Backstage - OOC Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

That Black Nova Corporation (BNC) and others still retain some offices in the Jovian Empire when it was opened during EVE's starter years?

Pages: [1] 2

Author Topic: DevPost [Odyssey 1.1] Nosferatu mechanic change  (Read 2024 times)

Katrina Oniseki

  • The Iron Lady
  • Demigod
  • Offline Offline
  • Posts: 2266
  • Caldari - Deteis - Tube Child

https://forums.eveonline.com/default.aspx?g=posts&t=250153

Quote from: CCP Rise
I have another balance announcement for our Odyssey 1.1 release to share: we are going to make NOS good again.

In ye old times, Nosferatu was fairly broken. It used to drain cap from your target regardless of how much cap your target had, and deposit it into your cap pool. This meant you could generate cap from thin air as long as you could target any ship. We had nano Dominixs permanently cap stable by draining some cap-dry frig and all kinds of other nonsense.

Unfortunately when this got addressed, it was nerfed into the ground by basing the success of the NOS activation off the relative PERCENTAGE of cap for each ship. NOS went from extremely overpowered to fairly useless. You can never depend on your opponent having a higher % cap than you, and especially not when you're using a ship that wants to win the cap war by neutralizing the enemy.

Our plan for this is fairly simple - we want to make successful NOS activation based on relative cap amount, not percentage.

This means if you turn on your NOS, and you have 125 cap in your cap pool, and your opponent has 370, the NOS works regardless of relative % cap.

The biggest effect here will most likely be that any time you're fighting up a class (frig vs cruiser, cruiser vs BS, etc) NOS will become a much more attractive choice. It also means that in fights with several ship sizes present, deciding on a target for your NOS should be more intuitive (target something big).

Gimme feedback o/

(PS - this would of course effect all sizes and all metas)

Interestingly, this also buffs Capacitor Flux Coils, since they reduce your maximum cap pool while raising recharge rate. Should be interesting.

Shintoko Akahoshi

  • Red Mom of War(?)
  • Pod Captain
  • Offline Offline
  • Posts: 540
  • Red Mom of War!
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #1 on: 19 Jun 2013, 16:26 »

Intriguing! Especially with the new Armageddon...

Morwen Lagann

  • Pretty Chewtoy
  • The Mods
  • Demigod
  • Offline Offline
  • Posts: 3427
    • Lagging Behind
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #2 on: 19 Jun 2013, 19:09 »

I make no secret over the fact that I messed my pants in a good way when I saw that post.
Logged
Lagging Behind

Morwen's Law:
1) The number of capsuleer women who are bisexual is greater than the number who are lesbian.
2) Most of the former group appear lesbian due to a lack of suitable male partners to go around.
3) The lack of suitable male partners can be summed up in most cases thusly: interested, worth the air they breathe, available; pick two.

orange

  • Dex 1.0
  • Veteran
  • Offline Offline
  • Posts: 1930
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #3 on: 19 Jun 2013, 19:11 »

So putting a utility NOS in any spare slot on a Frigate.
Logged

Della Monk

  • Clonejack
  • Offline Offline
  • Posts: 21
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #4 on: 19 Jun 2013, 19:20 »

And the unwritten counterpart to 'nosing up in size is good' is 'nosing down in size is bad'. That'll be interesting
Logged

Shintoko Akahoshi

  • Red Mom of War(?)
  • Pod Captain
  • Offline Offline
  • Posts: 540
  • Red Mom of War!
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #5 on: 19 Jun 2013, 22:12 »

So putting a utility NOS in any spare slot on a Frigate.

Especially an armor tanking frigate. This could be the fuel that finally really drives AARs...

Lyn Farel

  • Guest
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #6 on: 20 Jun 2013, 06:35 »

Mhh. Interesting.

I get that heavy NOSes will mostly be useful with caps around ? Could we see weird setups with logis so full of cap that they will accept that a few of their mates start to suck cap out of their own in addition to the cap transfers they already have ?
Logged

orange

  • Dex 1.0
  • Veteran
  • Offline Offline
  • Posts: 1930
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #7 on: 20 Jun 2013, 08:15 »

Could we see weird setups with logis so full of cap that they will accept that a few of their mates start to suck cap out of their own in addition to the cap transfers they already have ?

At first glance, it seems like that would be rather restrictive unless someone is flying one of the specialized NOS ships.  The range on cap transfers on a logi generally exceeds the range on NOSs.
Logged

Victoria Stecker

  • Pod Captain
  • Offline Offline
  • Posts: 752
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #8 on: 20 Jun 2013, 09:25 »

So nos will work best on small ships, while bigger ships will likely default to using a neut. So not a huge change.
Logged

Esna Pitoojee

  • Keeper of the Harem
  • Demigod
  • Offline Offline
  • Posts: 2095
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #9 on: 20 Jun 2013, 11:00 »

Indeed, quite nice. It makes the Nos a viable choice for smaller hulls (Curse/Pilgrim, looking at you) while keeping them from being an instant "infinite cap button" for every engagement.
Logged
I like the implications of Gallentians being punched in the face by walking up to a Minmatar as they so freely use another person's culture as a fad.

Havohej

  • Friendly Neighborhood Forum Admin
  • Veteran
  • Offline Offline
  • Posts: 1671
  • Ex-convict
    • EWF Digital Consulting
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #10 on: 21 Jun 2013, 14:52 »

I make no secret over the fact that I messed my pants in a good way when I saw that post.

The Shadow of Arzad (my main Curse fit) popped a stiffy, for sure.

:cube: CCP Rise
Logged

Twitter
This is a forum on steroids tbh. The rate at which content worth reading is being generated could get you pregnant.

Havohej

  • Friendly Neighborhood Forum Admin
  • Veteran
  • Offline Offline
  • Posts: 1671
  • Ex-convict
    • EWF Digital Consulting
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #11 on: 21 Jun 2013, 14:54 »

So putting a utility NOS in any spare slot on a Frigate.

Especially an armor tanking frigate. This could be the fuel that finally really drives AARs...
Don't forget shield boosting Shaguars :D  I remember those days, wheeeeeeee!
Logged

Twitter
This is a forum on steroids tbh. The rate at which content worth reading is being generated could get you pregnant.

Saikoyu

  • Omelette
  • Offline Offline
  • Posts: 469
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #12 on: 21 Jun 2013, 15:03 »

YES!!!!

My lovely NOS is coming back.  Oh, my frigates missed you so much. 
Logged

Shintoko Akahoshi

  • Red Mom of War(?)
  • Pod Captain
  • Offline Offline
  • Posts: 540
  • Red Mom of War!
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #13 on: 21 Jun 2013, 20:17 »

So putting a utility NOS in any spare slot on a Frigate.

Especially an armor tanking frigate. This could be the fuel that finally really drives AARs...
Don't forget shield boosting Shaguars :D  I remember those days, wheeeeeeee!

Sure, but ancillary shield boosters already don't take cap. Though I can totally see some interesting long-duration shield tanking setups fueled by these.

Kyoko Sakoda

  • Pod Captain
  • Offline Offline
  • Posts: 505
Re: DevPost [Odyssey 1.1] Nosferatu mechanic change
« Reply #14 on: 22 Jun 2013, 01:28 »

Rise does certainly know what he's doing.
Logged
Pages: [1] 2