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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Matt Faithbringer
Rapid Withdrawal
22
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Posted - 2015.10.03 15:01:06 -
[151] - Quote
I think you should increase the numbers of range and velocity little bit and remove the disruption effect to application (== explosion velocity & radius), since missile application mostly sucks already |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1128
|
Posted - 2015.10.03 15:12:22 -
[152] - Quote
Jacob Holland wrote:TrouserDeagle wrote:the way it is is good. if it's all in one module I can just show up in my 5 tracking disruptor curse and shut everyone down except drones. if you make me choose the number of modules of each type to fit, well, it's sort of like racial ecm rather than just making multis as powerful as racials. tracking disruptors are plenty good already. That works for the Curse, and might work for the Pilgrim since the range buff (old, short-range Pilgrim however struggled for 1 TD slot - I haven't looked at mine since the change but I guess that the midslot load has eased somewhat); but if you only have space for one disruption module it's not viable. It pushes disrution (weapon disruption) ships more to the strategies of Falcons and so forth where, fitted for disruption, that becomes their only role - and I'm not sure weapon disruption is powerful enough to support that.
it is powerful enough for that. and they all do damage and tank properly and have highs. |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1840
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Posted - 2015.10.03 17:11:09 -
[153] - Quote
Owen Levanth wrote:Kitty Bear wrote:the question that still has not been answered will missiles be able to 'miss' their targets whilst affected by these modules
Yes. You will know when this happens when your UI tells you you did "0 damage". Every time that happens, your missiles "missed".
There is no log entry about the missiles that have missed. and with -60% flight speed and -60% flight time, they are probably going to miss a lot. unbonused light missiles go 5.6km/s or so, jumps up to 8.4km/s with a 10% per lv bonus. Cruise missiles are a bit faster at ~7km/s, and 10.5km/s on a bonused ship. although with their application you are probably better off just precision damping. and heavies go about 6.5 to 9.5. Then there is the mordus line with ludicrous speed
I'm not sure if 0 damage is a thing, although back in the nano days most missiles that could even catch their targets did something like 0.1 damage or whatnot. although it has been a while and I might not be remembering exactly right.
@ChainsawPlankto
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afkalt
Republic Military School Minmatar Republic
2097
|
Posted - 2015.10.03 17:25:53 -
[154] - Quote
Chainsaw Plankton wrote:Owen Levanth wrote:Kitty Bear wrote:the question that still has not been answered will missiles be able to 'miss' their targets whilst affected by these modules
Yes. You will know when this happens when your UI tells you you did "0 damage". Every time that happens, your missiles "missed". There is no log entry about the missiles that have missed. and with -60% flight speed and -60% flight time, they are probably going to miss a lot. unbonused light missiles go 5.6km/s or so, jumps up to 8.4km/s with a 10% per lv bonus. Cruise missiles are a bit faster at ~7km/s, and 10.5km/s on a bonused ship. although with their application you are probably better off just precision damping. and heavies go about 6.5 to 9.5. Then there is the mordus line with ludicrous speed I'm not sure if 0 damage is a thing, although back in the nano days most missiles that could even catch their targets did something like 0.1 damage or whatnot. although it has been a while and I might not be remembering exactly right.
I think he's referring to this anomaly: https://www.reddit.com/r/Eve/comments/3f38ok/major_bug_with_missile_volleys_completely/ |
stoicfaux
6244
|
Posted - 2015.10.03 18:09:18 -
[155] - Quote
Is it just me or does it feel like missiles and related mods are being balanced around Rapids and the Mordu ships?
Anyway, if missile disruptors become a problem, everyone will just switch to using Missile Drones (because drones tend to solve most ECM problems.)
Personally, I'm holding out for CCP to announce Drone Drones. (Drones that have their own drones.)
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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afkalt
Republic Military School Minmatar Republic
2097
|
Posted - 2015.10.03 18:22:05 -
[156] - Quote
It's not just you. |
Hal Morsh
Pandemic Horde Inc. Pandemic Horde
416
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Posted - 2015.10.03 19:08:18 -
[157] - Quote
Treya Neverette wrote:Please make defender missiles anti-drone missiles.
Auto targeting missles go for the closest target. Including drones.
stoicfaux wrote:Is it just me or does it feel like missiles and related mods are being balanced around Rapids and the Mordu ships?
Anyway, if missile disruptors become a problem, everyone will just switch to using Missile Drones (because drones tend to solve most ECM problems.)
Personally, I'm holding out for CCP to announce Drone Drones. (Drones that have their own drones.)
Drones do not use missles. Caldari drones use hybrids, but they still do kinetic.
Dun'Gal > Hal is simply an imperfect ai, though if drunkeness ever gets programmed into ai's I foresee both a hilarious and tragic end to humanity.
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Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1840
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Posted - 2015.10.03 19:26:13 -
[158] - Quote
afkalt wrote:Chainsaw Plankton wrote:Owen Levanth wrote:Kitty Bear wrote:the question that still has not been answered will missiles be able to 'miss' their targets whilst affected by these modules
Yes. You will know when this happens when your UI tells you you did "0 damage". Every time that happens, your missiles "missed". There is no log entry about the missiles that have missed. and with -60% flight speed and -60% flight time, they are probably going to miss a lot. unbonused light missiles go 5.6km/s or so, jumps up to 8.4km/s with a 10% per lv bonus. Cruise missiles are a bit faster at ~7km/s, and 10.5km/s on a bonused ship. although with their application you are probably better off just precision damping. and heavies go about 6.5 to 9.5. Then there is the mordus line with ludicrous speed I'm not sure if 0 damage is a thing, although back in the nano days most missiles that could even catch their targets did something like 0.1 damage or whatnot. although it has been a while and I might not be remembering exactly right. I think he's referring to this anomaly: https://www.reddit.com/r/Eve/comments/3f38ok/major_bug_with_missile_volleys_completely/ missiles have to accelerate up to speed, it has been pretty well documented. Especially back when people were theory crafting torp golems. Although the way it is inconsistent between volleys is a little odd. I do remember a CCPer saying back in the nano days they couldn't just make missiles go faster because they broke the physics engine, so I always thought the huge missile velocity bonus on mordus ships was funny.
this is a thread (from 2013) that I could find somewhat easily, and I say "(but it has been a few years)" : https://forums.eveonline.com/default.aspx?g=posts&m=2777613
I kept digging, here's a 2010 thread that haphazardly lops 10% of range off to account for missile acceleration: http://oldforums.eveonline.com/?a=topic&threadID=1272939
we attributed it to the target moving which apparently might not be the case, but it is pretty much how missiles have worked for a long time (if not always). could very well also be a server tick issue. I noticed big variances in my damage on a burner mission recently, where I was damn near at max range.
Edit: the more I think about it the more it seems like a server tick issue, especially with the mordus ship losing ~15% range, the way acceleration works I would expect it to lose less range
@ChainsawPlankto
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Opertone
The Poverty Line
330
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Posted - 2015.10.03 22:57:59 -
[159] - Quote
who flies missile ships here???
aha, nobody does... and all you want is to nerf my ISHTAR and my missile boats
tracking disruptors for missiles - I do not really want it.
Technically it is silly.
Work on effective FoF missiles. It will make me happy.
Now the truth... nobody tracking disrupts missiles. Instead, ECM countermeasures are used on local hull, so that all missiles that were fired get diverted this or that way. Either they miss completely, or deliver less damage as they hit local hull less accurately.
Only incoming missiles can be set off their target to reduce incoming damage. Not jamming certain spaceship, so all his missile bombardment gets worse.
Drop this horrible idea.
All games become poor by design, when all differences get nullified and all bonuses become equal and unified.
bad example orcs get 25% more armor, human get 25% more armor - totally stupid. good example human get 25% more armor, orcs get 25% more speed - very fun, variable strategies.
Do not make everything unified and similar.
This post sums up why the 'best' work with DCM inc.
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Kel hound
The Scope Gallente Federation
136
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Posted - 2015.10.03 23:04:05 -
[160] - Quote
Neat.
...Why does this need to be a new module? Is there some reason that existing tracking disruptors could not have this functionality added into their existing profile? Could you not augment disruptors with a script? This seems unnecessarily complicated. |
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Owen Levanth
Sagittarius Unlimited Exploration
414
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Posted - 2015.10.03 23:43:46 -
[161] - Quote
afkalt wrote:Chainsaw Plankton wrote:Owen Levanth wrote:Kitty Bear wrote:the question that still has not been answered will missiles be able to 'miss' their targets whilst affected by these modules
Yes. You will know when this happens when your UI tells you you did "0 damage". Every time that happens, your missiles "missed". There is no log entry about the missiles that have missed. and with -60% flight speed and -60% flight time, they are probably going to miss a lot. unbonused light missiles go 5.6km/s or so, jumps up to 8.4km/s with a 10% per lv bonus. Cruise missiles are a bit faster at ~7km/s, and 10.5km/s on a bonused ship. although with their application you are probably better off just precision damping. and heavies go about 6.5 to 9.5. Then there is the mordus line with ludicrous speed I'm not sure if 0 damage is a thing, although back in the nano days most missiles that could even catch their targets did something like 0.1 damage or whatnot. although it has been a while and I might not be remembering exactly right. I think he's referring to this anomaly: https://www.reddit.com/r/Eve/comments/3f38ok/major_bug_with_missile_volleys_completely/
Actually, I was joking |
Asuna Crossbreed
Redemption Road Affirmative.
4
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Posted - 2015.10.03 23:51:40 -
[162] - Quote
So there is a lot of arguments for having missiles just be affected by tracking disruptors and not have their own module. I happen to agree with this. but I think the scripts that focus on missiles should still added for the weapon disruptors. Also like damps and jams before them the base module needs a small nerf and then the bonus buffed on the bonused hulls.
The reasons for this.
Ships that fit Weapon disruptors don't have very many mids, that in combination with scripts and the redundancy that is present in damps and ecm would be lost making fitting them a gamble at best.
The reason for the nerf is to make these ships both more necessary and powerful, because as of now weapon disruption is a joke on these hulls, not because of the bonuses, but because they have few mids and limited effect where the WDs can be spread throughout the fleet.
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Chance Ravinne
WiNGSPAN Delivery Services The WINGSPAN Logo Alliance
521
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Posted - 2015.10.04 00:08:45 -
[163] - Quote
One of the most important questions regarding missile performance, specifically larger missiles, is whether or not the Missile Guidance Enhancers/Computers have succeeded in helping these platforms.
I have some information about their adoption rates, but I personally wonder if the pilots using them are doing so for reasons other than "they are great at missile damage application" such as:
- Using them for range
- Using them to make up for Aegis stacking penalties
- Using them out of curiosity
I'm going to try to find out how these modules have affected larger ship efficacy, not just popularity of the ships or these modules.
My guess is that they haven't significantly helped larger missiles (though I won't speak for light missile boats). If that's the case, I'm afraid the net result here is missiles as a platform will be even weaker than they were pre-Aegis (when missiles were supposed to be buffed). Since it was largely agreed at the time missiles were not in a happy place (and perhaps still aren't), this scenario could be very, very sad for missile pilots.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Rowells
ANZAC ALLIANCE Fidelas Constans
2760
|
Posted - 2015.10.04 00:17:42 -
[164] - Quote
Mostly use it for the flexibility. A rig can increase application or range, but you can't change it on the fly (one reason I don't use turret rigs as much over tracking computers). |
Deacon Abox
Justified Chaos Spaceship Bebop
526
|
Posted - 2015.10.04 01:05:23 -
[165] - Quote
Asuna Crossbreed wrote: So there is a lot of arguments for having missiles just be affected by tracking disruptors and not have their own module. I happen to agree with this. but I think the scripts that focus on missiles should still added for the weapon disruptors. Also like damps and jams before them the base module needs a small nerf and then the bonus buffed on the bonused hulls.
The reasons for this.
Ships that fit Weapon disruptors don't have very many mids, that in combination with scripts and the redundancy that is present in damps and ecm would be lost making fitting them a gamble at best.
The reason for the nerf is to make these ships both more necessary and powerful, because as of now weapon disruption is a joke on these hulls, not because of the bonuses, but because they have few mids and limited effect where the WDs can be spread throughout the fleet. Its been said many times itt, having one scripted TD would make every ship a TD whore. Nobody wants that. It was not on this character, but I remember the time of the multispec of doom. Do not ever go back to that day.
Agreed that TDs in general for both missiles and guns should have weaker base stats and then give a buff to TD boats for using them. This also will avoid any possible filling of mids with TDs on any ship with a spare mid. And it will increase the utility of a class of ships that have been lacking in comparison to the likes of griffins, blackbirds, maulus, and Celestis.
Now about painters. Nerf the base stats on them. Then buff back the loss on the ships specialized for painters. These ships need more desirability. Except the Golem. It really should have never got Minmatar ewar bonus in the first place.
Then, how about scripting them. One script to keep the present effect, increased sig. The new other script would be a drone communication interference script. It could have a drone control range and drone tracking effect. Neither should be very strong, but just enough to be noticeable and make the fitting of DLA and Omnis work for it. And this would give Minmatar an anti drone ewar since Amarr is getting an anti missile ewar.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Tahna Rouspel
US Green Building Council
109
|
Posted - 2015.10.04 02:35:54 -
[166] - Quote
Ripard Teg wrote:If they're going to use the same skills/bonuses as Tracking Disruptors, why not just use missile disruption scripts for the existing Tracking Disruptors instead of a new module? As always ( ), my thinking here is geared toward small gang, who while roaming are not going to know if they're going to be facing turret ships or missile ships until they're facing them.
I second this motion!
It will be difficult to justify using the module unless you know specifically that the enemy fleet is mostly missile based. It would be far more elegant to wrap the missile disruptor into the current tracking disruptor. |
Rowells
ANZAC ALLIANCE Fidelas Constans
2761
|
Posted - 2015.10.04 02:53:27 -
[167] - Quote
I would honestly rather start off with separate modules than going all the way and molding it into one. Not specifically to protect missile uniqueness (MGC/MGE bonuses could be further enhanced for that), but to keep tracking disrupters from being a whole solution to 2/3 primary weapon types in the game, leaving only drones unaffected. If the module isn't used relative to missiles as tracking disrupt or is to drones, then just convert it over to a tracking disruptor and leave scripts separate. If that's still not enough, then mold the scripts together too.
Another idea is to have both modules disrupt turrets and missiles, but specialize in one or the other. Similar to racial hammers having one strong and the rest weak. |
Aliath Sunstrike
61
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Posted - 2015.10.04 04:54:50 -
[168] - Quote
....andddddd you are going to give traditional Caldari missile boats more speed to compensate .....righhhhhttt???!
Also - adding my +1s below.
1) + 1 to this being a script rolled into current tracking disruptors. Easy, less module give and take but still you need to be prepared. K.I.S.S. Keep it simple stupid. Just nerf disruptors a tad to compensate...especially the states you linked for the Missile disruptor module. I think that is O.P. Again, you will probably just say...keep it separate modules. And again, I will say ...KISS
2) So FOF missiles are finally going away then? Not that they actually contributed much to missile doctrine, but that should be compensated for in missile effectiveness. I am on the boat here overall with most posters....I feel like Missiles will be nerfed too hard with this script - potential module. It should still be a script too.
3) Defender missiles - remove - fine. But either fix them and make a dedicated missile wall ship that uses them (much like SmartBomb setups...or a module that does JUST defenders. If you can't fix them, fine. No love lost. No one really uses them...BUT, they could be cool.
4) Drone scripts...not in favor. Drones are fragile, you have a limited supply. They can be smartbombed, targeted, etc.
5) What chainsaw plankton said about missiles.
6) +1 to what the CSM rep Chance Ravinne and others said above too. My suspicions exactly post Aegis. Missiles just don't FEEL RIGHT. Those changes didn't seem to work well. I figure you guys at CCP have a game plan and that was PART of it. But overall, you do this missile disruption thing...and you better just REWORK MISSILE SYSTEMS/RIGS/MODULES/EWAR/BOATS from the ground up.
7) + 1 You need a new remote tracking enhancer module for missiles then too if you implement this. Let's be fair.
My two cents.
EDIT - Oh and Missile Battleships...oww.
Continuous player since 2007.
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unidenify
Plundering Penguins Solyaris Chtonium
142
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Posted - 2015.10.04 05:41:34 -
[169] - Quote
Chance Ravinne wrote:One of the most important questions regarding missile performance, specifically larger missiles, is whether or not the Missile Guidance Enhancers/Computers have succeeded in helping these platforms. I have some information about their adoption rates, but I personally wonder if the pilots using them are doing so for reasons other than "they are great at missile damage application" such as:
- Using them for range
- Using them to make up for Aegis stacking penalties
- Using them out of curiosity
I'm going to try to find out how these modules have affected larger ship efficacy, not just popularity of the ships or these modules. My guess is that they haven't significantly helped larger missiles (though I won't speak for light missile boats). If that's the case, I'm afraid the net result here is missiles as a platform will be even weaker than they were pre-Aegis (when missiles were supposed to be buffed). Since it was largely agreed at the time missiles were not in a happy place (and perhaps still aren't), this scenario could be very, very sad for missile pilots.
I use Computer for range on my Tengu
only benefit from enchancer/computer for my Missile BS is that MGE is slight more effective than fourth BCS thus change my layout from 3 CN BCS + 1 T2 BCS to 3 CN BCS + 1 T2 MGE
however it is up to debate as triple TP on my golem may make 4 BCS to be more effective when use against BS/BC target |
Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
1841
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Posted - 2015.10.04 05:45:52 -
[170] - Quote
Chance Ravinne wrote:One of the most important questions regarding missile performance, specifically larger missiles, is whether or not the Missile Guidance Enhancers/Computers have succeeded in helping these platforms. I have some information about their adoption rates, but I personally wonder if the pilots using them are doing so for reasons other than "they are great at missile damage application" such as:
- Using them for range
- Using them to make up for Aegis stacking penalties
- Using them out of curiosity
I'm going to try to find out how these modules have affected larger ship efficacy, not just popularity of the ships or these modules. My guess is that they haven't significantly helped larger missiles (though I won't speak for light missile boats). If that's the case, I'm afraid the net result here is missiles as a platform will be even weaker than they were pre-Aegis (when missiles were supposed to be buffed). Since it was largely agreed at the time missiles were not in a happy place (and perhaps still aren't), this scenario could be very, very sad for missile pilots.
I just don't use anything that isn't a frigate sized missile. the one place I've tried MGC/MGE is on a kite garmur for burner missions. which is something I probably won't be using often.
when using missiles I have to do math and stuff. I'm playing a video game, not worth it! guns I just minimize transversal and blap. with missiles I feel like I'd need to pay someone to fly a rapier around with me. I feel like there is just too much silliness going on in the missile damage formula. While I was digging through threads earlier someone said something about a dread being able to blap a pod, where a light missile gets a damage reduction. Light missiles may have been buffed since but I think the general point is there.
The big problem, missiles get too big of a buff and they are super duper good. Someone was saying that large missiles were destroying frigates with heated missile guidance computers when they first showed up on sisi.
my alt has perfect missile skills and I just can't stand using them. they were kinda cool as a newb, shooting glowing balls of death, plus everyone said to use them. but however many buff/nerf cycles later... nope! Although in pve you can get away with damage application rigs, painters, MGC and whatnot. A pvp ship fit like that is DoA.
speaking of that, can we get glowing balls of death back please! I don't even see missiles in flight anymore.
@ChainsawPlankto
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Rek Seven
Hidden Agenda Deep Space Engineering
2021
|
Posted - 2015.10.04 07:42:34 -
[171] - Quote
Yadaryon Vondawn wrote:Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles. Now you have to choose which disruptor module to fit. All other EWAR is 'across the board', why is this designed for missiles only?
I see how it creates fitting options and more choices but I am genuinely interested in the thought proces behind creating a new module for this :)
THIS
It seems pointless in adding a new module when the existing tracking disrupters could be tweaked to affect missiles and scripts added.
Dear eve players, please try and use the word "content" less and instead, be specific. Thanks
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afkalt
Republic Military School Minmatar Republic
2098
|
Posted - 2015.10.04 09:25:13 -
[172] - Quote
Rek Seven wrote:Yadaryon Vondawn wrote:Question, why not have one module? The current Disruptors, but with this added functionality. Or a missile script. Especially if you are going for solo PVP I imagine this is a bit weird. You fit one module for all turrets, except for missiles. Now you have to choose which disruptor module to fit. All other EWAR is 'across the board', why is this designed for missiles only?
I see how it creates fitting options and more choices but I am genuinely interested in the thought proces behind creating a new module for this :) THIS It seems pointless in adding a new module when the existing tracking disrupters could be tweaked to affect missiles and scripts added.
The point is balance.
You people are fools, you have no idea the armageddon this idea invites.
Thankfully, I have faith the devs aren't this stupid. |
W0lf Crendraven
Welfcorp
353
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Posted - 2015.10.04 10:07:22 -
[173] - Quote
Asuna Crossbreed wrote:So there is a lot of arguments for having missiles just be affected by tracking disruptors and not have their own module. I happen to agree with this. but I think the scripts that focus on missiles should still added for the weapon disruptors. Also like damps and jams before them the base module needs a small nerf and then the bonus buffed on the bonused hulls.
The reasons for this.
Ships that fit Weapon disruptors don't have very many mids, that in combination with scripts and the redundancy that is present in damps and ecm would be lost making fitting them a gamble at best.
The reason for the nerf is to make these ships both more necessary and powerful, because as of now weapon disruption is a joke on these hulls, not because of the bonuses, but because they have few mids and limited effect where the WDs can be spread throughout the fleet.
Thats true if tds could only be fitted to bonused hulls. In reality you are going to throw them in every spare midslot, which is going to be effective vs the majority of ships roaming atm. Dual td condor bringing up memories? |
Rek Seven
Hidden Agenda Deep Space Engineering
2021
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Posted - 2015.10.04 10:15:18 -
[174] - Quote
How would it not be balanced?
It is logical and more efficient to change existing weapon disrupters.
Dear eve players, please try and use the word "content" less and instead, be specific. Thanks
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Jeremiah Saken
The Fall of Leviathan
378
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Posted - 2015.10.04 10:25:13 -
[175] - Quote
Rek Seven wrote:How would it not be balanced? One module to disrupt them all? I call that too powerfull and inbalanced.
Those modules can't disrupt stats like in turret one. Turrets hits instantly, missiles take time to hit target.
"(...) I am tormented with an everlasting itch for things remote. I love to sail forbidden seas (...)"
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Gabriel Karade
Noir. Mercenary Coalition
281
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Posted - 2015.10.04 11:08:56 -
[176] - Quote
I kinda prefer missiles to remain 'different' to turrets - I'd prefer to see a proper 'CIWS' module for knocking down missiles, rather than a slightly different version of a tracking disruptor.
Question (from a 'fluff'/'Lore' whore POV): how does EWAR, that's basically a derivative of something that messes with turret targeting systems, make a missile travel more slowly?..... )
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293
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Moac Tor
Cy-Core Industries Stain Confederation
156
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Posted - 2015.10.04 11:16:19 -
[177] - Quote
Looks good. Although I disagree that there should be two separate modules for turrets and missiles. Like others have said using a script to switch between missiles and turrets will be a much better option. If you think this is too overpowered then balance using other variables.
I think this module will be great at bringing some of the more OP missile based ships into line, although your going to need to look at buffing HAMLs, HMLs, and Torps.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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afkalt
Republic Military School Minmatar Republic
2098
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Posted - 2015.10.04 11:19:33 -
[178] - Quote
So for all the 'one wtfpwnsauce' mod proponents:
What's your counter when we land an Ishtar fleet on you with 2 of these on every boat?
I'll help: anything not a drone comp will die in a fire because I can stop all incoming damage dead. |
Moac Tor
Cy-Core Industries Stain Confederation
156
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Posted - 2015.10.04 11:38:04 -
[179] - Quote
afkalt wrote:So for all the 'one wtfpwnsauce' mod proponents:
What's your counter when we land an Ishtar fleet on you with 2 of these on every boat?
I'll help: anything not a drone comp will die in a fire because I can stop all incoming damage dead. You can stop all incoming damage? You must be joking... You are worried about two unbonused tracking disruptors which will be heavily impacted by the stacking penalty, and you would be wasting all of your midslots. I can't see anyone even trying to use such a doctrine.
The whole point of the Ishtar blob is that it doesn't need to concern itself with manually targeting each ship, trying to coordinate spreading the ewar in a big blob of alliance F1 monkeys for relatively little effect will not be very likely to happen.
Also you forget that CCP can balance using the tracking disruptor's modifiers, and even buff some of the weaker missile systems. So combining both effects into a tracking disruptor module does not necessarily mean that this will be unbalanced as you can tweak the other variables. I think HAM, HAML, and Torps will need buffs anyway regardless.
Suggestion for a rebalance of ECM - Modulated ECM Effects
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Rolle Shana
Armilies Corporation
1
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Posted - 2015.10.04 11:42:58 -
[180] - Quote
afkalt wrote:So for all the 'one wtfpwnsauce' mod proponents:
What's your counter when we land an Ishtar fleet on you with 2 of these on every boat?
I'll help: anything not a drone comp will die in a fire because I can stop all incoming damage dead.
Sounds like the only viable fleet damage will be drones after this. I think missiles are pretty good as they are, hitting smaller targets has a reduced damage anyway, and using speed will always reduce the damage anyway.
You can easily firewall a larger fleets missiles. Not sure this nerf is really what the game needs at the moment, sure I am biased as I use missiles myself, but they aren't the weaponsystem I'd nerf first. This will just make the curse the instawin ship on the field, as missiles has prettymuch been thr best and only viable counter against them without bringing out anything much larger or shinier |
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