

Now it will be in it's proper place in relation to Neuts and role (useful against larger vessels, ineffective against smaller, fit dependant vs same size... and not making Neuts redundant). NOS will defacto be operating in a similar fashion to other BS weaponry... useful against a proper target but of relatively limited usefulness vs targets it is ill suited for.

Use the right tool for the job, and fit to maximize the usefulness of that tool.

One option for further balancing (if really feel that Neuts are still overwhelmingly better) would be to specify that Neuts can only be effective against an opposing ship if you have MORE cap than your target... if you really want to be fair about it. Smile But the truth is that the large amount of cap you burn when using a Neut is designed to defacto fullfil that limitation.


And since when you are so fcking smart and all that you can decide what module does what ?

Let me tell something boy ... you are not dev. They decide what stuff does what, NOT YOU.

And also this is rebalance where stuff is getting changed, so old rules don't apply at all.
You are proving all the time that you are clueless troll. Stop it ... i have no time to deal with every single troll post you are putting here.

Just stop melting people minds with your stupid statements. If Devs decide now NOW NOS also deals 654353 explosive damage per cycle too. Then it will be that way. It's not up to you to decide what is purpose of stuff in this game.

You are clearly on some heavy drugs, thinking that if you say something then it must be your way. Oh wait it's not.

I didn't make this decision, and never claimed to. I'm making factual observations.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#489 - 2013-07-09 16:40:17 UTC  |  Edited by: Ranger 1
YuuKnow wrote:
I don't like the changes.

Nos are generally only useful in small scale or solo engagements and as it is right now smaller ships are in a many ways already balanced against their bigger counterparts. Giving them a way to achieve infinite cap skews the balance for now reason. Better to maintain the current balance rather than try to force a module back into use (its just one module, better to leave it be than to try to change the entire ship class meta).

I'm in favor of either leaving it alone, or even just deleting the Nos from the game totally.

yk

Thats fair enough, but keep in mind the intention is to make the module a bit more reliable and predictable in effect (and a more viable choice for small/medium ship classes) without making it over powered or obsoleting Neuts.

It's a modest change to encourage meaningful choice between cap warfare weapons, not a radical change in Meta over the current system.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Akimo Heth
State War Academy
Caldari State
#490 - 2013-07-09 20:25:11 UTC
Ranger 1 wrote:
YuuKnow wrote:
I don't like the changes.

Nos are generally only useful in small scale or solo engagements and as it is right now smaller ships are in a many ways already balanced against their bigger counterparts. Giving them a way to achieve infinite cap skews the balance for now reason. Better to maintain the current balance rather than try to force a module back into use (its just one module, better to leave it be than to try to change the entire ship class meta).

I'm in favor of either leaving it alone, or even just deleting the Nos from the game totally.

yk

Thats fair enough, but keep in mind the intention is to make the module a bit more reliable and predictable in effect (and a more viable choice for small/medium ship classes) without making it over powered or obsoleting Neuts.

It's a modest change to encourage meaningful choice between cap warfare weapons, not a radical change in Meta over the current system.


Yes and as said before, since that is their intent just changing the system to drain as long as the target has cap to drain is by far the simplest and reliable system and makes more sense from a player's point of view (especially new players learning the game).

If this is decided to be OP then tweak the amount drained until it isn't OP instead of adding nonsensical, arbitrary mechanics like comparing relative or absolute cap amounts when deciding to drain and then giving no indication to the user if it is working or not.
Akimo Heth
State War Academy
Caldari State
#491 - 2013-07-09 20:27:55 UTC
YuuKnow wrote:
I don't like the changes.

Nos are generally only useful in small scale or solo engagements and as it is right now smaller ships are in a many ways already balanced against their bigger counterparts. Giving them a way to achieve infinite cap skews the balance for now reason. Better to maintain the current balance rather than try to force a module back into use (its just one module, better to leave it be than to try to change the entire ship class meta).

I'm in favor of either leaving it alone, or even just deleting the Nos from the game totally.

yk


Agreed, rather than forcing it into more use on only smaller ship, make one of the changes repeated over and over again that would make them viable across all ship classes instead of making a zero-sum change that buffs them for frigates and nerfs them by the same amount for BS's and hence keeping NOS's as a problem-ridden module still.
Ranger 1
Ranger Corp
Vae. Victis.
#492 - 2013-07-09 21:38:43 UTC  |  Edited by: Ranger 1
Akimo Heth wrote:
Ranger 1 wrote:
YuuKnow wrote:
I don't like the changes.

Nos are generally only useful in small scale or solo engagements and as it is right now smaller ships are in a many ways already balanced against their bigger counterparts. Giving them a way to achieve infinite cap skews the balance for now reason. Better to maintain the current balance rather than try to force a module back into use (its just one module, better to leave it be than to try to change the entire ship class meta).

I'm in favor of either leaving it alone, or even just deleting the Nos from the game totally.

yk

Thats fair enough, but keep in mind the intention is to make the module a bit more reliable and predictable in effect (and a more viable choice for small/medium ship classes) without making it over powered or obsoleting Neuts.

It's a modest change to encourage meaningful choice between cap warfare weapons, not a radical change in Meta over the current system.


Yes and as said before, since that is their intent just changing the system to drain as long as the target has cap to drain is by far the simplest and reliable system and makes more sense from a player's point of view (especially new players learning the game).

If this is decided to be OP then tweak the amount drained until it isn't OP instead of adding nonsensical, arbitrary mechanics like comparing relative or absolute cap amounts when deciding to drain and then giving no indication to the user if it is working or not.


... which would still allow them to be used in an anti tackle role, effectively obsoleting Nuets. Even at a somewhat reduced amount of drain, they would still be able to be used in a much more offensive manner (completely draining other ships and especially tacklers) while still benefiting you through cap increase instead of cap expenditure as a Neut does.

Or perhaps to avoid this you would prefer their drain amount be taken so low that they are effectively useless for any ship to mount. Smile

This is specifically what they are trying to avoid.

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zerquse
Center for Advanced Studies
Gallente Federation
#493 - 2013-07-10 00:57:35 UTC
I have a diffrent Idea that I hope you will consider. how about based on sized of the nos it add a percentage of that ships recharge rate to your own. So a large is lets say 80% of said targets cap recharge rate. medium 50% and so forth with the usual stacking penalty. Therefore nosing bigger ships will still work to the same effect. but fighting multiple ships will have the bonus of giving you a lot of cap because there would be no stacking penalty of nosing multiple targets. this would make active tanks better because they would not have to rely on cap boosters but could basically just feed off of there opponents. the more opponents the more cap.

I tried to explain my idea as best as I could. any thoughts?
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#494 - 2013-07-10 03:20:54 UTC
Ranger 1 wrote:
Akimo Heth wrote:
brother dread wrote:
Pelea Ming wrote:
And as a final note for the day, in defense of those of us who love the thought of the Abaddon, but consistently see it as the ***** in PvP outside of other fitting it with something other then lasers or rather specialized fleet doctrines...

How about trying to give these proposed balances to NOS a true chance, and go back to what is now something of an old suggestion of mine, and quite a number of other Amarr loving pilots... reduce the Abaddon down to 7 turrets, balance it's damage bonus abit, and give it a high slot to try out a NOS with?



and how many of those 7 guns will one heavy nos feed? not even 2

mega pulse laser take 6.2 GJ/s a heavy nos will return 10 GJ/s if the nos works at all.


This more than the absolute cap comparison is why they'll never be useful on BS ships until it is addressed. A frigate can run 2-3 beam lasers on a single NOS which is nearly 100% of its dps (since it presumably has a utility high to fit the NOS).

...but no lets keep making unintuitive ("drain amount based on relative cap, uh what?" says the new player) modifications to make them even more popular on frigates than they already are and forget that no one uses them on BS's and not fix a single thing.

You forget that BS have a multitude of other slots and options for cap generation (if so desired) compared to frigates. Even a single NOS does nice things for a BS cap regeneration, from a high slot. A NOS isn't meant to run a BS guns, but it is meant to prolong the time until you cap out... which is their job.

Again, it's a module intended more for smaller vessels, but not without it's uses for larger ones if you are fit intelligently.

But lets imagine you get your wish, and a single NOS can run a BS guns... do you have the SLIGHTEST idea of incredibly bad an idea that is? Big smileBig smileBig smile


This.
Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#495 - 2013-07-10 03:21:44 UTC
I like these proposed NOS changes by CCP... Makes everything much more intuitive and balanced!
YuuKnow
The Scope
#496 - 2013-07-10 12:38:49 UTC  |  Edited by: YuuKnow
Ranger 1 wrote:
YuuKnow wrote:
I don't like the changes.

Nos are generally only useful in small scale or solo engagements and as it is right now smaller ships are in a many ways already balanced against their bigger counterparts. Giving them a way to achieve infinite cap skews the balance for now reason. Better to maintain the current balance rather than try to force a module back into use (its just one module, better to leave it be than to try to change the entire ship class meta).

I'm in favor of either leaving it alone, or even just deleting the Nos from the game totally.

yk

Thats fair enough, but keep in mind the intention is to make the module a bit more reliable and predictable in effect (and a more viable choice for small/medium ship classes) without making it over powered or obsoleting Neuts.

It's a modest change to encourage meaningful choice between cap warfare weapons, not a radical change in Meta over the current system.


What pushed neuts ahead of vamps wasn't the Vamp mechanics, rather it was that CCP gave Neuts over 2x the amount of cap power than their corresponding Vamps were given. For example, a Heavy Neut II drains 600 units per 24 secs , whereas a Heavy Vamp II could only have transferred 240 units in that same amount of time, in defense of the neuts, even at optimal conditions. 2 Neuts vs 2 vamps = neuts win for the most part. That's why no one chooses them, they are outmatched in their stats.

What CCP Rise is recommending gives an infinite cap option to smaller ships with Nos fighting bigger ships, but that's not the best way to balance the module. The current Nos mechanic is quite creative IMHO and brings a self-balancing to the module even between ship classes as the relative amount of cap is actually more important than the absolute amount of cap in cap management. With CCPs proposed changes, the Nos would then be OP in small ship vs large ship engagements, but simultaneously still be outclassed in equal ship class engagements (BC with 2 Neuts vs BC with 2 Nos for example).

More balanced would be just to increase the amount of energy a vamp could transfer in comparison to their neuting counterpart (a 75% boost in their current stats for example). That would maintains the current balance in the ship class meta and brings the Nos ship closer in terms of utility to their neuting cousins without being OP IMHO.

My 2isk

yk
Juno Libertas
Pandemic Horde Inc.
Pandemic Horde
#497 - 2013-07-10 14:38:03 UTC  |  Edited by: Juno Libertas
Simple Compromise:

Make NOS extract only the percentage of the capacitor that the target has. I am too lazy to know how much gigajules a large NOS sucks up but lets say it sucks up 10GJ/S

If the enemy ship has 100% of its capacitor remaining then the NOS works at 100% efficiency and sucks up all 10GJ/s

If enemy ship only has 10% of its capacitor than the NOS works at 10% efficiency and sucks up 1GJ/s

etc.

I am not gonna bust my head over number crunching for that "balance" everyone claims to somehow innately know, but CCP can derive some sort of graph (linear or non-linear) that adjusts the NOS' effectiveness based upon enemy's capacitor remaining (hell if CCP wants to stick with the actual capacitor amount they can come up with another relative equation). This would be a truly interesting feature and would be a boost to NOS effectiveness (not to mention that it has a certain kind of scifi logic :P).

tl;dr


  • NOS' effectiveness is based upon capacitor amount/percentage of target (the more energy the faster the draw vice versa)
  • NOS' no longer shuts off when enemy has less capacitor than you.
  • Gives further differentiation from Neut module (designed to kill target cap).
  • Makes more scifi sense (aka internet spaceships are serious business).


*makes exit
Laura Belle
The Scope
Gallente Federation
#498 - 2013-07-11 04:58:18 UTC
Way i see it, while large neut and nos have a fairly balanced PWG need comparing to weapons, in medium its competable only with the highest class weapons.

As neut is a very powerful tool and can effect allright vs your own size and very well when fighting down, i can see why its requirements are reasonable.
also, with the amount it drains it can totally win a cap war and turn the tide of the fight.

In case of Nos, you plan to fight up a size, means you must squeeze every point of DPS if you really wanna win (nos is not gonna win you the cap war) and thus the PWG requirements makes it a petty choice in most cases cause you gotta compromise too much for it

that is, Neut and Nos PWG can't be the same req levels
James Potkukelkka
Perkone
Caldari State
#499 - 2013-07-11 11:09:25 UTC
CCP Rise wrote:
Quote:
Minor side point to this, but if you go ahead with this, you may want to look at how it will affect PVE ships who use NOS against rats, and how you want it to affect them.


Yep the CSM brought this up and I'll make 100% sure that nothing changes for PVE'ers, but I'm already pretty sure that this change will have no effect on the behavior of NOS in PVE.


Why shouldn't it change how PVE works?

And while in the topic of PVE, why PVE has so different rules anyway? Rats MWDing in an area where MWDs, ships being oblivious to ecm and all kinds of sillyness. Isn't the point of PVE to show how fighting works, so that players might someday be ready to PVP too? Currently its two totally different worlds and there isn't even a manual. I think it was 5 years ago since I last tried PVE, and I'd like to try again but how do I know what other unfair surprise mechanics there are like the MWD sillyness?

I get that its a nice mechanic to have people totally different fittings in pve and pvp, so that if you are doing the first kind then you are easy prey for the second kind, but is it really necessary? The step from Pve to Pvp happens mostly in the head anyway.
Gypsio III
State War Academy
Caldari State
#500 - 2013-07-11 13:22:24 UTC  |  Edited by: Gypsio III
Ranger 1 wrote:

It may surprise you to learn that many combat frigates that are NOS fit are not designed to be cap stable unless the NOS is doing it's job. You might also consider that the NOS plays a role even when the tackler is not under Nuet pressure.

You might also consider that NOS will also be used (again, much more reliably) on cruisers of all types (often used for heavy tackle and/or BC's.

You're trying to prove your point based on only one possible scenario and focus all possible attention it. You're also completely ignoring how most PVP ship operate at very low cap levels (large and small), or other factors that enter the equation like how Cap Injector use changes the picture in a variety of interesting ways. Sorry, that's not going to fly.

If you can't come to grips with the fact that it is more reliable overall to base the limitation on hard cap instead of cap percentage you should probably stop trying to discuss the issue. Especially since my "fancy numbers" are simply basic and undisputable fact, that you deem "irrelevant" in the one scenario you can come up with where it wouldn't make a difference over the present system.

Answer the question my friend.

Which is easier as a general rule, for a small/medium vessel to stay under a larger vessels raw cap amount... or to stay under their cap percent?

When you can come up with an honest answer to that question we can have a discussion.


You see, what you're doing here is playing your straw man game again. You argued that absolute Nos would be a boost to tacklers under neuting. I then demonstrated that it doesn't make a blind bit of difference, and you respond by pretending that that was never your argument in the first place. This is... childish. Stop it. Man up and deal with each point, stop this weaselly conflation of issues.

Your new argument that some frigates need the Nos to be cap-stable while not being neuted has a small amount of merit. Actually, it's not your argument, I brought it up a few pages back. But never mind. By which I mean that it's deeply niche, if existent at all. Give me some fits.

Your new argument that Nos on cruisers as defence against neuts will be boosted falls foul of the same problem that I just described for frigates. You claim that significantly more cruisers will fit Nos after this change - I'll state quite happily that, for cruisers without Nos/neut bonuses, this is nonsense. By the way CCP is acting I think I'll get a pretty good chance to be proven right, too.

I do not dispute your numbers, only your interpretation of them. Any fool can spout numbers without understanding their meaning and effects on realistic in-game environments. Such as understanding why a change to absolute Nos doesn't actually help tacklers using Nos as neut defence...