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Dr Fighter
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Posted - 2008.08.04 05:05:00 -
[1]
a module like the tracking disrupter, which only effects misisles, called something like "Guidance Disrupter" which has a % change that the next missile fired by the ship which its activated on will go crazy and miss and pop randomly when its fuel is spent.
then replace the minm TP bonuses to affect these 
/me prepares flame suit
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Aleus Stygian
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Posted - 2008.08.04 05:19:00 -
[2]
Excellent idea!
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Zaran Darkstar
Brutor tribe
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Posted - 2008.08.04 05:30:00 -
[3]
Fantastic idea. |

Raymond Sterns
Utopian Research I.E.L. The ENTITY.
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Posted - 2008.08.04 05:41:00 -
[4]
Edited by: Raymond Sterns on 04/08/2008 05:50:41 Mechwarrior 4 had a defense system on some of their mechs called Laser Anti-Missile System or "L.A.M.S." for short. If installed unto the mech, the system would fire at and destroy 1-2 missile volley as soon as they got within 300(?) meters of the mech. I think this would be a more efficient option compared to the clumsy defender system.
To further add to this, the system could stop working when the missiles are fired off withing certain range (5km-10km?) that way rockets aren't completely useless. Also, this system should be cruiser sized. _
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Khardullis
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Posted - 2008.08.04 07:44:00 -
[5]
Originally by: Raymond Sterns Edited by: Raymond Sterns on 04/08/2008 05:50:41 Mechwarrior 4 had a defense system on some of their mechs called Laser Anti-Missile System or "L.A.M.S." for short. If installed unto the mech, the system would fire at and destroy 1-2 missile volley as soon as they got within 300(?) meters of the mech. I think this would be a more efficient option compared to the clumsy defender system.
To further add to this, the system could stop working when the missiles are fired off withing certain range (5km-10km?) that way rockets aren't completely useless. Also, this system should be cruiser sized.
An effiecient anti missile system = missiles never damage anything ever again...
A missile ecm type mod could simply reduce damage from missiles, by lowering its explosion velocity and/or explosion radius or whatever...
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Taco Raptorian
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Posted - 2008.08.04 07:49:00 -
[6]
Yes it's ridiculous to have to manually fire defender missiles when for example tracking disruptors are just activated once like most other modules.
Both the guidance disruptor and L.A.M.S sounds like viable ideas though.
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Lyria Skydancer
Amarr Eve Defence Force
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Posted - 2008.08.04 08:36:00 -
[7]
Yes defenders need to be fixed. ----------------------------------------- [Video] I'm a soldier, so remember the name |

Saietor Blackgreen
The First Foundation
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Posted - 2008.08.04 08:48:00 -
[8]
Edited by: Saietor Blackgreen on 04/08/2008 08:49:02 Can you activate a launcher with FOF missile if no targets present whatsovever? Those should have same mechanics as defenders, right? Juat asking, cuz I dont know.
Anyway, to the point, how about just fixing goddamn defenders, allowing them to stay active and on guard, like that LAMS we're talking about? Why invent something new if we can fix something thats already there? And then, after thats working, check out if defenders themselves need any buffing/nerfing/etc.
BTW the suggested ECM, while awesome, will produce horrible whines about having no counter. Which wil be right, to some degree.
Another thing, do not touch the target painters and bonuses for them. They are not useless, and will become much more useful after speed is rebalanced and signature factor is comparable to speed factor in tracking and missile damage calculations.
--- Redesign local/scanner feature - make the place huge, dark and scary again! |

Wil Smithx
Minmatar Suns Of Korhal
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Posted - 2008.08.04 09:03:00 -
[9]
Originally by: Saietor Blackgreen Edited by: Saietor Blackgreen on 04/08/2008 08:49:02 Can you activate a launcher with FOF missile if no targets present whatsovever? Those should have same mechanics as defenders, right? Juat asking, cuz I dont know.
Anyway, to the point, how about just fixing goddamn defenders, allowing them to stay active and on guard, like that LAMS we're talking about? Why invent something new if we can fix something thats already there? And then, after thats working, check out if defenders themselves need any buffing/nerfing/etc.
BTW the suggested ECM, while awesome, will produce horrible whines about having no counter. Which wil be right, to some degree.
Another thing, do not touch the target painters and bonuses for them. They are not useless, and will become much more useful after speed is rebalanced and signature factor is comparable to speed factor in tracking and missile damage calculations.
In 2003 you could leave defenders spamming...
god knows why they changed it.
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Lyria Skydancer
Amarr Eve Defence Force
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Posted - 2008.08.04 10:03:00 -
[10]
Originally by: Wil Smithx
In 2003 you could leave defenders spamming...
god knows why they changed it.
CCP thought that would add skill but they failed. Defenders need to work automatically. ----------------------------------------- [Video] I'm a soldier, so remember the name |
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Derek Sigres
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Posted - 2008.08.04 12:22:00 -
[11]
Originally by: Lyria Skydancer Yes defenders need to be fixed.
I don't think fixing them will work. I mean, even if they functioned now you pretty much give up 1 high slot to mitigate 1 high slot's worth of damage. What the hell is the point of that?
I think TD's should also affect explosion velocity and flight time. Simpler than trying to get the defender option to work. And for all those poor suckers to wasted time on Defender skills - just rename it and use it as a modifier for the new TD script.
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Wil Smithx
Minmatar Suns Of Korhal
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Posted - 2008.08.04 12:31:00 -
[12]
Originally by: Derek Sigres
Originally by: Lyria Skydancer Yes defenders need to be fixed.
I don't think fixing them will work. I mean, even if they functioned now you pretty much give up 1 high slot to mitigate 1 high slot's worth of damage. What the hell is the point of that?
I think TD's should also affect explosion velocity and flight time. Simpler than trying to get the defender option to work. And for all those poor suckers to wasted time on Defender skills - just rename it and use it as a modifier for the new TD script.
The last thing we need is a TD buff!
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Derek Sigres
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Posted - 2008.08.04 12:35:00 -
[13]
Originally by: Wil Smithx
Originally by: Derek Sigres
Originally by: Lyria Skydancer Yes defenders need to be fixed.
I don't think fixing them will work. I mean, even if they functioned now you pretty much give up 1 high slot to mitigate 1 high slot's worth of damage. What the hell is the point of that?
I think TD's should also affect explosion velocity and flight time. Simpler than trying to get the defender option to work. And for all those poor suckers to wasted time on Defender skills - just rename it and use it as a modifier for the new TD script.
The last thing we need is a TD buff!
No, it's the best thing we need. Afterall, TD's have no effect on the main weapons of an entire race and the seconday weapons of another race. I would also advocate that missiles need modules to boost their explosion velocity and whatnot beyond rigs but hoping for such conviences is apparently silly.
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Adyriana
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Posted - 2008.08.04 15:03:00 -
[14]
There's been a lot of good ideas about missile defend systems. This is without doubt one of them
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Morgan La'Chance
Caldari Dynamic Reallocation and Logistics
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Posted - 2008.08.04 15:07:00 -
[15]
Quote: A missile ecm type mod
Hey guess what, they're already in.
They're called "ECM Jammers".
"A missile ECM type mod" and a "missile tracking disruptor type mod" are far from the same thing.
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Aleus Stygian
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Posted - 2008.08.04 15:09:00 -
[16]
Originally by: Morgan La'Chance
Quote: A missile ecm type mod
Hey guess what, they're already in.
They're called "ECM Jammers".
"A missile ECM type mod" and a "missile tracking disruptor type mod" are far from the same thing.
I just want to say: FoF missiles.
Now, back to the way you people seem to pointedly ignore looking at and criticizing my suggestions. Goddamnit.
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Haniblecter Teg
F.R.E.E. Explorer Elitist Cowards
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Posted - 2008.08.04 15:15:00 -
[17]
Originally by: Dr Fighter a module like the tracking disrupter, which only effects misisles, called something like "Guidance Disrupter" which has a % change that the next missile fired by the ship which its activated on will go crazy and miss and pop randomly when its fuel is spent.
then replace the minm TP bonuses to affect these 
/me prepares flame suit
More EW? To affect a weapon system that's barely used?
No Thanks.
Next thing you'll know is this guy will want a 'drone disrupter'. -----------------
Friends Forever |

Dr Fighter
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Posted - 2008.08.04 16:52:00 -
[18]
Edited by: Dr Fighter on 04/08/2008 16:54:07 wow nerfing drones somhow, an excellent addition!
I didnt want to put this is my main post, but ideally tracking disrupters should be altered to "tracking AND guidance disruption".
i dont believe EW should be so specific, recons get two bonuses and they for the most part affect one battle stat across all races. Damps effect all ships sensors, ecm jams ALL sensors, target painters affect ALL ships signatures..... and TDs effect ONLY ships guns. Its not balanced for the user of TDs, its not balanced for users of guns. Missiles get no direct 'disruption' and im not sure they should.
But a ship with a bonus to EW should do something to ALL race ships, and adding an effectiveness of some sort to missiles (and perhaps even drones) should be considered on the same module. Damps hamper your sensors but dont stop you fighting, ECM stops you from locking but doesnt stop fof and drones, TDs are ment to make your WEAPONS less effective, not stop them working completely.
and dont give me the 'if it aint broke dont fix it' routine, been playing long enough to know TDs arent used much because in any mixed fight there WILL be missiles and drones. Adding the falloff was a good start but not the finish.
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