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blankseplocked A proposed nosferatu fix and Amarr tweak in one fell swoop?
 
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Erim Solfara
Amarr
inFluX.
Posted - 2007.06.26 23:45:00 - [31]
 

Thank you Medea

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2007.06.27 09:03:00 - [32]
 

Originally by: Erim Solfara

Originally by: Chainsaw Plankton
i think they should model the cap more like a real cap where peak regen is at 0% cap. would at least let you get off a few rounds, and maybe even rep every now and again.

While this would make life alot easier under nos, nossing and neuting should still be a totally valid tactic, a nerf to nos will have to happen on the module/fitting side of things, make it more difficult for people to fit enough to be able to nos someone beyond the 20% mark, and leave the curve as it is.

I only say this because I think it'd be unfair to almost completely invalidate nos setups by not rendering a target helpless. Point is, to be enough to get a rep cycle off or a shot or two, that's still enough to make it pointless to try to nos to 0%

Thanks for all the responses guys, much appreciated (I thought this thread was dead) if we can keep it on this idea though, and not cookie-cutter fixes, that'd be grand.Smile


well yes nos and neuts should still be effective but i don't think they should completely shut down another ship. and of course having peak regen at 0% wouldn't work. just trying to get something different out there, that and at 0% cap the recharge rate is so slow that nothing can be done. unless your in a passive tanked ship with missiles/projectiles.

Erim Solfara
Amarr
inFluX.
Posted - 2007.06.27 11:26:00 - [33]
 

On the contrary, I think nos/neuts should be able to completely disable your ship.

But it should be a damned sight harder (hence the resistances idea).


The fact remains that people should still be able to fit a particular tactical setup to accomplish something, and I don't think that should change. Nos/neuting should still be just as deadly, if someone is really putting effort into it..
Hell we could even have Nos pumps/amps, so that people that decide that they want to immobilise people have to sacrifice tank and/or midslots?

Jahria Jaeger
Caldari
Deep Core Mining Inc.
Posted - 2007.06.27 11:55:00 - [34]
 

Anyone care to comment?

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.06.27 12:10:00 - [35]
 

I like the NOS-resistance concept too.

Half cap use of lasers? Why not just make everyone fly megathron? Cap problems are the essence of Amarr :)

NOSes are good and fun way to kill capitals with battleships, crippling NOSes too much just wont to good to the fun of such battles.

Power diagnostics could increase cap resistance slightly.

Erim Solfara
Amarr
inFluX.
Posted - 2007.06.29 14:00:00 - [36]
 

Edited by: Erim Solfara on 29/06/2007 20:57:35
Agreed, hadn't though of PDS increasing the resistances, might make the PDS a bit too useful though?

Plus it'd give shield tankers an additional bonus to their fits that involve PDSs, and it's supposed to be a risk to fit these modules, they're usefulness under nos being countered by the chances of them being completely useless in a fight without nos.

Silverphlame
Minmatar
Posted - 2007.07.01 16:39:00 - [37]
 

I like the resist idea lots, especially with the modules thrown in - since it follows the whole idea in Eve that there is always a ship out there that can beat you. Fitting to be Nos resistant leaves you more vulnerable to more vigourous combat techniques ... etc.

And if I can throw in a random idea of my own, how about a Nos shutting down if its target doesnt have enough cap to complete a full vamp? Means that the nos'ing pilot suddenly has a bit more to pay attention in combat rather than giggling like a kid. This would especially work if you actually INCREASED the Nos effect, since you'd end up with a base level where a NOS wouldnt effect your ship, and would allow you to make limited decisions about how to use your now limited cap. Do I get a few rounds off on the target or do I put in a cycle with my reps ?

This is a snap idea so poke holes in it as you see fit.

Erim Solfara
Amarr
inFluX.
Posted - 2007.07.01 23:41:00 - [38]
 

It's an idea, but echos something said earlier quite a bit, to which I'd countered saying that nos should still be completely viable.

That said, it could work, if it was arranged so that a determined (not dedicated) nosser could keep a ship completely neuted, with some attention.

As that goes, I don't know increasing the nos drain would be helpful, perhaps using your idea, but shortening duration and decreasing nos amount proportionally to mean people have to pay attention to keep nos running?

Erim Solfara
Amarr
inFluX.
Posted - 2007.08.02 09:36:00 - [39]
 

Bump.

Sick and tired of my ideas being ignored, at least tell me I'm wrong.

La Jefature
Posted - 2007.08.02 13:57:00 - [40]
 

Originally by: Erim Solfara
Bump.

Sick and tired of my ideas being ignored, at least tell me I'm wrong.


Well, they are kinda changing the way NOS works already (not in the way you suggested though):

http://myeve.eve-online.com/devblog.asp?a=blog&bid=489

Nosferatu Changes
In their current implementation Nosferatus not only neutralize cap of the targeted ship, but also leeches energy for your own ship. For instance a Heavy Nosferatu I gives you 8en/s and the peak recharge rate of a Megathron is about 20en/s with good skills, so a single Heavy Nosferatu I gives you about 40% increase in cap recharge rate. Even if the Nosferatu didn't leech energy it would still be a useful module since it can neutralize a capacitor at no (energy) cost to yourself. The problem, then, is that Nosferatus allows one to both leech energy off a target and at the same time neutralize its capacitor. This makes the Nosferatus too powerful since there is no compromise involved.
To address this issue we have changed the effect on Nosferatus (but not on Energy Neutralizers) in order to make the Nosferatu less powerful as an Energy Neutralizer without affecting its ability to leech energy. Under the new system, the amount transferred by a Nosferatu is based on the relative capacitor charge levels (measured in percent). Energy is only transferred while the charge percentage of the targeted ship is higher than the charge percentage of the ship that activated the Nosferatu. This means that the target is no worse off (energy wise) than the attacking ship.

For instance, if a battleship with 30% capacitor left activates a Nosferatu on a frigate, then the frigate is not drained below 30%. In other words, the Nosferatu would not drain the capacitor of the frigate completely, though an Energy Neutralizer would do the job nicely (but at an energy cost to the battleship). It is, however, still possible to use Nosferatus to drain a target if one is willing to sacrifice ones own energy to do so.

Erim Solfara
Amarr
inFluX.
Posted - 2007.08.02 14:38:00 - [41]
 

I know, and alot of other people, including me, think this is a bad fix.

I'm probably just bashing my head against a brick wall, but I'd still like someone to just say yeah I like the idea, even if it'll never happen now =/

I could just start posting links to all my other threads that've just died because nobody gave feedback on them...

A Science/Exploration ship idea that I came up with

A change to WTZ

The 3200 WORD BACKSTORY I WROTE and got 2 responses on, from people I asked in game to read and comment =/

An excerpt from the same backstory, a short piece for people to read idly Not a single response.

A few comments on the new graphics engine, and DX9's metal rendering

There are more but I can't find them after I lost all my bookmarks recently...

I'm willing to admit that those aren't all good ideas, some aren't ideas at all, but I'd just like some feedback from people, rather than just getting ignored.
Perhaps I should start posting in General Discussion more =/

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2007.08.02 14:45:00 - [42]
 

Edited by: Ellaine TashMurkon on 02/08/2007 14:46:50
There is no big correlation between quality of ideas and and response.
Trolling gets best response, if You're in bad need of response, go on and post "nerf Caldari!!!!". On General or Ships forums preferably.

People usually do not reply unless they want to criticise something, so many things are simply "ok" and no one has anything to add.
For CCP, they read and implement, but with 1-3 year delay :)

If You really badly want Your visions implemented, go to Sourceforge and join/create a small project.

Erim Solfara
Amarr
inFluX.
Posted - 2007.08.02 16:16:00 - [43]
 

I just think it's a bit ****e that the features and ideas forum isn't encouraged more.

It'd just take one dev to take 30 minutes out of a day to browse and tell people their ideas are lol-worthy, plain bad, good but not for eve, or could be implemented.

The only coding experience I have is an A-level computing course, so, the basics of visual basic, not really enough to start a project is it? =/

Erim Solfara
Amarr
inFluX.
Posted - 2007.10.07 17:07:00 - [44]
 

Anyone want to critique this a bit more? Or tell me it's not needed post nos nerf? (I've not fought since, inactive account)...

S'vart Tseirgn
Calimae Logistics Foundation
Manifest Destiny.
Posted - 2007.11.22 08:19:00 - [45]
 

I definitely like the look of the original idea. Has some serious potential.....I just hope CCP actually look at it, and judge it *worthy*.....best of luck with this mate :)

Erim Solfara
Amarr
inFluX.
Posted - 2007.12.05 00:22:00 - [46]
 

Originally by: S'vart Tseirgn
I definitely like the look of the original idea. Has some serious potential.....I just hope CCP actually look at it, and judge it *worthy*.....best of luck with this mate :)


Thank you! I'd pretty much consigned this thread to the bin, very nice to see someone in support.


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