
TZeer
BURN EDEN
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Posted - 2008.07.30 18:17:00 -
[1]
If you nerf the missiles, will you take away the wrecking chance you get from turrets then?
Counter to missile is speed, wich still works.
You can also use ecm, and damps. And FOF`s will only target the nearest hostile...
So, yeah missiles are so overpowered.
Turrets: Insta damage, wrecking shots, anything in low transversal velocity gets hit. Missile: Delayed damage, no wrecking shots, instead they have a steady amount of damage, speed above 4km/sec = no damage, no need to check transversal velocity.
Try to realise that missiles and turrets are not the same. There are pro and cons with both weapon systems.
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TZeer
BURN EDEN
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Posted - 2008.07.31 08:49:00 -
[2]
Originally by: Typhado3 best ew, best logistics, best pve and a few decent pvp ships.... yeah I think caldari will survive if missiles are balanced a bit. just if you do change something make it a balance not a complete killing of the weapon system like nanos.
missiles always hit/constant damage - turrets get wrecking/misses missiles can hit point blank - turrets can hit if low transversal missiles can choose damage type - turrets can choose range by ammo missiles have longest natural range - turrets can increase range with mods missiles have no effective counter - turrets have falloff missiles are easier to get into - turrets can increase tracking with mods missiles take time to hit target - they use not cap (minmatar pay for that too) t2 missile ammo - t2 turret ammo missiles have good damage at all ranges - turrets have good damage at close range
missiles have better specialization skills (mainly the range ones and decreased sig radius one)
Anyone got any things to add for either side? theres already a slight imbalance towards missiles there, not anything to completely freak out over, but then a few more special missiles come in:
assault launchers; a long range anti frig weapon for cruisers... i don't see any equivalent among the turrets. cruise missiles have 300m sig radius, it's only bs sized weapon with this.
Always hit yes, but damage is never constant. Lower sig decrease the damage, same does speed. Get above certain speed and and yes missiles hit, but do 0.0 damage. No matter if your transversal is zero.
Missiles can choose damage type yes, but turrets get wrecking hots. Also, T2 missiles have different range then T1. Cruise example, T1 249 with max skills, T2 precision just above 100km, T2 high damage, no clue never tried them, but well under 100km.
Missiles have longest range yes, but it takes forever for them to get there, where turrets do instadamage.
MIssiles mo effective counter? Sig radius, speed, and all other counters that work on turrets except tracking disruptor.
MIssiles easy to get into, might be, but you wont do much with thoose missiles until you have your skills up. And even then it`s not a valid point for nerfing, it`s a question about adding SP or changing ranks on skills for missiles.
Quote: Missile take time to hit target - Use no cap (minmatar pay for that to)??
What you trying to say? That this is a good thing? Last time I checked people hate it that it takes time for missiles to reach target. No cap... projectile guns m8, they dont use cap either.
Quote: Missiles have good damage at all ranges - Turrets have good damage at close range
Same with missiles. Wanna have good damage at close range fit close range missiles. And I dont quite understand what you mean, guns can get great damage at ragne to. While my cruise are doing maybe 400-500 HP at 0% reists, turretowners get wrecking shots reaching well above 1400 HP...
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