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Kesthely
Fleet of the Damned Ace of Spades.
141
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Posted - 2014.11.01 16:29:22 -
[1] - Quote
Goal: Improve Defender Missiles Tags: Defender Missiles, Missiles, Electronic Warfare
In the CSM9 Summer Summit Minutes, there were statements: (Page 25) Quote: CCP Fozzie - We've considered this but there aren't many plans for this so far. We klnow there is bad faction ammo and good faction ammo. We'll probably look into it in the future. We've considered giving the lesser faction stuff more hp to overcome firewalling, so we have to think about this.
progodlegend - Nerf firewall?
CCP Fozzie - Yup. As part of a general balance of missile HP. One of the ideas we have bounced around is making the bad faction ammo have more hit points. It is just an idea not a short term going to happen now.
Mike Azariah- Defender missiles?
CCP Fozzie - We'll probably find a different use for these, or just remove them from the game at some point. However, we may still say that ten years from now.
Beeing a missile fan myself i thought of the defender missiles and what its problems are for me and how to solve them.
Current Situation:
Currently defender missiles exist in two variants, Light and Heavy defender missiles. Wich can be fired from a variaty of Light and Heavy Missile launchers. They intercept missiles that are fired at you.
This leads to several undesired situations: *You lose a valuable high slot in either dps or utility *It only protects against missiles fired at you *It does not allow you to select wich sort of missiles are countered.
Situation; If your fielding Defender missiles in pvp and your faceing a Rifter and Typhoon, if there shooting there missiles at eg your logistic buddy, your defender missiles can't protect him. If there shooting at you, and the rifter is for instance also shooting rockets at you, theres a high chance that the defender missiles actually try to take out the rockets instead of the far more dangerous Cruise missiles or Torpedo's.
Proposal:
What i'm proposing is changeing a lot of the defender missile situation. First i want to introduce a new Midslot item that fires them. I'll call it the Missile point defense system.
The Missile Point Defense System T1: (Mid Slot, Electronic Warfare) CPU 40 PW 1 Capacity 0.72 Volume 20 m3 Structure HP 40 Reload Time 10 Seconds Rate of Fire 6.48 Seconds Activation cost 9 GJ Charges per Cycle 1 Used with Charge Group Light defender missiles Used with Charge Group Heavy defender missiles Tech level 1 Overload rate of fire bonus -15% Heat damage 2.40 HP
The idea is that you select your target and then activate the missile point defense system on that target. Then when it fires one or more missiles it will counter that by fireing defender missiles. The module itself is a mixture of statistics of the tracking disruptor, and the (rapid) heavy missile launcher. As a midslot and electronic warfare module, it has the CPU, PW, and Activation cost as a T1 Trackign Disruptor. It Mimics the Rapid heavy missile launcher in capacity, rate of fire, and overload bonus. It also has the reload time of a heavy launcher.
New Situation:
In the new situation you have an electonic warfare system designed to counter missiles in rougly the same effectiveness as a tracking disruptor
The improvements are as followed *You keep a valuable high slot in either dps or utility *It protects against missiles fired from a specific ship *It allows protection from missiles for other people.
FAQ:
Why have both the Light defender and Heavy defender missile for this module as charges?
I envision that the light defender missiles will fullfill a slightly different role then the heavy defender missile. To me the light defender missiles should prioritize light missiles, rockets and defender missiles, while the heavy defender missile will prioritize heavy assault, heavy, cruise, citadel cruise missiles, Torpedos and citadel torpedo's With Missile hp beeing looked at, i envision that the light defender missile should be able to destroy a rocket, light missile or defender missile (both light and heavy) at Lvl 1 and destroy Faction / T2 variants of them at Lvl 3 (high damage faction) and 5 (high hitpoint faction)
The heavy defender missile would be somewhat similar be able to kill heavy and heavy assault missiles at lvl 1, cruise and torpedo's at lvl 3, and citadel cruise and torpedo's at lvl 5 Faction / T2 variants ofcourse harder to be destroyed.
The Phoenix is already in a bad shape, and now you want people to easily destroy there missiles?
With the proposed changes, the ability to fire defender missiles at a target will be considered electronic warfare. This means that Phoenix in siege mode, and the Leviathan will be immune to defender missiles.
Every other electronic warfare system has specialized hulls, what about the defender missile?
Defender missiles are still missiles. That means that they benefit from some of the bonuses of other ship hulls already (Flight time, Flight duration, damage) as long as these bonuses don't specificly say a type of missile. You already have a good selection specialized hulls this way. Since its a new module however, rate of fire bonuses in this draft aren't transfered.
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Kesthely
Fleet of the Damned Ace of Spades.
141
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Posted - 2014.11.01 16:31:16 -
[2] - Quote
FAQ
With a couple of these modules on me, my missile boat won't be able to do anything.
Its actually not that bad. Since your own missiles have a flight speed as well, the defender missiles need to reach them. Positioning will become more important for a missile boat if theres defener missiles on the field, but theoreticly an infinate number of defender missiles will still not prevent you to damage your opponent if your right on top of it, or if your missiles are faster then the defender missiles and you possition yourself in between your target, and the one fireing defender missiles.
Why try to fix Defender missiles if we already have firewalling.
Fire walling is a great defense against missiles in large scale battles. In small skirmish setups you often don't have the time, or the ship to setup a firewall. These modules will aid in the small skirmish pvp the most.
The combination of defender missiles and firewalling will make missiles obsolete
Defender missiles are still missiles. A firewall will destroy friendly defender missiles as well, reducing the effectiveness of the combination exponentially.
Missiles already cause a high server load. These missiles will dramaticly increase this load.
While i think in large scale battles, the load will indeed slightly increase, you have to remember that the defender missiles are designed to take out the missiles. This means that a lot of missiles are destroyed, wich should minimize the extra load.
Some ships like the corax will become extremely powerfull, acting as both a combat ship and a disruption ship
I don't think that most ships will become more powerfull. It is true that some of the bonuses will be transfered to these missiles, but overall the effectiveness will not be significantly better then if you would fit tracking disruptors. It would just provide roughly the same protection against a different variety of ships
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Harvey James
The Sengoku Legacy
937
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Posted - 2014.11.01 16:43:01 -
[3] - Quote
there are many options with defender missiles .. but they don't seem too care or listen too any suggestions that they have so far indicated anyway..
as a midslot options - anti drones - anti bombs - e-war warheads - improve them as anti missile
Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists
ABC's are clearly T2 in all but name.. remove drone assist mechanic.
Nerf web strength ..... Make the blaster eagle worth using please
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Ix Method
Brutor Tribe Minmatar Republic
231
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Posted - 2014.11.01 17:45:43 -
[4] - Quote
Harvey James wrote:- anti drones - anti bombs - e-war warheads - improve them as anti missile Not sure it'd be a huge reach to be able to tell your FOFs to target the nearest of a specific group - drones, missiles, ships, whatever - balance them around that facility, remove now obsolete Defenders and call it quits.
They stop shooting randomly shooting LCOs, we all get the drone/missile defence we want and everything is sunshine and rainbows.
Travelling at the speed of love.
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Phaade
Perimeter Defense Systems Templis CALSF
275
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Posted - 2014.11.01 19:09:18 -
[5] - Quote
I agree with the need for missile defense modules. However using missiles to counter missiles makes little sense while lasers exist. Point defense modules should use lasers as light hits damn near instantly, and tracking would be easy.
Hilariously, lasers have worse tracking than projectiles in eve. Go figure. |
Kesthely
Fleet of the Damned Ace of Spades.
143
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Posted - 2014.11.02 23:45:04 -
[6] - Quote
Thing is that instant missile destroy abilities would be a lot worse for missile users. Missiles already have a drawback in there flight time and speed themselves, beeing able to instantly destroy them, would mean that slower moveing missiles would be destroyed a lot more often, and the difference between ships with flight speed bonuses would be the only surviving missile boat.
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elitatwo
Eve Minions Poopstain Removal Team
419
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Posted - 2014.11.03 01:43:52 -
[7] - Quote
Kesthely wrote:Thing is that instant missile destroy abilities would be a lot worse for missile users. Missiles already have a drawback in there flight time and speed themselves, beeing able to instantly destroy them, would mean that slower moveing missiles would be destroyed a lot more often, and the difference between ships with flight speed bonuses would be the only surviving missile boat.
Which you can guess right was spot on the best thing to do when missiles didn't have bad tracking. Now that they do, we have no real use for them since you can only hurt a ship with light missiles anyway.
So instead of fixing nullsec they could, you know, ditch missile tracking and very a very merry christmas.
signature
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Galphii
Caldari Provisions Caldari State
291
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Posted - 2014.11.03 02:56:31 -
[8] - Quote
Replace defender missiles with a midslot anti-missile point defence laser ewar system. Cycles automatically every 5 seconds and shoots a hostile incoming missile automatically if within 25km. Bigger missiles like torps and citadels would survive 1 or more shots. Badda-bing, done.
X
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Azazel The Misanthrope
Animadversion Tactical Operations Index
1
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Posted - 2014.11.03 04:18:09 -
[9] - Quote
I love the idea of replacing them as mid slot weapons, and I think that their should be micro sized auto-targeting auto cannons, and auto targeting lasers that fit into mid slots as well. |
Azazel The Misanthrope
Animadversion Tactical Operations Index
1
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Posted - 2014.11.03 04:29:48 -
[10] - Quote
Kesthely wrote:Thing is that instant missile destroy abilities would be a lot worse for missile users. Missiles already have a drawback in there flight time and speed themselves, being able to instantly destroy them, would mean that slower moveing missiles would be destroyed a lot more often, and the difference between ships with flight speed bonuses would be the only surviving missile boat.
I think if you gave the defender missiles an improved range over point defense guns of the laser or auto cannon type it would be more effective at balancing. The missiles can attempt to intercept opposing missiles from 20+ KMs away, while the other two variants can only do it from a comparably short range of 7-4 KMs and have shorter rate of fire, and less consistency of success respectively. |
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Kesthely
Fleet of the Damned Ace of Spades.
145
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Posted - 2014.11.03 13:54:38 -
[11] - Quote
even if you wanted to incorporate autocanon / laser / hybrid versions of it, i wonder Why? you'll be makeing 3 or 4 (if your counting the missile variant as well) ways to solve the same problem, wich means a lot more work programming, balancing, and training skilsl for. Defender missiles skills, especially with these modifications, only needs one module to be programmed and balanced, subsequent ship bonuses and skills should already balance them out. |
Bagrat Skalski
Poseidaon
5586
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Posted - 2014.11.03 14:01:08 -
[12] - Quote
Harvey James wrote:there are many options with defender missiles .. but they don't seem too care or listen too any suggestions that they have so far indicated anyway..
as a midslot options - anti drones - anti bombs - e-war warheads - improve them as anti missile
So anti everything it should stay high slot.
Recon makes them stronger
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1871
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Posted - 2014.11.03 14:11:12 -
[13] - Quote
I think they should also require a launcher hardpoint. They'll be better used on ships with an extra launcher hardpoint or two. Missile ships may struggle more to mount these but they will potentially also be gaining bonuses to these.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Kesthely
Fleet of the Damned Ace of Spades.
146
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Posted - 2014.11.03 15:21:46 -
[14] - Quote
Reaver Glitterstim wrote:I think they should also require a launcher hardpoint. They'll be better used on ships with an extra launcher hardpoint or two. Missile ships may struggle more to mount these but they will potentially also be gaining bonuses to these.
Hmmm i haven't thought about that yet, although i suppose it could use up a launcher hardpoint even if it goes to mid slot. Could be extremely potent for eg a command ship like the damnation
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Robert Caldera
Caldera Trading and Investment
763
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Posted - 2014.11.03 17:19:23 -
[15] - Quote
remove them from the game than to desperately try to find any use for them.
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1873
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Posted - 2014.11.03 18:50:03 -
[16] - Quote
Change Griffin to use defender missiles instead of ECM jammers. Give it 7 launcher hardpoints.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Kesthely
Fleet of the Damned Ace of Spades.
149
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Posted - 2014.11.04 12:33:03 -
[17] - Quote
Robert Caldera wrote:remove them from the game than to desperately try to find any use for them.
I think the concept of defender missiles is salvageble, just not in its current form
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Major Trant
CTRL-Q Iron Oxide.
1255
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Posted - 2014.11.04 13:10:42 -
[18] - Quote
Galphii wrote:Replace defender missiles with a midslot anti-missile point defence laser ewar system. Cycles automatically every 5 seconds and shoots a hostile incoming missile automatically if within 25km. Bigger missiles like torps and citadels would survive 1 or more shots. Badda-bing, done. You're not getting it! Define 'hostile incoming missile' We already have the problem with drone assist not working when the assisted user targets someone neutral to you.
The OP pointed out the problem, read the OP! You cannot defend against missile fired at friendlies. You cannot select to take down the more dangerous missile fired from say a Cerberus rather than a Kestrel. Would the system correctly identify neutral missiles, fired at both you and your fleet mates, or what about friendly missiles fired in accident? Would you get flagged with a limited engagement timer when a random missile fired at a fleet mate was taken down by your system.
CTRL-Q - Minmatar FW - Low Sec PvP - Euro TZ - New Player Friendly
Contact: Major Trant
In game channel: FeO Public
Recruitment thread: CTRL-Q
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scorchlikeshiswhiskey
interstellar initiative Incorporated
328
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Posted - 2014.11.04 13:27:40 -
[19] - Quote
Phaade wrote:I agree with the need for missile defense modules. However using missiles to counter missiles makes little sense while lasers exist. Point defense modules should use lasers as light hits damn near instantly, and tracking would be easy.
Hilariously, lasers have worse tracking than projectiles in eve. Go figure. Don't forget, this is Eve where artillery is also a light-speed weapon along with railguns. Missiles and non-sentry drones are the only weapons that are still burdened by such mundane things as "travel time" or "velocity". As it stands, I believe that cruise missiles from a Raven are about as fast as it gets, topping out around 12.5km/s which causes all sorts of fun when you're trying to compete with artillery boats at 150km+. Why wait better than 10sec for damage when your VW sized artillery shell crosses the distance instantly.
As for OP, I'm not sure I love the idea but it's far from bad. +1 for proposing a decent solution other than "throw it away, more tiericide" |
Kesthely
Fleet of the Damned Ace of Spades.
155
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Posted - 2014.11.04 21:17:08 -
[20] - Quote
Major Trant wrote: Would the system correctly identify neutral missiles, fired at both you and your fleet mates, or what about friendly missiles fired in accident? Would you get flagged with a limited engagement, criminal or suspect timer when a random missile fired at a fleet mate was taken down by your system.
Haven't tried the current situation, but the new situation would be the same engagements as if activating a hostile module on someone.
Keep in mind that Curently the defender missile works as a pure defensive mechanism like a shield booster. With my proposed changes it works as electronic warfare, just like a tracking disruptor |
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stoicfaux
5386
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Posted - 2014.11.04 21:37:26 -
[21] - Quote
Get rid of defenders, and just go with the "missiles are affected by tracking computers/disrupters" that CCP threatened to do a while back.
http://community.eveonline.com/news/dev-blogs/42269 -> search for tracking.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
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Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1877
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Posted - 2014.11.04 22:02:12 -
[22] - Quote
Major Trant wrote:or what about friendly missiles fired in accident? Would you get flagged with a limited engagement, criminal or suspect timer when a random missile fired at a fleet mate was taken down by your system. Easy solution: if you're in empire space and have your security setting on green, it will only shoot down missiles coming at you. In order to have it shoot missiles coming at friends, you gotta lower your security to yellow because in empire space that'll make you go suspect. And either way you'll get a weapons timer.
Here's some thoughts to improve its ease of use: 1.) it only shoots missiles headed to fleetmates if your security is yellow or red, regardless of the space you're in. This just gives you the option to protect only yourself if that's what you wanna do. 2.) it shoots the first valid missile when unscripted, however there are scripts that make it fire at only one specific size class of missile. 3.) should have 4 sizes of defender missile: light, heavy, cruise, and citadel cruise. These would shoot down their own size missile perfectly in one hit. You can't mount defender missiles any bigger than the launcher you have mounted - bigger launchers cost more powergrid. Light: 1MW Heavy: 20MW Cruise: 400MW Citadel Cruise: 2500MW 4.) each missile should do a false area effect damage (not actually rendered) which would do not only full damage to the missile it targeted, but also a small amount (maybe 1/3rd) to all of the rest in the same volley. So if you hit a volley with 3 defenders, it takes out the whole volley. This is to put these on par with other disruption modules, a few of which can potentially reduce an enemy ship's offensive power to zero.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Kesthely
Fleet of the Damned Ace of Spades.
156
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Posted - 2014.11.05 09:52:00 -
[23] - Quote
Reaver Glitterstim wrote: Here's some thoughts to improve its ease of use: 1.) it only shoots missiles headed to fleetmates if your security is yellow or red, regardless of the space you're in. This just gives you the option to protect only yourself if that's what you wanna do.
The idea of useing the security to enable / disable self fleet protection is one worth considering.
Reaver Glitterstim wrote: 3.) should have 4 sizes of defender missile: light, heavy, cruise, and citadel cruise. These would shoot down their own size missile perfectly in one hit. You can't mount defender missiles any bigger than the launcher you have mounted - bigger launchers cost more powergrid. Light: 1MW Heavy: 20MW Cruise: 400MW Citadel Cruise: 2500MW
Personally i'm against that, if you move it to a midslot module or keep it as a high slot, because it would severly limit you against what ship you could protect yourself. Current ewar frigates can protect itself against all sizes of ships if you would increase the powergrid they can't protect themself against bigger ships. Next to the fact that unless i'm reading it wrong, you are still going on the premise to use regular launchers?
Reaver Glitterstim wrote: 4.) each missile should do a false area effect damage (not actually rendered) which would do not only full damage to the missile it targeted, but also a small amount (maybe 1/3rd) to all of the rest in the same volley. So if you hit a volley with 3 defenders, it takes out the whole volley. This is to put these on par with other disruption modules, a few of which can potentially reduce an enemy ship's offensive power to zero.
Problem with this is that no matter how small the area is, you would always be able to intercept someone elses missiles too. Makeing this a little bit to powerfull. Secondly, the module would become quite unique that it has a sort of reversed stacking penalty. One missile defense point starts reducing the damage, but to become truelly effective you might want to slap as many as you can on them. More defender missiles means more missiles taken out. |
Corraidhin Farsaidh
Farsaidh's Freeborn
742
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Posted - 2014.11.05 11:18:24 -
[24] - Quote
Kesthely wrote:Reaver Glitterstim wrote: Here's some thoughts to improve its ease of use: 1.) it only shoots missiles headed to fleetmates if your security is yellow or red, regardless of the space you're in. This just gives you the option to protect only yourself if that's what you wanna do.
The idea of useing the security to enable / disable self fleet protection is one worth considering. Reaver Glitterstim wrote: 3.) should have 4 sizes of defender missile: light, heavy, cruise, and citadel cruise. These would shoot down their own size missile perfectly in one hit. You can't mount defender missiles any bigger than the launcher you have mounted - bigger launchers cost more powergrid. Light: 1MW Heavy: 20MW Cruise: 400MW Citadel Cruise: 2500MW
Personally i'm against that, if you move it to a midslot module or keep it as a high slot, because it would severly limit you against what ship you could protect yourself. Current ewar frigates can protect itself against all sizes of ships if you would increase the powergrid they can't protect themself against bigger ships. Next to the fact that unless i'm reading it wrong, you are still going on the premise to use regular launchers? Reaver Glitterstim wrote: 4.) each missile should do a false area effect damage (not actually rendered) which would do not only full damage to the missile it targeted, but also a small amount (maybe 1/3rd) to all of the rest in the same volley. So if you hit a volley with 3 defenders, it takes out the whole volley. This is to put these on par with other disruption modules, a few of which can potentially reduce an enemy ship's offensive power to zero.
Problem with this is that no matter how small the area is, you would always be able to intercept someone elses missiles too. Makeing this a little bit to powerfull. Secondly, the module would become quite unique that it has a sort of reversed stacking penalty. One missile defense point starts reducing the damage, but to become truelly effective you might want to slap as many as you can on them. More defender missiles means more missiles taken out.
You could just have the existing tech II variants for defenders too: Precision hits one missile at full damage, fury hit multiple missiles (calculated as AoE but *only* against incoming missiles) for less damage by using multiple smaller submunitions. This basically models existing anti-aircraft missiles with the same effects. To soimplify calculations I would suggest applying the effects to groups of incoming missiles en-masse so if 2 defender precisions are fied and hit they remove 2 missiles from the incoming volley without messy calcs to figure out which two.
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Kesthely
Fleet of the Damned Ace of Spades.
158
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Posted - 2014.11.05 13:04:08 -
[25] - Quote
If you really want to go for takeing down multiple missiles, id rather go to the way that T2 versions of the module can hold and fire multiple charges Say 2 or 3 charges at a time, that way you can still counter multiple missiles, but in way that requires less programming, server stress and balance issues |
Leyete Wulf
Dark Fusion Industries Limitless Redux
69
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Posted - 2014.11.05 13:39:18 -
[26] - Quote
The proposal as a whole is a pretty interesting idea, that said I think its still going to have to be a high slot mod, and honestly missiles are in such an niche place for most pvp that I don't see any real justification in creating a dedicated defense system against them. You're never going to stop the tengu hordes and until my poor missile boats get mods that improve their performance like turret boats get TCUs and TEs I don't see how adding a superior anti-missile system balances out. |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1878
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Posted - 2014.11.05 21:13:04 -
[27] - Quote
Leyete Wulf wrote:and until my poor missile boats get mods that improve their performance like turret boats get TCUs and TEs Missile Targeting Information Relay I
- Requires a medium power slot
- 1 MW powergrid
- 40 Tf CPU
Activation cost: 5 Gj Cycle time: 10 sec
Missile Velocity: +7.5% Missile Explosion Radius: -5% Missile Explosion Velocity: +6%
Missile Velocity Script +100% Missile Velocity bonus -100% Missile Explosion Radius bonus -100% Missile Explosion Velocity bonus
Missile Explosion Script -100% Missile Velocity bonus +100% Missile Explosion Radius bonus +100% Missile Explosion Velocity bonus
Missile Tracking Relay I
- Requires a low power slot
- 1 MW powergrid
- 20 Tf CPU
Missile Velocity: +10% Missile Explosion Radius: -3% Missile Explosion Velocity: +4%
=================================================
I'm not sure about the exact figures but I based it on the assumption that either explosion radius or explosion velocity are approximately equal to tracking alone. Stacking both instead of one should provide a slightly larger total bonus. Feel free to correct me if my figures are wrong.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Degnar Oskold
Justified Chaos Spaceship Bebop
139
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Posted - 2014.11.05 21:23:08 -
[28] - Quote
I like this idea. It enables a variation of the tracking disruptor that affect missiles.
The mechanic should be slightly different, however.
The module should still be loaded with ammo and activated against a particular ship, however when fired it has a % chance of destroying each missile in the salvo fired by the enemy ship if it hits a missile while in range.. Meta 0 would start at 15% , like how tracking disruptors (unscripted) have a 15% impact.
The module would come in two variants. Light defender launcher with a normal rate of success against rockets and light missiles, and a lower rate of success (base 7.5%) against heavy missiles and torpedos and cruiser missiles.
Heavy defender launcher would be the reverse, stronger vs larger missiles and weak vs smaller ones.
No scripts for the module, but heat would work (increasing firing rate). |
Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
1878
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Posted - 2014.11.05 21:44:51 -
[29] - Quote
I have an idea for balancing EWAR disruption that I'd like to pass by you guys. I'm especially hoping to hear from Kesthely on this one.
My thoughts are that Caldari EWAR is primarily unbalanced because it works great on everyone, while Amarr and Gallente warfare have some positioning difficulties (especially Gallente) and Amarr EWAR only works on ships with turrets, and Minmatar EWAR only works on ships you're having trouble hitting.
If Caldari EWAR became the improved defender missiles and their EWAR disruption ships (Griffin, Blackbird, Falcon, Rook, not necessarily Scorpion or Widow) were changed to gain bonuses to defender missiles instead of ECM jammers, it would appropriately set Caldari in-line with the other races in terms of EWAR disruption capabilities and weaknesses.
ECM jamming could then be salvaged as a multi-racial ability, with each race's disruption ships gaining a role bonus to the effectiveness of the racial jammers designed to work against their enemy: Amarr EWAR ships would get: +50% to effectiveness of ladar jammers Caldari EWAR ships would get: +50% to effectiveness of magnetometric jammers Gallente EWAR ships would get: +50% to effectiveness of gravimetric jammers Minmatar EWAR ships would get: +50% to effectiveness of radar jammers
The Scorpion and Widow can remain as all-around ECM jamming ships at least until a greater variety of disruption battleships are introduced, or some other ship takes over for general ECM.
Fit a warfare link to your tech 1 battlecruiser. Train Wing Commander. Get in the Squad Commander or Wing Commander position. Your fleets will be superior to everyone else's. (had this sig BEFORE Odyssey BC rebalance)
"What if [climate change is] a big hoax and we create a better world for nothing?" -comic on Greenmonk
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Kesthely
Fleet of the Damned Ace of Spades.
161
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Posted - 2014.11.06 16:46:42 -
[30] - Quote
Degnar Oskold wrote:I like this idea. It enables a variation of the tracking disruptor that affect missiles.
The mechanic should be slightly different, however.
The module should still be loaded with ammo and activated against a particular ship, however when fired it has a % chance of destroying each missile in the salvo fired by the enemy ship if it hits a missile while in range.. Meta 0 would start at 15% , like how tracking disruptors (unscripted) have a 15% impact.
The module would come in two variants. Light defender launcher with a normal rate of success against rockets and light missiles, and a lower rate of success (base 7.5%) against heavy missiles and torpedos and cruiser missiles.
Heavy defender launcher would be the reverse, stronger vs larger missiles and weak vs smaller ones.
No scripts for the module, but heat would work (increasing firing rate).
If you introduce a chance to destroy the missile, then the effectiveness is gone completely, remember that each missile in this draft requires a countermissile. Even then it needs to catch up, and deal enough damage to the missile. One reason of posting the topic is of the incomming rebalance of Missile HP. Different missiles will have different hp, Wich would be in line with the light and heavy defender missiles.
If however your talking about if one of your defender missiles would hit a salvo the entire salvo would be destroyed, that too might be to powerfull, especially if you stack a few missile point defense systems.
I don't believe there should be any form of destroying an entire volley either by introducing aoe, or % chance with defender missiles. Thats what the smartbomb combination(s) are for. However, i do think that a meta or T2 version that uses up multiple ammunition at a time could be the way to go, to be able to deal with missile volleys |
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