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[Odyssey 1.1] Nosferatu mechanic change

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Author
Jade Blackclaw
Lightspeed Enterprises
Goonswarm Federation
#61 - 2013-06-19 19:46:38 UTC  |  Edited by: Jade Blackclaw
Edward Pierce wrote:
CCP Fozzie wrote:
Because that makes it universally better than neuts and extremely powerful for small and large ships alike.

The eternal draining of the old NOS was just one part of the problem, even with your proposed change you'd essentially be getting all the power of a neut while usually gaining cap instead of losing it.

Change it so that Nos lowers the target's cap/sec and transfers it to your own. Make it a tool for cap stability rather than a tool for cap warfare.

Your proposal is definitely better than what we've got now, but I feel it would mostly benefit non-bonused hulls where they are looking for a source of cap and not a way to drain the enemy.


I'd add modifying the mechanic of the Nos. From draining from the cap poll to drainning a ship's cap reg. Hypothetical small Nos: 20% cap regent drain with a Max drain amount of 5GJ/s. Against a frigate class ship (assuming Max regen of 12GJ/s) you'd steal 2.4GJ from their regent pool and add it to your own (cap booster set up, they will probably not really notice). Hawever go against a Dominic with the same module. Dominix regen is 70GJ/s so you have the potential to syphon 14, however you have a module limit of 5. The change allows you to go after ships, but for the greatest effect you need the right sized module. Stacking penalties can be added as well to prevent destroying a target's cap regent ability. Ships, like the Curse, then could scale their modules % and max regent transfer amount.
Berluth Luthian
Sebiestor Tribe
Minmatar Republic
#62 - 2013-06-19 20:04:44 UTC  |  Edited by: Berluth Luthian
There could be some really crazy active tanking destroyers coming...stealth HAC buff!?! It could also mean interesting cap chains not requiring broadcasts, but able to be managed more by the pilot needing cap rather than the cap booster.
Reaver Glitterstim
The Scope
Gallente Federation
#63 - 2013-06-19 20:07:32 UTC
Vincent Athena wrote:
Hmm, I did not realize it worked that way. Shows how much I, as an industrialist, know about cap warfare.

I thought it worked by always transferring x cap from the target to you, unless the target had less than x in which case it transferred all available. You get nothing from a drained ship.

Whats wrong with it working like that?
I have used nosferatus a lot and done lots of tests with them, and regardless of all the people and devs I hear claiming a different functionality I have yet to see, I am under the impression that that IS how they work. Because that's how they work when I use them, and that's how they work when people use them on me. I know the difference between nos and neuts both in module icon and in the red vs yellow activation graphic. Maybe I've just had a wildly bad experience with them, or my entire time playing EVE is a running joke with the devs, but this is what I have seen.

I like the idea of them just working much like a neutralizer, and just not being able to give the user more cap than the target had. Seems like the obvious fix. But I would also suggest that if that change were made, than nos are a bit overpowered. They drain 40% as fast as a neutralizer but are giving all of that cap to the user rather than taking it all. A module in between the neut and nos would drain 70% as fast as a neut and cost next to nothing. It would drain a bit slower but could be maintained for much longer. So if nos were made to function that way, I'd suggest they be reduced to just 33% of the effectiveness of a neut.

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Freelancer117
So you want to be a Hero
#64 - 2013-06-19 20:14:57 UTC
Hi,

I am assuming capacitor batteries still work after the patch versus energy leech Cool

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Burseg Sardaukar
Free State Project
#65 - 2013-06-19 20:24:44 UTC
YES!

Can't wait to dual box my Dust toon and EVE toon on the same machine!

Syrias Bizniz
some random local shitlords
#66 - 2013-06-19 20:53:48 UTC
Dear Mr. Fozzie, ...


This proposed change would basically allow for tackles looking like thw following:

Highslots, all small NOS.
Medslots, full rack of tackle, AB
Lowslots, whatever!


And you're going to a Battleship, tackle it, and there's now way it will ever get rid of you unless it's COMPLETELY DRY (not possible after all, with every second some cap is generated and an empty tacklefrig, who's NOS doesn't cost cap, will drain it ASAP) or kills you.



...


Yeah, actually, make it go life as it is! I will fly Atrons all day, tackling everything that looks like it relies on capwarfare. Hell, a CURSE couldn't outcap a tacklefrig!



So, what you might want to consider is:

Instead of proposed change or current mechanic, how about the NOS get's a flat increase in drain amount while, at the same time, will only draw the EXACT PERCENTAGE of it's usual drainamount that the target's capacitor is at?


So, like, Enemy 100% cap, NOS has 60 Cap Drain per cycle, makes 60 cap drained. Enemy at 50%, only 30 Cap drained.

High neuting-factor in the beginning, degrading slowly. Allows for actual tactics in neuting. Use NOS first to run your tank while neuting him, turn on Neutralizers later for continous cappressure.
Commander Ted
Caldari Provisions
Caldari State
#67 - 2013-06-19 21:04:34 UTC  |  Edited by: Commander Ted
Why not just make it like the old system with some kinda of penalty?
Each Nos fitted results in a 20% reduction in cap recharge and a 10% reduction in base cap amount, (less if its a undersized nos fitted on a big ship).
After 5 noses you will have a cap recharge rate of 0 (but warping is cap free at this point)
cap mods will be useless after 5 noses are fitted.

Basically a nos would give you a massive amount of cap but force you to commit to a fight to do anything, so you can't mwd away easily and everything must be dead before you can leave. So a sick active tank in exchange for being easily kited, and your cap going poof as soon as soon as whoever your pointing runs out of cap.

When fighting large groups of ships in a big 1 vs many brawl you can draw on the capacitor of multiple ships to feed your tank and when fighting 1v1 you can just make it so both of you fight without cap.

Thinking an ASB Domi/Geddon

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Omnathious Deninard
University of Caille
Gallente Federation
#68 - 2013-06-19 21:12:56 UTC
Syrias Bizniz wrote:

Highslots, all small NOS.
Medslots, full rack of tackle, AB
Lowslots, whatever!

Low slot capacitor flux coil it will reduce the base capacitor by 10% each but increases the recharge rate.

If you don't follow the rules, neither will I.

Syrias Bizniz
some random local shitlords
#69 - 2013-06-19 21:21:25 UTC
Omnathious Deninard wrote:
Syrias Bizniz wrote:

Highslots, all small NOS.
Medslots, full rack of tackle, AB
Lowslots, whatever!

Low slot capacitor flux coil it will reduce the base capacitor by 10% each but increases the recharge rate.



Doesn't matter, you're a tackle frig, you will either have tackle cause no cappressure on you, or you will have tackle cause the NOS actually works. Leaves lowslots for.... tank! Now they would only need a way to fend off drones. I think the Tristan would be some kind of awesome tackler for fleetengagements.
Troezar
Brutor Tribe
Minmatar Republic
#70 - 2013-06-19 21:33:49 UTC
How about neuts are the tool to quickly destroy all your opponents cap with consequently high fitting requirements. Whereas nos only suck cap at the same rate as you are using it and have lower fitting requirements? I.e. it is just a tool to keep your cap stable.

You want to suck more cap? Create a fit that uses more.

Could make for some creative fits. Seems this would be more useful to fight up a class as when used down a class it won't keep stability once the smaller ship hits zero. If the larger ship is cap stable then it will stop sucking cap at that stable point. Have I missed anything obvious?
Syrias Bizniz
some random local shitlords
#71 - 2013-06-19 21:55:42 UTC
Troezar wrote:
How about neuts are the tool to quickly destroy all your opponents cap with consequently high fitting requirements. Whereas nos only suck cap at the same rate as you are using it and have lower fitting requirements? I.e. it is just a tool to keep your cap stable.

You want to suck more cap? Create a fit that uses more.

Could make for some creative fits. Seems this would be more useful to fight up a class as when used down a class it won't keep stability once the smaller ship hits zero. If the larger ship is cap stable then it will stop sucking cap at that stable point. Have I missed anything obvious?



How to abuse your suggestion: Fit an Ancillary Shield booster. Don't load any charges.
Iam Widdershins
Project Nemesis
#72 - 2013-06-19 22:12:46 UTC  |  Edited by: Iam Widdershins
This actually seems like a pretty uninteresting change for the modules. I mean sure, it's probably better than it has been these last 5, 6...7? years, but it still leaves heavy NOS in a pretty lame place.

I was hoping for something more robust, like a module that drains a certain PERCENTAGE of the enemy ship's CURRENT capacitor... say, 6%, per cycle, UP TO a limit, which could be say like 60% the drain of an equivalent energy neutralizer.

I don't see how this could be in any way a worse option aside from implementation concerns.

Edit: After some thought, since we're dealing with percentage of CURRENT capacitor instead of maximum, the percentages could be jiggered to around 10/15/20% for small/medium/large, and this percentage value rather than the hard maximum would be the main value that would improve in high meta levels (unless you just stick with range improvement).

It could always provide some cap but would never completely neut out the target, and large NOS would still have a place in the meta. Some changes to cycle times of different sizes may be desired.

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Soldarius
Dreddit
Test Alliance Please Ignore
#73 - 2013-06-19 22:27:06 UTC
MeBiatch wrote:
i wonder if peole would use sheild power relays to reduce max cap amount to greatly increase the effectiveness of nos.


This would be a huge boon to a passive-tanked HAM Drakes, especially out in Blood Raider land.

http://youtu.be/YVkUvmDQ3HY

Thaman Arnuad
The Caldarian Templars
#74 - 2013-06-19 22:29:09 UTC
Syrias Bizniz wrote:
Troezar wrote:
How about neuts are the tool to quickly destroy all your opponents cap with consequently high fitting requirements. Whereas nos only suck cap at the same rate as you are using it and have lower fitting requirements? I.e. it is just a tool to keep your cap stable.

You want to suck more cap? Create a fit that uses more.

Could make for some creative fits. Seems this would be more useful to fight up a class as when used down a class it won't keep stability once the smaller ship hits zero. If the larger ship is cap stable then it will stop sucking cap at that stable point. Have I missed anything obvious?



How to abuse your suggestion: Fit an Ancillary Shield booster. Don't load any charges.


Auxillary Power Cores and MARSII on a Retribution should to the trick for frigates.
Soldarius
Dreddit
Test Alliance Please Ignore
#75 - 2013-06-19 22:32:03 UTC
Chaulker wrote:
How about filling the gap between neut and nos with an AOE (smart-bomb-like) cap drain weapon?

Cheers...


Void Bomb.

http://youtu.be/YVkUvmDQ3HY

Omnathious Deninard
University of Caille
Gallente Federation
#76 - 2013-06-19 22:35:18 UTC
Syrias Bizniz wrote:
Omnathious Deninard wrote:
Syrias Bizniz wrote:

Highslots, all small NOS.
Medslots, full rack of tackle, AB
Lowslots, whatever!

Low slot capacitor flux coil it will reduce the base capacitor by 10% each but increases the recharge rate.



Doesn't matter, you're a tackle frig, you will either have tackle cause no cappressure on you, or you will have tackle cause the NOS actually works. Leaves lowslots for.... tank! Now they would only need a way to fend off drones. I think the Tristan would be some kind of awesome tackler for fleetengagements.

It has nothing to do with cap stability and more to do with reducing you base capacitor amount to effect more ships.

If you don't follow the rules, neither will I.

Melek D'Ivri
Illuminated Overwatch Group
#77 - 2013-06-19 22:49:07 UTC
If you're worried about nosferatu being overpowered with all the advantages of a neut and no disadvantage my suggestions / what I'd wishlist:

For CCP side:
* make nos harder to fit than a neut, if you ABSOLUTELY have no other choice make it take a turret or launcher hardpoint (make it take whichever is availible, ie if you have 5 turret slots and 1 launcher slot and 5 turrets are fitted, it takes the launcher)
* if the enemy cap is dry, it stops being effective
* some energy is lost in transfer, meaning if it drains 10, 8 makes it to your ship, etc, find a ratio that works for you guys
* it's less effective than a neut, currently I know this is the case, but being able to suck an enemy dry would make this a nicer module

Wishlist
* always works if the enemy has cap
* is not based on your personal cap, if you have any room for more energy, you drain them. If you don't it's shunted away from your ship while still draining them (could be balanced by causing minor shield damage if you're trying to perma-run it with a full capacitor
Naomi Anthar
#78 - 2013-06-19 23:04:32 UTC
Screw this change.

Big - 1 from me now.

Amarr was supposed to Neut/Nos race and TD race. Now as it stands Amarr is biggest victim of TD's .
Tell me CCP why TE and TC increase falloff 100% more than optimal BUT TD does reduce optimal and falloff on same level ?
Tell me how Amarr was designing their own electronic warfare ? To what ? screw thier own ships ?

Same story with neuts - who is most screwed by neuts ? Of course Amarr.

Nos used to be weak module but somehow it wasn't arch nemesis of Amarrian ships. So you decided that you want to be consistent and make Amarr technology hate Amarr all the way.

So what we got now ... the probably one of biggest advantage of Amarr ships was that they got biggest cap pools among all other races . It used to be some adavantage to compensate (poor compensation i must add) for low speed and bigger signature etc. Now after this change it will make every single minnie ship happy to mount some nos to screw over Amarr. And what is funny it's complete false that nos will be targeted only at bigger ships (frigate vs cruiser for example). It will work like a charm in situation like slasher vs tormentor where so called "advantage" of amarr ship will be it's demise. All the powerful tormentor cap will do is feed slashers active tank (hell they will even mount non ancilary shield boosters just to screw thier own cap in order to neutralize amarr ship which was not always possible with low slasher cap pool using neutralizer).

Yeah my friends ECM is good vs everyone equally. Damps ? Yeah they good vs everyone too. TP's ? They affect everyone same way. TD - screws only guns atm (missiles probably too in future) - but screws amarr more than others.(aka they cannot counter it with te or tc as they give only huge falloff so blasters and ac doesnt suffer ...). Neuts/Nos - screws everyone to some point (acs and missiles doesnt care that much nor ASB users) but once again Amarrian Ewar will hurt Amarr ships mostly.

I don't get it... i don't even try to understand it anymore. Looks like Amarr would be happy to never invent TD's and cap warfare.

I demand another rework of nos so AMARRIAN FRIGATE BENEFITS FROM IT AS MUCH OR MORE(as intented to be amarrian EWAR) AS MINNIE. Same on bigger ships. Don't punish Amarr ships for having good cap pool. Like you NEVER punish Minmatar ships for low sig and high speed/agility.
Andy Koraka
State War Academy
Caldari State
#79 - 2013-06-19 23:15:17 UTC
I'm not a fan of this change. While it will make the nos better for small ships it will make the battleship nos (which is getting used again for the first time in ages) irrelevant.

Imo if you want to buff the module make the success/fail as simple as "does the target have more than cap than the module would drain? If yes success, if no failure."
The Djego
Hellequin Inc.
#80 - 2013-06-19 23:21:27 UTC  |  Edited by: The Djego
Sigras wrote:
What if you made it a function instead of binary? IE it drains less and less cap the more I have over my opponents ship, so in excel the equation would look something like this:

MIN(1, TheirCap / MyCap) * BaseDrainAmount = AmountDrained

If you wanted to get really fancy, you could do a squared over squared equation to increase the penalty for having more cap than your opponents.

Thoughts?


The idea might be even better than you think, since it would prevent smaller ships from completely cap nuke bigger ones and give BCs and BS back the ability to chose between a mod that is only useful to fight small stuff and billion isk active tankes and a module that really helps with the cap.

I would even increase the amount for medium nos by 50% and double it for large nos, so a nos fitted ship can equalize drain amounts against smaller hulls(meaning solo/small gang pvp ships are on equal footing disregarding of size) and you get more cap out of it when you fight under heavy neuts and running active tanks fighting similar sized targets.

Also add stacking penalty's to Nos, single nos was not really a problem back in the days, it was a legitimate way to make active tanks work. The problem where stuff like phoons, domis or other drone hulls fitting 4 nos to cap nuke targets in pvp while feeing heavy tanks with it.

@Rise I think the idea is good but not the implementation, this would give smaller ships back the nos from back in the days while still ending with a neut on any BC and BS(outside of pure 1o1 fittings), and handicaps bigger hulls for solo/small gang for no good reason. A nos fix that makes nos not overpowered on small hulls and useful on BC/BS would be better for solo/small gang pvp and might finally manage to break with the "neuts on everything game play" we are stuck with since QR on the bigger hulls.

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