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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Rise
C C P C C P Alliance
5096
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Posted - 2015.06.19 12:06:18 -
[1] - Quote
Heyo
It's getting pretty close to release and I have a lot of balance changes we need to talk about!
This thread is for discussion on a package of missile changes that we are pretty excited to see the results of. So what's in this package?
Missile Guidance Enhancers - Low slot modules that increase missile explosion velocity, lower explosion radius, increase missile flight time and increase missile velocity Missile Guidance Computers - Mid slot modules that increase missile explosion velocity, lower explosion radius, increase missile flight time and increase missile velocity. These modules can use Missile Precision and Missile Range scripts and can of course be overheated. Heavy Missile Damage is being increased by 5% for all Heavy Missile Types Torpedo volume is being reduced by half, meaning you can fit twice as many Torpedo's in all launchers (except polarized, which have had their capacity reduced) as before. Some specifics on the new modules:
We are starting with 3 types in each group. Tech I, Compact (lower fitting requirements), and Tech II. Faction variations would certainly be on the table for later releases when we are happy with the tuning of numbers on these first mods.
The numbers:
Missile Guidance Enhancer I 10 CPU, 1 PG, 5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time Compact Missile Guidance Enhancer 8 CPU, 1 PG, 5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time Missile Guidance Enhancer II 15 CPU, 1 PG, 6.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time
Missile Guidance Computer I 28 CPU, 1 PG, 7.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time Compact Missile Guidance Computer 24 CPU, 1 PG 7.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time Missile Guidance Computer II 35 CPU, 1 PG 9.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time
These are set very close to the corresponding turret module numbers and may need adjustment after deployment.
We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.
Let us know what you think!
@ccp_rise
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afkalt
Republic Military School Minmatar Republic
1421
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Posted - 2015.06.19 12:08:14 -
[2] - Quote
CPU feels high for missile boats which are CPU limited - especially given the cost of a PWNAGE by compare.
Are these stacking penalised? Are rigs now stacking penalised? (I believe they are not atm) What wins the priority battle give them above?
Are you going to look at the phoon(s)? They the one hull class I'm worried about abusing these mods. It'll be a murder machine of little compare. |
Hanazava Karyna
The Foundation Of Mammon
17
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Posted - 2015.06.19 12:10:15 -
[3] - Quote
Now we need only some effective EWAR that works on missiles. |
Omnathious Deninard
Novis Initiis
2902
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Posted - 2015.06.19 12:12:17 -
[4] - Quote
I have to agree, CPU needs are kind of high considering launchers have high CPU needs as well as launcher rigging uses lots of CPU as well.
Edit: Contrary to my past statements, you could also use this as an opportunity to remove the Caldari kinetic damage lock.
Roleplaying Trinkets for Explorers and Collectors
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Jassmin Joy
Sniggerdly Pandemic Legion
308
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Posted - 2015.06.19 12:13:26 -
[5] - Quote
Any thoughts on the effectiveness of SmartBombs on missiles and the ability to firewall them? |
Kelron Renalard
Know your Role EON Alliance
6
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Posted - 2015.06.19 12:25:50 -
[6] - Quote
Quote:Heavy Missile Damage is being increased by 5% for all Heavy Missile Types
Does this include Heavy Assault Missile? I'm not sure about it. |
Capqu
Love Squad Confederation of xXPIZZAXx
1126
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Posted - 2015.06.19 12:30:17 -
[7] - Quote
are you going to nerf the base range/application of any missiles to compensate?
specifically i think nerfing light and cruise missiles by 1 TE would be good, cruise because you're gonna have enough slots on a battleship to get it back and beyond what it is already (which is pretty good) and lights because lights are already very strong and adding more options for them might push them to oppressive on destroyers and below
https://www.youtube.com/watch?v=QPntjTPWgKE
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afkalt
Republic Military School Minmatar Republic
1422
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Posted - 2015.06.19 12:33:28 -
[8] - Quote
Capqu wrote:are you going to nerf the base range/application of any missiles to compensate?
specifically i think nerfing light and cruise missiles by 1 TE would be good, cruise because you're gonna have enough slots on a battleship to get it back and beyond what it is already (which is pretty good) and lights because lights are already very strong and adding more options for them might push them to oppressive on destroyers and below
I don't think any small ships are going to be using these tbh, they have scant enough low slots as it is and the CPU in the mid modules is pretty damned oppressive.
If that is reduced, might become an issue. |
Saeka Tyr
Sanctuary of Shadows Triumvirate.
35
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Posted - 2015.06.19 12:46:21 -
[9] - Quote
Capqu wrote:are you going to nerf the base range/application of any missiles to compensate?
specifically i think nerfing light and cruise missiles by 1 TE would be good, cruise because you're gonna have enough slots on a battleship to get it back and beyond what it is already (which is pretty good) and lights because lights are already very strong and adding more options for them might push them to oppressive on destroyers and below
your idea is bad. missile boats are in a bad enough state as it is. |
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CCP Fozzie
C C P C C P Alliance
12966
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Posted - 2015.06.19 12:47:08 -
[10] - Quote
Jassmin Joy wrote:Any thoughts on the effectiveness of SmartBombs on missiles and the ability to firewall them? Yes, but we haven't had a chance to post that thread quite yet.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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Escobar Slim III
YOLOSWAGHASHTAGDOLLARBILLZSWIMMINGPOOLICECREAMS
137
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Posted - 2015.06.19 12:47:19 -
[11] - Quote
posting in ccp rise thread he is my faverite. |
Capqu
Love Squad Confederation of xXPIZZAXx
1126
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Posted - 2015.06.19 12:48:57 -
[12] - Quote
afkalt wrote:Capqu wrote:are you going to nerf the base range/application of any missiles to compensate?
specifically i think nerfing light and cruise missiles by 1 TE would be good, cruise because you're gonna have enough slots on a battleship to get it back and beyond what it is already (which is pretty good) and lights because lights are already very strong and adding more options for them might push them to oppressive on destroyers and below I don't think any small ships are going to be using these tbh, they have scant enough low slots as it is and the CPU in the mid modules is pretty damned oppressive. If that is reduced, might become an issue. [Flycatcher, aa]
Ballistic Control System II
5MN Y-T8 Compact Microwarpdrive Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Medium Shield Extender II Sensor Booster II, Targeting Range Script
Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile Light Missile Launcher II, Caldari Navy Scourge Light Missile [Empty High slot]
Small Ancillary Current Router I Small Warhead Calefaction Catalyst II
122 km range 220 dps
https://www.youtube.com/watch?v=QPntjTPWgKE
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M1k3y Koontz
Respawn Disabled Initiative Mercenaries
761
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Posted - 2015.06.19 12:50:54 -
[13] - Quote
Ground floor!
Looks like this will help some... fingers crossed HAMs are a viable weapon system with this.
I still think all missiles could do with their velocity doubled and flight time halved, like the mordu ships' bonus.
How much herp could a herp derp derp if a herp derp could herp derp.
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Dora Adant
Center for Advanced Studies Gallente Federation
1
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Posted - 2015.06.19 12:51:04 -
[14] - Quote
what about ewar? are you going to add those to?
seems like a fairly important point, don't implement this without also implementing the counter
next thing you know we're getting a missile dominated alliance tournament... |
Harkin Issier
Sleeper Slumber Party Test Alliance Please Ignore
30
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Posted - 2015.06.19 12:56:46 -
[15] - Quote
CCP did you mix up Computers and Enhancers?
Tracking Computers are weaker than Tracking Enhancers, but they can be scripted to perform better than the Enhancer in the scripted trait's effect.
Currently you've listed the MGC to be FAR more effective (31% more) than the MGE, while retaining the ability to be scripted.
Missile Guidance Enhancer II 15 CPU, 1 PG, 6.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time
Missile Guidance Computer II 35 CPU, 1 PG 9.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time
Unless you're going to let the Enhancers be scripted? |
Capqu
Love Squad Confederation of xXPIZZAXx
1126
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Posted - 2015.06.19 13:02:20 -
[16] - Quote
[Talwar, tfi]
Type-D Attenuation Signal Augmentation Damage Control II Ballistic Control System II
5MN Quad LiF Restrained Microwarpdrive Tracking Computer II, Optimal Range Script F-90 Positional Sensor Subroutines, Targeting Range Script
Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile
Small Ionic Field Projector II Small Hydraulic Bay Thrusters I Small Warhead Calefaction Catalyst I
110~km range 150 dps 10 mil
https://www.youtube.com/watch?v=QPntjTPWgKE
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Mike Voidstar
Voidstar Free Flight Foundation
760
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Posted - 2015.06.19 13:02:23 -
[17] - Quote
or perhaps he listed the max values with scripts loaded. |
Capqu
Love Squad Confederation of xXPIZZAXx
1126
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Posted - 2015.06.19 13:03:36 -
[18] - Quote
Saeka Tyr wrote:Capqu wrote:are you going to nerf the base range/application of any missiles to compensate?
specifically i think nerfing light and cruise missiles by 1 TE would be good, cruise because you're gonna have enough slots on a battleship to get it back and beyond what it is already (which is pretty good) and lights because lights are already very strong and adding more options for them might push them to oppressive on destroyers and below your idea is bad. missile boats are in a bad enough state as it is.
light missiles in a bad state? LOL
https://www.youtube.com/watch?v=QPntjTPWgKE
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Mike Voidstar
Voidstar Free Flight Foundation
760
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Posted - 2015.06.19 13:04:40 -
[19] - Quote
Capqu wrote:[Talwar, tfi]
Type-D Attenuation Signal Augmentation Damage Control II Ballistic Control System II
5MN Quad LiF Restrained Microwarpdrive Tracking Computer II, Optimal Range Script F-90 Positional Sensor Subroutines, Targeting Range Script
Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile
Small Ionic Field Projector II Small Hydraulic Bay Thrusters I Small Warhead Calefaction Catalyst I
110~km range 150 dps 10 mil
That's damn spiffy for a T1 Ship. A bay of ammo will cost almost as much as the rest of the ship.
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Kalen Pavle
Cerberus Federation Gentlemen's.Club
29
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Posted - 2015.06.19 13:05:28 -
[20] - Quote
What about kinetic locked ships, and the fact that missile application is still much worse than turret or sentry due to missile travel mechanics? |
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Samira Kernher
Praetorian Auxiliary Force Praetoria Imperialis Excubitoris
1656
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Posted - 2015.06.19 13:06:38 -
[21] - Quote
Really needs an anti-missile tracking disruptor to go with these additions.
Also, it's so fitting that these missile modules are coming with the Aegis release.
"Embrace those who would learn, defeat those who would make mockery of God's way. Through the penance of deeds, the sins of forefathers may eventually be washed away."
-- His Royal Highness the Heir Yonis Ardishapur
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1095
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Posted - 2015.06.19 13:09:51 -
[22] - Quote
rockets could do with lower volume
torps need better fitting and range (rockets 10km, hams 20km, torps 20km, what?)
and as always, missiles will always be garbage while skirmish links are around. missile damage is basically determined by speed:sig. you can't improve speed:sig by ~80% and still expect missiles to work. |
Mike Voidstar
Voidstar Free Flight Foundation
760
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Posted - 2015.06.19 13:10:20 -
[23] - Quote
Kalen Pavle wrote:What about kinetic locked ships, and the fact that missile application is still much worse than turret or sentry due to missile travel mechanics?
I'm guessing that kinetic lock is going to stay just like it is, as they enjoy the 'flavor' it provides.
They are increasing damage on missiles, which will increase applied damage as well, in addition to giving you 2 new module types to improve application. There's also the Mordu ships with that funky bonus... seems like application is getting some fairly serious love with both recent changes and this package. |
Phoenix Jones
Isogen 5
1406
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Posted - 2015.06.19 13:14:33 -
[24] - Quote
Good god the amount of Drakes/Tengu's that are going to be flying everywhere...
Also.. lets make Garmurs and Orthurus's even more absurd :-)
Heavy's needed a buff, but the lack of a direct ewar counter on these is disturbing.
Yaay!!!!
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Aeon Veritas
Lobach Inc. Easily Offended
6
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Posted - 2015.06.19 13:15:03 -
[25] - Quote
Looks nice, but Harkin Issier has a point.
Harkin Issier wrote:CCP did you mix up Computers and Enhancers? .... Also looking forward to have the matching EWAR implemented. Please also implement Remote Missile Guidance Computer and maybe change the Scimitar remote tracking computer bonus to missile guidance? Or a lower bonus to both...
afkalt wrote:Have you considered speeding up all missile precision variants (with a corresponding flight time decrease to maintain range) in order to have a better chance of making contact with the expected target (which is obviously small and fast relative to the launcher hull size) +1 for this
General module tiericide thoughts
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Jeremiah Saken
The Fall of Leviathan
289
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Posted - 2015.06.19 13:16:39 -
[26] - Quote
This going to be so pretty disaster. Ewar modules on weapon system that takes time to apply damage (flight time)? Kinetic lock? You don't have to write devblog about it, simple answers are best: yes, no, we think about it...
"-What are you doing?"
"-Docking."(...)
-"It's not possible"
-"No, it's necessary."
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Stitch Kaneland
Tribal Liberation Force Minmatar Republic
325
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Posted - 2015.06.19 13:18:52 -
[27] - Quote
afkalt wrote:CPU feels high for missile boats which are CPU limited - especially given the cost of a PWNAGE by compare.
Are these stacking penalised? Are rigs now stacking penalised? (I believe they are not atm) What wins the priority battle give them above?
Have you considered speeding up all missile precision variants (with a corresponding flight time decrease to maintain range) in order to have a better chance of making contact with the expected target (which is obviously small and fast relative to the launcher hull size)
Are you going to look at the phoon(s)? They the one hull class I'm worried about abusing these mods. It'll be a murder machine of little compare.
Its the same cpu requirement for these mods as TE/TC. If you swap a bcu for an MTE then youll have MORE available CPU. I dont foresee fitting being an issue. I fly caldari/missile boats quite often, should be fine.
Good changes IMO, and the mods dont seem overly strong, but enough to consider them useful in certain fits.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Matt Faithbringer
The Scope Gallente Federation
3
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Posted - 2015.06.19 13:18:59 -
[28] - Quote
I see great future for bombers.. |
Mike Voidstar
Voidstar Free Flight Foundation
761
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Posted - 2015.06.19 13:20:40 -
[29] - Quote
TrouserDeagle wrote:rockets could do with lower volume
torps need better fitting and range (rockets 10km, hams 20km, torps 20km, what?)
and as always, missiles will always be garbage while skirmish links are around. missile damage is basically determined by speed:sig. you can't improve speed:sig by ~80% and still expect missiles to work.
I don't know about the Rocket Volume thing, but your point on Torps is right on. They have absurd low range for a battleship weapon system, almost as bad as Blasters though with the right ammo you can reach out with falloff at least.
Your point about Skirmish Links does not really hold water, considering Armor and Siege links work pretty good for mitigating damage too. |
stoicfaux
5922
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Posted - 2015.06.19 13:26:17 -
[30] - Quote
Normalized values in terms of how they affect the 2nd part of the missile formula
250.0% - 60% Web 156.3% - bonused PWNAGE TP (e.g. Golem) (skills V) 146.9% - MGC II @ 19% w/Precision Script 137.5% - PWNAGE TP (skills V) 135.3% - MGC I @ 15% w/Precision Script 125.0% - Rigor II 121.0% - MGC II @ 9.5% 120.0% - Flare II 117.6% - Rigor I 116.2% - MGC I @ 7.5% 115.0% - Flare I 113.9% - MGE II (6.5%) 110.5% - MGE I (5%)
edit: Added T1 values.
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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