Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
TheMercenaryKing
StarFleet Enterprises StarFleet.
162
|
Posted - 2014.04.18 16:55:00 -
[1] - Quote
So I was thinking of an idea for a Missile Pirate ship that is missing. I wanted something really unique.
So with normal missiles ships you typically see a damage buff, ROF buff, or range buff. I didn't want this to go that route as it's kind of a generic missile bonus.
so here is where it gets interesting:
Role Bonus / Note: 80% Reduction in missile flight time (missile fuel is 1/5th of normal) 400% bonus to missile velocity (missiles travel 5 times faster)
Caldari level Bonus: *Battleship and cruiser: Reduces reload of Rapid Missile launchers by 3 seconds per level **Frigate only: 10% damage bonus per level (OP note: thoughts on increase mag size as well?)
Minmatar level Bonus: 10% velocity bonus to AB + MWDs |
Ashley Animus
7th Temporal Lounge
2
|
Posted - 2014.04.18 18:46:00 -
[2] - Quote
Sounds more like a T2 ship. But missiles could use that buff in general. Less flight time, more velocity. |
Sean Parisi
Fugutive Task Force A T O N E M E N T
562
|
Posted - 2014.04.18 20:00:00 -
[3] - Quote
The idea itself could be much more fleshed outr. However I do like the base of it. Some insane draw backs for an extremely flexiblebonus. |
scorchlikeshiswhiskey
Cirrius Technologies O X I D E
168
|
Posted - 2014.04.18 20:55:00 -
[4] - Quote
The Caldari bonus looks interesting but tends to push the hull into the rapid launchers a little much for my taste. As for the Minmatar bonus, that looks good on the surface, but if you're shield tanking you might be a little cramped on mids. Of course that brings in choice, so with the proper amount of mids you will have to make tradeoffs so that's good.
As for your role bonus, I like where it's going but I still prefer the idea I put forth in my thread a couple days ago about updating legacy missile code and removing missile velocity to replace it with acceleration. Missiles would accelerate at a constant rate until they impact or run out of fuel. I would love to see missiles have acceleration, and then maybe a role bonus that helps with application. |
TheMercenaryKing
StarFleet Enterprises StarFleet.
162
|
Posted - 2014.04.18 23:00:00 -
[5] - Quote
the idea is to push them on to the Rapid missiles. the reason for that is because, while they are a tier lower in terms of ship class weapons, they negate the need for explosion velocity and explosion radius. Also, the lesser fitting requirements allows a more diverse fittings.
Let me do some comparisons with, lets say a Blackbird that gets no ship bonus to missiles (all 5, Scourge Fury/Rage, no fittings/implants).
RLML: Range: 31.6 km Explosion vel: 215 m/s Explosion Radius: 51.8m Power grid: 69.3 CPU: 29.3 DPS: 111 DPS / reload: 79.1
HML: Range: 47.2 km Explosion vel: 102 m/s Explosion Radius: 181m Power grid: 94.5 CPU: 41.3 DPS: 90.9 DPS / reload: 88.2
HAML: Range: 16.8 km Explosion vel: 131 m/s Explosion Radius: 161 m Power grid: 102 CPU: 37.5 DPS: 126 DPS / reload: 122
with the bonuses to Rapid launchers reload reduction, you would see better applied DPS with the launchers on the faction ships, you would also not need a target painter as much nor webs as the explosion velocity and radius get buffed from the weapon system alone.
The higher velocity of the missiles would allow them to hit farther targets faster and help reduce the chance for them to out run the missiles. |
Jallukola
25
|
Posted - 2014.04.19 00:38:00 -
[6] - Quote
This would be without a doubt the Flak Cannon of EVE. The greatest battle music of all time. http://www.youtube.com/watch?v=67MPxnPHBNk http://www.youtube.com/watch?v=16RCvtziXj0
|
elitatwo
Congregatio
211
|
Posted - 2014.04.19 03:40:00 -
[7] - Quote
TheMercenaryKing wrote: stuff
I'm sorry to spoil your efforts but no missile launcher has a range, damage, explosion velocity/radius attribute.
The only attributes a missile launcher has are rate of fire, cpu and powergrid.
My assault launchers are still terrible, heavy assault and heavy missiles need a ton of awesomium and what those rapid heavy launchers have been invented for still pretty much escapes me.
The End signature |
TheMercenaryKing
StarFleet Enterprises StarFleet.
162
|
Posted - 2014.04.19 03:48:00 -
[8] - Quote
elitatwo wrote:I'm sorry to spoil your efforts but no missile launcher has a range, damage, explosion velocity/radius attribute.
......
The only attributes a missile launcher has are rate of fire, cpu and powergrid.
Read again, the stats given are:
TheMercenaryKing wrote:no ship bonus to missiles (all 5, Scourge Fury/Rage, no fittings/implants).
Using that information you can get the stats. I would insert a comment about you being daft and illiterate, but an ISD would remove that. |
mynnna
GoonWaffe Goonswarm Federation
3394
|
Posted - 2014.04.19 07:45:00 -
[9] - Quote
scorchlikeshiswhiskey wrote:The Caldari bonus looks interesting but tends to push the hull into the rapid launchers a little much for my taste. As for the Minmatar bonus, that looks good on the surface, but if you're shield tanking you might be a little cramped on mids. Of course that brings in choice, so with the proper amount of mids you will have to make tradeoffs so that's good. As for your role bonus, I like where it's going but I still prefer the idea I put forth in my thread a couple days ago about updating legacy missile code and removing missile velocity to replace it with acceleration. Missiles would accelerate at a constant rate until they impact or run out of fuel. I would love to see missiles have acceleration, and then maybe a role bonus that helps with application.
All Vs cruise missiles from a Typhoon could cover 250km in six seconds, 4.9 seconds for a Raven.
I wonder if that would be broken... Member of the Goonswarm Economic Warfare Cabal |
Nevyn Auscent
Broke Sauce
1258
|
Posted - 2014.04.19 09:35:00 -
[10] - Quote
You won't get a bonus to RL reload time. With their current reload time RLML are at about 93% of their old DPS. 93%! That's barely any nerf, and they were significantly OP before. |
|
TheMercenaryKing
StarFleet Enterprises StarFleet.
163
|
Posted - 2014.04.19 20:03:00 -
[11] - Quote
Nevyn Auscent wrote:You won't get a bonus to RL reload time. With their current reload time RLML are at about 93% of their old DPS. 93%! That's barely any nerf, and they were significantly OP before.
Consider it like a damage bonus by increasing its damage over time for sustained time. |
scorchlikeshiswhiskey
Cult of Mooby
169
|
Posted - 2014.04.19 20:13:00 -
[12] - Quote
mynnna wrote:scorchlikeshiswhiskey wrote:The Caldari bonus looks interesting but tends to push the hull into the rapid launchers a little much for my taste. As for the Minmatar bonus, that looks good on the surface, but if you're shield tanking you might be a little cramped on mids. Of course that brings in choice, so with the proper amount of mids you will have to make tradeoffs so that's good. As for your role bonus, I like where it's going but I still prefer the idea I put forth in my thread a couple days ago about updating legacy missile code and removing missile velocity to replace it with acceleration. Missiles would accelerate at a constant rate until they impact or run out of fuel. I would love to see missiles have acceleration, and then maybe a role bonus that helps with application. All Vs cruise missiles from a Typhoon could cover 250km in six seconds, 4.9 seconds for a Raven. I wonder if that would be broken... I would love to see missiles at long range become viable outside of missions. As it is we have lightspeed railguns, artillery, blasters, and autocannons. The only non-lightspeed weapons in Eve are drones and missiles. In a world where artillery can cover 200km instantly, I don't understand why missiles are limited by velocity and not acceleration. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |