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Ricardo Montegue
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Posted - 2004.12.04 08:32:00 -
[1]
Decoy launchers: Requerments: Hi slot CPU/PG: frigate range Low cap usage
Description: Deploys decoys (ammo) that confuse incoming missiles. Chance to destory is based on ship signature vs decoy size. Useful against: all missiles but rockets (dumbfire) Analysis: Useless if using a MWD (your signature goes trough the roof). Would give some more survivability to frigates and interceptors. Would really help destroyers actually use all those high slots. Can be used on cruisers, but at a much lower % because of the greater signature. Don't bother with them on a battleship. Effectivity: A frigate with 4 decoy launchers against a ship with 4 missile launchers should be stopping 75% of incoming missiles (at top skills). Of course the offensive power of such frigate would be near 0.
Anti missile ECM: Requierments: Med slot CPU/PG: cruiser range, uses quite a lot of CPU High cap usage
Description: tries to hack the missile navigation computer and jam it's targeting sensors Useful against: 90% against light, 75% against heavy missiles, 50% against cruise (more and better electronics), 25% against torpedoes, 0% against rockets (again all at top skills) Analysis: The system would try to jam (and destroy) the closest missile. If several modules are activated at the same time they would try to jam the same target. Module intended to give cruisers a way to survive missiles without sacrificing high slots for SB or Defenders. Module is better suited for armour tankers as the use of a med slot hurts shield tanking ships. Effecivity: See % above. Cyle time should be around 5 s, but the high cap usage will prevent constant use.
Already a thread about this one, but anyway:
Point defense turret: Requirements: High slot, turret CPU/PG: cruiser top turret range Low cap usage
Description: shoots explosive rounds at missiles Useful against: it's a turret so all the targeting/optimal stuff should apply (top optimal around 30 km). Very effective against torps (big, slow moving), less but still effective against cruise, poor efficiency against heavy, almost none on light and none on rockets Analysis: this turret gives turret cruisers and battleships an effective defense against battleship missiles. The ship using them has to sacrifice a high slot (same as for defenders). The turrets are auto targeting and will continue to fire until there are missiles inbound or they run out of ammo. Effectivity: An Apoc with 6 PD turrets should be able to shoot down 90% of missiles coming from a Raven (6 launchers). Of course said Apoc can't really damage the Raven, so I doubt you would ever see many of them flying around.
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Ricardo Montegue
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Posted - 2004.12.04 08:32:00 -
[2]
Decoy launchers: Requerments: Hi slot CPU/PG: frigate range Low cap usage
Description: Deploys decoys (ammo) that confuse incoming missiles. Chance to destory is based on ship signature vs decoy size. Useful against: all missiles but rockets (dumbfire) Analysis: Useless if using a MWD (your signature goes trough the roof). Would give some more survivability to frigates and interceptors. Would really help destroyers actually use all those high slots. Can be used on cruisers, but at a much lower % because of the greater signature. Don't bother with them on a battleship. Effectivity: A frigate with 4 decoy launchers against a ship with 4 missile launchers should be stopping 75% of incoming missiles (at top skills). Of course the offensive power of such frigate would be near 0.
Anti missile ECM: Requierments: Med slot CPU/PG: cruiser range, uses quite a lot of CPU High cap usage
Description: tries to hack the missile navigation computer and jam it's targeting sensors Useful against: 90% against light, 75% against heavy missiles, 50% against cruise (more and better electronics), 25% against torpedoes, 0% against rockets (again all at top skills) Analysis: The system would try to jam (and destroy) the closest missile. If several modules are activated at the same time they would try to jam the same target. Module intended to give cruisers a way to survive missiles without sacrificing high slots for SB or Defenders. Module is better suited for armour tankers as the use of a med slot hurts shield tanking ships. Effecivity: See % above. Cyle time should be around 5 s, but the high cap usage will prevent constant use.
Already a thread about this one, but anyway:
Point defense turret: Requirements: High slot, turret CPU/PG: cruiser top turret range Low cap usage
Description: shoots explosive rounds at missiles Useful against: it's a turret so all the targeting/optimal stuff should apply (top optimal around 30 km). Very effective against torps (big, slow moving), less but still effective against cruise, poor efficiency against heavy, almost none on light and none on rockets Analysis: this turret gives turret cruisers and battleships an effective defense against battleship missiles. The ship using them has to sacrifice a high slot (same as for defenders). The turrets are auto targeting and will continue to fire until there are missiles inbound or they run out of ammo. Effectivity: An Apoc with 6 PD turrets should be able to shoot down 90% of missiles coming from a Raven (6 launchers). Of course said Apoc can't really damage the Raven, so I doubt you would ever see many of them flying around.
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Noriath
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Posted - 2004.12.04 08:50:00 -
[3]
I still think any kind of effective anti missiles system would completly unbalance the game. The most powerful weapons right now are lasers, not missiles. The main reason why missiles are popular is that they kill frigates and cruisers with relative ease, and require very litle skills to be effective. Those things cannot be solved by adding missiles defense though, that would make missiles worthless in general and thereby make lasers the only weapon that's common on the battlefield.
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Noriath
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Posted - 2004.12.04 08:50:00 -
[4]
I still think any kind of effective anti missiles system would completly unbalance the game. The most powerful weapons right now are lasers, not missiles. The main reason why missiles are popular is that they kill frigates and cruisers with relative ease, and require very litle skills to be effective. Those things cannot be solved by adding missiles defense though, that would make missiles worthless in general and thereby make lasers the only weapon that's common on the battlefield.
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Andarvi
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Posted - 2004.12.04 09:06:00 -
[5]
Lasers are still turrets and follow turrets rules. Small lasers are great, but most small turrets are (with projectiles leading here, IMO). Med lasers are very much in norm with the other med turrets, while large Mega Pulse lasers are overpowered (and that is about the only 'problem' with lasers). Doing only 2 types of damage they are not that difficult to counter and you can neutralise them with speed and range too. Missiles don't follow turret rules, so it's only normal they should get specialised counter modules.
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Andarvi
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Posted - 2004.12.04 09:06:00 -
[6]
Lasers are still turrets and follow turrets rules. Small lasers are great, but most small turrets are (with projectiles leading here, IMO). Med lasers are very much in norm with the other med turrets, while large Mega Pulse lasers are overpowered (and that is about the only 'problem' with lasers). Doing only 2 types of damage they are not that difficult to counter and you can neutralise them with speed and range too. Missiles don't follow turret rules, so it's only normal they should get specialised counter modules.
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theRaptor
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Posted - 2004.12.04 10:05:00 -
[7]
Originally by: Noriath I still think any kind of effective anti missiles system would completly unbalance the game. The most powerful weapons right now are lasers, not missiles. The main reason why missiles are popular is that they kill frigates and cruisers with relative ease, and require very litle skills to be effective. Those things cannot be solved by adding missiles defense though, that would make missiles worthless in general and thereby make lasers the only weapon that's common on the battlefield.
Missiles are popular because they are very easy to use. As long as the target is within the missiles flight time you are pretty much guaranteed a hit. Its also much easier to train for effective missile use then effective gun use. --------------------------------------------------
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theRaptor
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Posted - 2004.12.04 10:05:00 -
[8]
Originally by: Noriath I still think any kind of effective anti missiles system would completly unbalance the game. The most powerful weapons right now are lasers, not missiles. The main reason why missiles are popular is that they kill frigates and cruisers with relative ease, and require very litle skills to be effective. Those things cannot be solved by adding missiles defense though, that would make missiles worthless in general and thereby make lasers the only weapon that's common on the battlefield.
Missiles are popular because they are very easy to use. As long as the target is within the missiles flight time you are pretty much guaranteed a hit. Its also much easier to train for effective missile use then effective gun use. --------------------------------------------------
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Delene
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Posted - 2004.12.04 12:03:00 -
[9]
Interesting ideas..
But a middle slot anti missile module? That would allow missile defense without sacrificing offense.. not a very good thing for balance.
I like the decoy launchers on frigates though. 
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Delene
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Posted - 2004.12.04 12:03:00 -
[10]
Interesting ideas..
But a middle slot anti missile module? That would allow missile defense without sacrificing offense.. not a very good thing for balance.
I like the decoy launchers on frigates though. 
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Noriath
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Posted - 2004.12.04 12:14:00 -
[11]
The thing is, since Electronic Warfare is not in Highslots there are no defensive highslot modules pretty much, introducing them to counter missiles is completly unfair to missiles users, because there are no highslot modules that counter guns.
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Noriath
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Posted - 2004.12.04 12:14:00 -
[12]
The thing is, since Electronic Warfare is not in Highslots there are no defensive highslot modules pretty much, introducing them to counter missiles is completly unfair to missiles users, because there are no highslot modules that counter guns.
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sc0rpi0n
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Posted - 2004.12.04 12:22:00 -
[13]
bad idea.......dont think I need to tell why..obvios..
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sc0rpi0n
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Posted - 2004.12.04 12:22:00 -
[14]
bad idea.......dont think I need to tell why..obvios..
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Tethis
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Posted - 2004.12.04 12:29:00 -
[15]
gotta agree with Noriath. i fly both caldari and amarr BS. if while fighting an Apoc he was firing all his lasers and hitting with all 8 and none of my missiles were hitting. i would be mighty p****d off. it would render the raven useless. any ship can use defenders. so use them. and there you have a reasonable defence against my cruise.
ty Tethis
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Tethis
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Posted - 2004.12.04 12:29:00 -
[16]
gotta agree with Noriath. i fly both caldari and amarr BS. if while fighting an Apoc he was firing all his lasers and hitting with all 8 and none of my missiles were hitting. i would be mighty p****d off. it would render the raven useless. any ship can use defenders. so use them. and there you have a reasonable defence against my cruise.
ty Tethis
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Davison Maze
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Posted - 2004.12.04 16:27:00 -
[17]
Quote: Would really help destroyers actually use all those high slots
Hey man, I fly a Cormorant and I have no trouble filling out all 8 highs...it's fun to see the damage 7 turrets can do to a frig. We also have a minor point defense system in our launcher slot - Defenders, when they get fixed. --------------------------------------------------
D. Maze Pilot [SHOP] - Home of the 425 Express. "Lethargy is the forerunner of death to the public liberty." - Thomas Jefferson |

Davison Maze
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Posted - 2004.12.04 16:27:00 -
[18]
Quote: Would really help destroyers actually use all those high slots
Hey man, I fly a Cormorant and I have no trouble filling out all 8 highs...it's fun to see the damage 7 turrets can do to a frig. We also have a minor point defense system in our launcher slot - Defenders, when they get fixed. --------------------------------------------------
D. Maze Pilot [SHOP] - Home of the 425 Express. "Lethargy is the forerunner of death to the public liberty." - Thomas Jefferson |

Calyn
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Posted - 2004.12.06 02:45:00 -
[19]
Originally by: Tethis gotta agree with Noriath. i fly both caldari and amarr BS. if while fighting an Apoc he was firing all his lasers and hitting with all 8 and none of my missiles were hitting. i would be mighty p****d off. it would render the raven useless. any ship can use defenders. so use them. and there you have a reasonable defence against my cruise.
ty Tethis
You try and fit a Coercer with defenders... oh wait, you can't: no misile slots. And it's not the only one. Further, defenders bring you to almost a complete standstill, making them even more useless. Point-defense turrets vs missiles are a needed item, they don't need to be all-powerful. A single Point-defense turret wouldn't be able to destroy a cruise before it hits, but two might. If 6 cruises head towards you, and you fit 8 Point-defense turrets, you might at best kill 3. The cost for fitting those 8 turrets is of course no you offense left. Makes sense to have Point-defense turrets. _________________________________________________ War transcends all barriers of species, race, religion, and civilization. |

Calyn
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Posted - 2004.12.06 02:45:00 -
[20]
Originally by: Tethis gotta agree with Noriath. i fly both caldari and amarr BS. if while fighting an Apoc he was firing all his lasers and hitting with all 8 and none of my missiles were hitting. i would be mighty p****d off. it would render the raven useless. any ship can use defenders. so use them. and there you have a reasonable defence against my cruise.
ty Tethis
You try and fit a Coercer with defenders... oh wait, you can't: no misile slots. And it's not the only one. Further, defenders bring you to almost a complete standstill, making them even more useless. Point-defense turrets vs missiles are a needed item, they don't need to be all-powerful. A single Point-defense turret wouldn't be able to destroy a cruise before it hits, but two might. If 6 cruises head towards you, and you fit 8 Point-defense turrets, you might at best kill 3. The cost for fitting those 8 turrets is of course no you offense left. Makes sense to have Point-defense turrets. _________________________________________________ War transcends all barriers of species, race, religion, and civilization. |
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