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Rastino
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Posted - 2010.01.29 01:08:00 -
[31]
Seriously this is dead already stop it.
1. This has been said before warping missiles are like fighter drones without having to train for or buy a carrier (This EVE not WOW and things take time)
2. In a fleet fight target all missiles on the secondary target not the primary target. That way you donÆt ôlooseö DPS as the missile boats always fire on the secondary and another nice little thingà. You automatically spread out the enemies logistic power.
There now I solved the problem for you. Now STOP whining about missiles and making suggestions that would make them overpowered.
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Jim Raynor
Caldari Sinister Corporation
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Posted - 2010.01.29 05:37:00 -
[32]
Originally by: Aveng3X So... what you're saying is:
Remove the drawbacks of having high DPS at 200km range and the diversity of weapon systems in doing so, Make missiles act like fighters without needing to train for a carrier. You don't want to waste Caldari Navy Scourge Missiles if your target warps away.
These changes would make being a Caldari player even easier, and even more boring.
The only drawback to this is that cruise missiles generally do superior DPS to turret ships setup to shoot that far.. so maybe we should introduce special warp enabled guided missiles, they would still have their base range limitations that are currently implemented (would only be a factor for light/heavy really but I don't think frigates should be shooting lights 250km away) but could strike from long distance.. of course having an onboard warp engine would mean a smaller warhead and less damage output.. but if a Raven or Typhoon for example with guided warp missiles could do ~300dps from 220km that would be kinda nice and mean people can bring missile ships to fleets.
You are really good at reading. :)
And as far as missile re-targeting.. yes cruise missiles do higher DPS vs battleships than turrets however the ~20 seconds delay does make them rather unusable in fleets. ------ I'll make a sig later. |

GIGAR
Caldari Domini Umbrus
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Posted - 2010.01.29 08:38:00 -
[33]
Edited by: GIGAR on 29/01/2010 08:38:12
Originally by: Jim Raynor And as far as missile re-targeting.. yes cruise missiles do higher DPS vs battleships than turrets however the ~20 seconds delay does make them rather unusable in fleets.
Perhaps some T2 missiles which would be instant damage (like turrets), but instead offer lower damage (lower than turrets, but not to the point of uselessness). You could also give them insanely low explosion velocity, so you it would only be able to hit near-stationary targets.
Also, your name FTW. -------------------------- 2 Years later, mining continues to be the most overlooked game mechanic in Eve |

Lord FunkyMunky
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Posted - 2010.01.29 17:37:00 -
[34]
I like #1, but i agree, this should require a missle upgrade in a med/low spot for "autotargetting missle guide"
#2 i like the idea of adding a new type of Guided Warp Missle, that is unable to fire at <150km so range skills wud take 150km as 0km and calc range from their for their actual distance.
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Lord Helghast
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Posted - 2010.01.29 20:36:00 -
[35]
Missile Retargeting with a Module (Autotargeting Missile Computer, in a low med spot) sounds like a good idea,
not so sure about guided warp missles they would have to be balanced.
And no they wouldn't replace fighters, their 1 missile and they can only hit things ON GRID just over 150km.
They wont be able to "follow a target into warp", if they did follow a target into warp they better have a much lower DPS
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Rastino
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Posted - 2010.01.30 01:35:00 -
[36]
Originally by: Lord Helghast Missile Retargeting with a Module (Autotargeting Missile Computer, in a low med spot) sounds like a good idea,
not so sure about guided warp missles they would have to be balanced.
And no they wouldn't replace fighters, their 1 missile and they can only hit things ON GRID just over 150km.
They wont be able to "follow a target into warp", if they did follow a target into warp they better have a much lower DPS
Ok then I want a mid slot module that gives me perfect tracking for my turrets A.K.A. always hit target. Mid slot because it wonÆt interfere with my armour tanking modules.
Correct me if IÆm wrong but I seem to remember that CCP actually nerfed missiles a while back. Might be two years ago I really canÆt remember to honest. Why did CCP do that? Hers a pro tip for you guys: they where overpowered, and NO they are not underpowered compared to turrets. And yes I fly both missile and turret boats so I know.
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Allen Ramses
Caldari Typo Corp
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Posted - 2010.01.30 02:22:00 -
[37]
Originally by: Rastino Correct me if IÆm wrong but I seem to remember that CCP actually nerfed missiles a while back. Might be two years ago I really canÆt remember to honest. Why did CCP do that? Hers a pro tip for you guys: they where overpowered, and NO they are not underpowered compared to turrets. And yes I fly both missile and turret boats so I know.
Not only are you wrong, but you are dead wrong. CCP Nozh adjusted missiles with Quantum Rise because the way missile tracking worked was faulty, in addition to the fact that he and Zulupark removed speed as a legitimate tactic for ships larger than a frigate. The problem is that he replaced the significantly flawed missile tracking method with another significantly flawed missile tracking mechanic.
Missiles were not overpowered before QR (except torps), they are not underpowered now either(except rockets and lights)... Well, they wouldn't be if only Nozh didn't do a half-assed job on rebalancing missiles and speed.
And I was here for 3.5 years, so I know why I know.
____________ I'd make a forum signature that didn't suck, but I'm restricted by a character limit that does. |

Wrayeth
Sharks With Frickin' Laser Beams Gentlemen's Club
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Posted - 2010.01.30 03:44:00 -
[38]
Edited by: Wrayeth on 30/01/2010 03:44:02 I'm for anything that makes Caldari ships (aside from EW, which are already quite good) more viable in PvP. I started out Caldari, but have since been forced to crosstrain to be viable in PvP. -Wrayeth n00b Extraordinaire "Look, pa! I just contributed absolutely nothing to this thread!" |

Vherr Arkhar
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Posted - 2010.01.30 11:05:00 -
[39]
Implement "Fleet engagement Launcher charges"
Basically missiles that work like a turret: ultra-fast, good range (instant) damage. explosion-velocities of the torpedos and ****e dps to compensate for the non-existant tracking issue.
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Rastino
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Posted - 2010.01.30 11:23:00 -
[40]
Originally by: Allen Ramses Edited by: Allen Ramses on 30/01/2010 02:30:42
Originally by: Rastino Correct me if IÆm wrong but I seem to remember that CCP actually nerfed missiles a while back. Might be two years ago I really canÆt remember to honest. Why did CCP do that? Hers a pro tip for you guys: they where overpowered, and NO they are not underpowered compared to turrets. And yes I fly both missile and turret boats so I know.
Not only are you wrong, but you are dead wrong. CCP Nozh adjusted missiles with Quantum Rise because the way missile tracking worked was faulty, in addition to the fact that he and Zulupark removed speed as a legitimate tactic for ships larger than a frigate. The problem is that he replaced the significantly flawed missile tracking method with another significantly flawed missile tracking mechanic.
Missiles were not overpowered before QR (except torps), they are not underpowered now either(except rockets and lights)... Well, they wouldn't be if only Nozh didn't do a half-assed job on rebalancing missiles and speed.
quote] Ok thanks for the info I couldnÆt remember so thanks for clearing that one up for me. I still thing missiles are in line with turrets though. Yes there are some drawbacks to missiles but there certainly are some drawbacks to turrets as well.
IÆm not buying the argument that missiles canÆt hit a target because he warps. The only problem here is the lack of a tackler and/or bubble.
Facts are that missiles do not have to consider tracking like guns and there for always hits target on that account. Missiles can chose exactly the damage type they want depending on the targets weak resistance.
Lets consider something else for a moment ROF. The base ROF of a cruise launcher T2 is 17.6 seconds The base ROF of a 1400mm T2 are 40.16 seconds.
That actually means that a missile boat would be able to fire at two target in the same amount of time the arti boat would only fire at one target. The missiles will always hit and do some damage while the artis sometimes miss the target completely even with maxt out gunnery skills and tracking modules.
Lets use this example. If a smaller fast moving target orbit a BS at close range the arti boat would have no chance of hitting him and can even be affected by tracking disrupters. The missile boat on the other hand would still hid the target and do some damage.
I my book all this whining about missiles not having instant damage like turrets are just dumb. If you have a problem with it you might want to change your tactics in combat.
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