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blankseplocked No bonus for Nosferatu weapons from the Energy Emission Systems skill
 
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Istvaan Shogaatsu
Caldari
Guiding Hand Social Club
Posted - 2005.01.02 21:08:00 - [1]
 

Any chance we could get something like 5% faster cycle time per level, or 5% boost to range per level of Energy Emission Systems when applied to Nosfers?

Joshua Calvert
Caldari
Rule One
Posted - 2005.01.02 21:17:00 - [2]
 

Been asking for this for a year, Istvaan.

I have this at level 5.

Hopefully your respected opinion will add weight to the argument.

Joshua Foiritain
Gallente
Coreli Corporation
Naraka.
Posted - 2005.01.02 21:20:00 - [3]
 

Range would indeed be usefull.

Istvaan Shogaatsu
Caldari
Guiding Hand Social Club
Posted - 2005.01.02 21:54:00 - [4]
 

Originally by: Joshua Calvert
Hopefully your respected opinion will add weight to the argument.

Hah. Good one, Calvert. You even kept a straight face.

Tyrrax Thorrk
Amarr
Habitual Euthanasia
Pandemic Legion
Posted - 2005.01.02 22:56:00 - [5]
 

Hehe, whatever happened to Hammerhead checking into the micro aux power cores not getting cpu reduction ?

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2005.01.02 23:03:00 - [6]
 

Edited by: j0sephine on 02/01/2005 23:06:46

They're already powerful as it is though... (just compare how often people mount them as opposed to plain neutralizers, simply because they do both the cap supply and draining the other guy well enough) Would guess any sort of 'bonus' to them would only come as follow-up to a nerf that reduces them to maybe half of what they can do now or does some other sort of 'balancing'... >>;

theRaptor
Caldari
Tactical Operations
Posted - 2005.01.03 01:27:00 - [7]
 

Originally by: j0sephine
Edited by: j0sephine on 02/01/2005 23:06:46

They're already powerful as it is though... (just compare how often people mount them as opposed to plain neutralizers, simply because they do both the cap supply and draining the other guy well enough) Would guess any sort of 'bonus' to them would only come as follow-up to a nerf that reduces them to maybe half of what they can do now or does some other sort of 'balancing'... >>;


Well we can always hope they get an "overpowering-cause-the-devs-didnt-play-test" nerf, not a "projectile" nerf.

RollinDutchMasters
Gallente
Ordnance Delivery Services Inc.
Posted - 2005.01.03 03:28:00 - [8]
 

I'd love to see them give 5% increased transfer per level.

Just go ahead and cut the transfer now by 25% and it would be perfect.

Theyre already very effective (especially against smaller ships), and the ranges on them couldnt really increase without causing balance problems.

Istvaan Shogaatsu
Caldari
Guiding Hand Social Club
Posted - 2005.01.03 03:50:00 - [9]
 

j0, I swear if you were next to me I'd hit you. What possible justification could you have for going "no, this item shouldn't receive a bonus while most others do" - it's not like nosfers are superweapons.

Selim
Akh'Vehlr Industries
Posted - 2005.01.03 04:26:00 - [10]
 

well... a nicely armor tanked ship with 8 heavy nosferatus and drones is just about unbeatable 1v1, except against maybe a Raven. 4 would be quite effective as well, allowing for 4 extra weapons.

Not to say that they are overpowered, of course.

theRaptor
Caldari
Tactical Operations
Posted - 2005.01.03 04:41:00 - [11]
 

Originally by: Selim
well... a nicely armor tanked ship with 8 heavy nosferatus and drones is just about unbeatable 1v1, except against maybe a Raven. 4 would be quite effective as well, allowing for 4 extra weapons.

Not to say that they are overpowered, of course.


Except even heavy nosfers have horrible range.

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2005.01.03 05:20:00 - [12]
 

"j0, I swear if you were next to me I'd hit you. What possible justification could you have for going "no, this item shouldn't receive a bonus while most others do" - it's not like nosfers are superweapons."

:o don't hit the messenger ;s i don't remember anymore if it was TomB or someone else with the red text, but i believe the justification they gave for skipping the bonus on it when people asked about that was along the lines "because it might already be too powerful as it is (unspoken part: but we don't have time to sit and test it extensively, so we'll just see how it works out in game)" ... since unlike the neutralizer the module not only doesn't use cap to neutralize energy of your target, but actually adds to your own.

Are they superweapons? No, but 'tis a module that effectively doubles your cap recharge (i.e. effect similar to what you get with 3-4 CPR's combined), cripples or even nullifies the cap recharge of the other guy, and costs just one high slot to do so. And in addition provides excellent defense against smaller ships. So personally, i think they've been left with their current stats for so long only because no one made enough fuss about them yet. (incoming hp changes and the need for more cap on one's own ship to keep shooting long enough, and to drain the other guy's cap to break their tank can tip that scale, though) So, if some dev actually gets around adding the bonus to the vampires, they'll quite likely first nerf their base stats... so in the end you'll wind up with module that offers you boost with trained skill, but even with the skill trained to the max will have less effect than it currently gives without the boost whatsoever. Which wouldn't really be a bad thing, but maybe not exactly what you're asking for... ^^;;;

Meridius
Destructive Influence
IT Alliance
Posted - 2005.01.03 08:54:00 - [13]
 

Originally by: Tyrrax Thorrk
Hehe, whatever happened to Hammerhead checking into the micro aux power cores not getting cpu reduction ?


So that never happened?

What a surprise.

Time to start up another useless thread...

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2005.01.03 09:15:00 - [14]
 

Originally by: j0sephine
Are they superweapons? No, but 'tis a module that effectively doubles your cap recharge (i.e. effect similar to what you get with 3-4 CPR's combined), cripples or even nullifies the cap recharge of the other guy, and costs just one high slot to do so. And in addition provides excellent defense against smaller ships.


First, it dosen't double your cap recharge, unless you use at least 4 of them, and in that case your offense is hopelessly crippled against anything that can stay outside your Nos range.
If one heavy Nos double your cap recharge just by adding 100 cap every 12 seconds, then your own cap recharge is really, really poor.
Secondly, that defense against smaller ships is IMHO why that have to stay as they are now. Drones doesn't cut the mustard right now (espescially the light and medium ones), they can be fairly easily destroyed, leaving you utterly vulnerable, and most light turrets lack either the range or the tracking to hit anything that stay outside webber range.

j0sephine
Caldari
Reikoku
Band of Brothers
Posted - 2005.01.03 16:36:00 - [15]
 

"First, it dosen't double your cap recharge, unless you use at least 4 of them, and in that case your offense is hopelessly crippled against anything that can stay outside your Nos range.
If one heavy Nos double your cap recharge just by adding 100 cap every 12 seconds, then your own cap recharge is really, really poor."


* 100 cap every 12 seconds means ~8.3 cap per second.
* Cap recharge on regular tier 2 battleship: 5312/692 = ~7.7 cap/sec
* 3 cpr modules = recharge increase by ~10 cap/sec

Gallente get ~0.3 cap/sec more to base recharge, Amarr with their bonus and larger cap get 2 cap/sec more. To get your cap recharge up to over 30 cap/sec which is equal to the 4 nosferatu you mention, you'll need 4 cpr II's; 5 if you're using MWD. How many ships have luxury of such option in practice? -.^


Secondly, that defense against smaller ships is IMHO why that have to stay as they are now. Drones doesn't cut the mustard right now (espescially the light and medium ones), they can be fairly easily destroyed, leaving you utterly vulnerable, and most light turrets lack either the range or the tracking to hit anything that stay outside webber range."

You're overlooking there's still cap neutralizers which can be used for disabling ships, although at some actual cap expense on your side...

F4ze
Gallente
D00M.
RED.OverLord
Posted - 2005.01.03 18:58:00 - [16]
 

Originally by: Istvaan Shogaatsu
it's not like nosfers are superweapons.


Oh, but they are.
They are multipurpose (vs. frigs, cruisers, bships all alike)
They are strong enough to cripple your opponent
They give a _very_ nice boost to your cap recharge

In 1vs1 fights under 25km you are almost required to have 2 heavy nos equipped just to stand a chance of winning.

Neon Genesis
GoonFleet
Posted - 2005.01.03 21:54:00 - [17]
 

Originally by: F4ze
In 1vs1 fights under 25km you are almost required to have 2 heavy nos equipped just to stand a chance of winning.


no.


 

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