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Kalintos Tyl
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Posted - 2008.07.26 15:23:00 -
[1]
Edited by: Kalintos Tyl on 26/07/2008 15:23:12 I see problem with missiles vs turrets. Misilles hit low orbit target and turets dont. They arent effected by traging distruptors also.
sollution would be: Arming distance for missiles. in this way misiles and turets would be more in par.
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Gajowy
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Posted - 2008.07.26 15:29:00 -
[2]
good point, with upcoming nerf torpedoes will be overpowered in comparison to turrets
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Dzajic
Federal Defence Union
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Posted - 2008.07.26 16:10:00 -
[3]
Fully supported anyway, doubly so if Ludicrous Speed "tweek" gets passed.
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eXeGee
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Posted - 2008.07.26 16:43:00 -
[4]
needs rebalancing
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Kalintos Tyl
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Posted - 2008.07.26 21:31:00 -
[5]
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Kransthow
Victory Not Vengeance Intrepid Crossing
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Posted - 2008.07.26 22:33:00 -
[6]
also for a purely tracking disruptor boost they could be renamed Targeting disruptors and effect turret optimal, missile flight time, turret tracking and missile explosion velocity
My alt is "Is Forporn" |
Silence Duegood
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Posted - 2008.07.27 02:58:00 -
[7]
I've fought even responding to this inane thread so as to not lend it any sort of credibility, but I simply can't let an idiotic post like this go unchallenged.
A. Missiles have flight time. Turrets do not. B. Turrets have Tracking Computers and Tracking Enhancers to improve performance. Missiles have no such modules.
Your ideas (and agreeing with your own posts with an alt) do not a sound argument make.
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Lieutenant Isis
Gristle Industries
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Posted - 2008.07.27 03:01:00 -
[8]
Originally by: Silence Duegood I've fought even responding to this inane thread so as to not lend it any sort of credibility, but I simply can't let an idiotic post like this go unchallenged.
A. Missiles have flight time. Turrets do not. B. Turrets have Tracking Computers and Tracking Enhancers to improve performance. Missiles have no such modules.
Your ideas (and agreeing with your own posts with an alt) do not a sound argument make.
This. If missiles are so overpowered, then why don't we see them everywhere?
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GrandDad Trotter
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Posted - 2008.07.27 07:07:00 -
[9]
signed |
Khamal Jolstien
Caldari The Monkey Sanctuary
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Posted - 2008.07.27 07:14:00 -
[10]
Not to mention you can outrun damage even after a missile strikes. Missiles have trouble with distance. Low traversal, high speed targets are almost immune, and nanos are completely immune.
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Kalintos Tyl
Minmatar
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Posted - 2008.07.27 08:24:00 -
[11]
Originally by: Khamal Jolstien Not to mention you can outrun damage even after a missile strikes. Missiles have trouble with distance. Low traversal, high speed targets are almost immune, and nanos are completely immune.
fail after narf.
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Kalintos Tyl
Minmatar
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Posted - 2008.07.27 08:25:00 -
[12]
Originally by: Silence Duegood I've fought even responding to this inane thread so as to not lend it any sort of credibility, but I simply can't let an idiotic post like this go unchallenged.
A. Missiles have flight time. Turrets do not. B. Turrets have Tracking Computers and Tracking Enhancers to improve performance. Missiles have no such modules.
Your ideas (and agreeing with your own posts with an alt) do not a sound argument make.
heavy missiles heave 80km optimal. no turret have optimal like that. Cruise misiels got 240km again no turet can reach optimal like that+if anyway will they will ahve crap tank+dps. Only drawback is that they need to fly to target.
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Ninsoku
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Posted - 2008.07.27 08:32:00 -
[13]
Originally by: Silence Duegood A. Missiles have flight time.
/thread
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Kalintos Tyl
Minmatar
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Posted - 2008.07.28 08:03:00 -
[14]
Originally by: Ninsoku
Originally by: Silence Duegood A. Missiles have flight time.
/thread
and 2x higher optimal per ship class, got clue?
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Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2008.07.28 08:08:00 -
[15]
Edited by: Avon on 28/07/2008 08:08:58 Explosion Velocity. Just because the missile is fast enough to catch you doesn't mean it is actually going to hurt you.
Explosion Radius Big nasty missiles don't hurt small cute ships much.
Honestly people, *THINK*!
Eve-Online: The Text Adventure |
Kalintos Tyl
Minmatar
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Posted - 2008.07.28 08:21:00 -
[16]
Edited by: Kalintos Tyl on 28/07/2008 08:21:23
Originally by: Avon Edited by: Avon on 28/07/2008 08:08:58 Explosion Velocity. Just because the missile is fast enough to catch you doesn't mean it is actually going to hurt you.
Explosion Radius Big nasty missiles don't hurt small cute ships much.
Honestly people, *THINK*!
ok i take typhoon with torps will use torps on your crusier. Will see how much volleys will kill you. I suspect around 4.
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Avon
Caldari Black Nova Corp Band of Brothers
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Posted - 2008.07.28 08:41:00 -
[17]
Originally by: Kalintos Tyl
ok i take typhoon with torps will use torps on your crusier. Will see how much volleys will kill you. I suspect around 4.
Okay. Then I get to use a turret based battleship and see if I kill you quicker?
*Hint* I will
Eve-Online: The Text Adventure |
Calla Vee
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Posted - 2008.07.28 11:58:00 -
[18]
Edited by: Calla Vee on 28/07/2008 12:00:33 Edited by: Calla Vee on 28/07/2008 11:59:11
Originally by: Kalintos Tyl
I see problem with missiles vs turrets. Misilles hit low orbit target and turets dont. They arent effected by tracking distruptors also.
sollution would be: Arming distance for missiles. in this way misiles and turets would be more in par.
If missiles were impossible to outrun and didn't have those variables like "explosion speed" and "explosion radius" and would agree with you. Sadly for us missile people, these variables do exist. So, I can't say I agree with this kind of nerf therefore.
You're Matari. A little fairy, I think on the eve-o boards actually, once told me that 1 target painter per ship in a gang using lots of long ranged guns makes nanos go away. Sadly, missile ship gangs don't get this benefit and it's still partytime for nanos on them. So, while missiles don't get hit by weapon disruptors, they also don't get as much benefit as guns from TPs. It evens out.
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cianide pro
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Posted - 2008.07.28 12:22:00 -
[19]
dont see any issue here, optimal range of heavies from 80 km, gives the target way enough time to warp off before the first missile hits not even to speak about 240km cruise missiles time before it will hit a target.
My experiences with missile in pvp is that 99% of the time the target pop-ed before my first missile did hit it because of the instant damage of the turrets.
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namelessclone01
Caldari blackbox ops
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Posted - 2008.07.28 13:15:00 -
[20]
you can start using 'missiles' and 'overpowered' in the same sentence (which you essentially did, just not in these exact words) only after the missile velocities get boosted at least 3x fold. until then, at 80km range we are looking at 10-15-20 seconds flight time before a missile can actually hit anything. in any fight, other than a fleet engagement, any target would just warp off, unless he or she is asleep of course.
and complaining about turret optimals is.. just.. WRONG. a Rokh can potentially fire beyond grid and beyond targeting range cap.
tl;dr version: /no support for this issue
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Damned Force
Minmatar Republic Military School
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Posted - 2008.07.28 13:19:00 -
[21]
Guns are affected by the targets transversal velocity, so if the enemy is flying from u away or to u, u can fully hit with guns. In such cases if u have big linespeed your missiles dont hit.....
rebalance? :) everything have advantages and disadvantages live with
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Red Thunder
Most Wanted INC G00DFELLAS
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Posted - 2008.07.28 14:16:00 -
[22]
erm missiles are SUPPOSED to be different to turrets, why would we want to make everything the same?
Eagles may soar, but weasels dont get sucked into jet engines |
Danjira Ryuujin
Caldari
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Posted - 2008.07.28 14:31:00 -
[23]
Edited by: Danjira Ryuujin on 28/07/2008 14:34:23 It's funny that you think this is a problem. The further a missile has to travel, the less useful it is. If you were complaining about their damage at a certain range you might have an argument, but as things stand you just look silly. More silly than some of your other posts even.
Amarr - Annoying the Eve Community since 2005 |
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