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Carniflex
StarHunt R.A.G.E
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Posted - 2010.12.18 03:36:00 -
[1]
There is issue with FoF missiles. Unlike drones they go for structures as well while there are still targets present that do active hostile stuff against you.
The issue is especially relevant in complexses, missions and anomalies with some structures present.
I'm not saying they should not hit structutures at all, as this is somewhat balancing factor in missions (ammo consumption) just that while there is things present on the field that do bad stuff to you they should go for them first. For example if there happens to be a Falcon and cov ops present (with long point) that stays further away than closest structure it is very irritating if you FoF missiles ignore them and just hammer at some structure with 2 million hp.
Another aspect that should be fixed perhaps is that they go after people who do remote repairs on you. Including logistic drones last I cheked (granted it was a while ago).
So it would be great if similar logic to drones would be implemented for FoF missiles. Ie, attack only stuff that has active agression on you or if you specifically set something with nonactive agression as a target.
As they have already lower damage than regular missiles then such option should not make regular missiles less attractive option to field, however it would make FoF missiles viable option to carry for something other than lolfits.
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Carniflex
StarHunt R.A.G.E
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Posted - 2010.12.18 03:38:00 -
[2]
I support fixing this issue.
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ImmaSplodeYou
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Posted - 2010.12.18 17:00:00 -
[3]
Supported. Very annoying
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Captain Mastiff
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Posted - 2010.12.18 21:56:00 -
[4]
Yup
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Venkul Mul
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Posted - 2010.12.18 22:43:00 -
[5]
Ok
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Maxsim Goratiev
Imperial Tau Syndicate
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Posted - 2010.12.18 23:51:00 -
[6]
FOF and drones are dumb. THat's what makes FOF unusable, not their crap dps (although it is not good) but also their dumbass behaviour. IT's good they at least don't go for concord.
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Anubis Xian
Reavers
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Posted - 2010.12.18 23:57:00 -
[7]
Don't FOFs always go for the closest hostile target?
Originally by: CCP Oveur The client handles no logic, it is simply a dumb terminal.
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Carniflex
StarHunt R.A.G.E
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Posted - 2010.12.19 10:21:00 -
[8]
Originally by: Anubis Xian Don't FOFs always go for the closest hostile target?
No. If friendly logistic drone happens to be closer they go for that instead. Or some NPC structure beloning to guristas if you take a shot at guristas NPC during past 15 minutes. Regardless of Falcon sitting 1 km further and jamming the crap out of you.
The simplest fix would be assigning every entity in grid that you have 'agression' with a signal strenght. Then FoF would just pick a highest signal entity and try to hit it. Range can be factor as well if so desired. Positive things one can to would have 'negative' sig strenght, so one can not just ECM the crap out of you and not be an FoF target bcos he has small remote shield transfer on you, unless the amount of reps is higher than 'threat' of ECM on you.
Passive structures would have relatively low signals so they would be considerably lower in the target priority list.
Example: A guristas stargate at 2 km, a light drone on you at 3 km, A Rifter scramming you and shooting you at 7 km and Falcon at 60 km Jamming you with 5 racial ECM. So when you load FoF and blast away then it has 4 targets to pick from. A structure sig/2; a drone sig/3; a rifter sig/7 and a falcon sig/60. Preferably the FoF would hit either falcon or rifter, certainly not the nonthreatening stargate and perhaps hit the light drone if other stuff is far enough.
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Nevryn Takis
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Posted - 2010.12.20 09:34:00 -
[9]
The whole current FoF is just dumb.. current modern day IRL inteligent missiles are always updated with the latest target info before they are released. FoF should only target agressing hostiles ... the lauching platform's targeting computer knows they're there so would simply upload the hostile data to the missile .. it would then pick the closest (with some random element) and target that.
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Carniflex
StarHunt R.A.G.E
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Posted - 2010.12.20 16:44:00 -
[10]
Originally by: Nevryn Takis The whole current FoF is just dumb.. current modern day IRL inteligent missiles are always updated with the latest target info before they are released. FoF should only target agressing hostiles ... the lauching platform's targeting computer knows they're there so would simply upload the hostile data to the missile .. it would then pick the closest (with some random element) and target that.
Well many things in EVE are rather dumb, including the pirate NPC's. It would be ofc awesome if the FoF would work as targeted missile if you have target locked.
For a start however quick fix would be that they ignore large collidable structures altogehter and if you want to kill some of those you would need to bring targeted missiles for that. And perhaps exclude at least logistic drones from the viable targets list as well.
Making them not to shoot logistic ships in a way that is not exploitable would be a bit bigger overhaul probably.
If you must further 10 - 15% cut in damage to make em less attractive for mission farming. Or just make them ignore NPC's altogehter (other than hostile drones ofc).
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MNagy
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Posted - 2010.12.20 18:49:00 -
[11]
Totally Agree.
I cant stand using them - and watch them fly off somewhere to hit some bunker or some building off in the distance.
My solution to FOF missiles as far is: Select ALL - REFINE
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Alias 6322A
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Posted - 2010.12.20 19:56:00 -
[12]
I would like to see FoF changed to auto-guide instead:
The missiles maintain their current less-than-great attributes being 'easy-mode' missiles. Launch of the missile causes it to home in on hostile targets on grid, regardless of distance. If the target is within range, great, if not, missile won't make it like any 'normal' targeted missile. This maintains their usage as a 'counter' to ewar for missile boats but removes their current stupidity that makes them utterly worthless.
'Homing' missiles MUST have a reduced payload, for obvious balancing reasons. I also think they should target the nearest enemy at launch, not randomly. This means that, if swarmed, your missiles could potentially not focus-fire on targets. This is both a drawback and a bonus - you can control the target of the missiles by maintaining ship position such that it stays the closest to you.
As for drones and other entities - the missiles will target hostile drones and structures IF they are the closest hostile at launch.
The most severe drawback should continue to be that these new missiles still can't be used against a set target. For RP: as homing missiles their onboard tracking does not interface with the pilot's tracking in his ship. Thus, the missiles cannot be controlled like 'standard' missiles.
TL;DR FoF Missiles -> Homing Missiles -Do Not Require Target Lock like the original FoF design -Keep Reduced Damage because they are 'easy-mode' -Targets Hostiles Only to make them more viable to use in gangs -Target Nearest at Launch, giving 'swarm tactics' an upper-hand against them, but enabling the player to semi-control the target of the missiles by keeping the desired target closest to them -Cannot be Forced to Hit a Targeted Enemy much like the original FoF and to prevent interference with other modules that are target specific.
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Elana Dyson
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Posted - 2010.12.20 20:12:00 -
[13]
Never used them, (more of a turret guy) but it sounds like there's no reason to with their current implementation.
It would be nice if there was a script for tracking computers that allowed FoF tracking...
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zus
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Posted - 2010.12.29 03:33:00 -
[14]
yes
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Shadow Sleuth
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Posted - 2010.12.30 11:28:00 -
[15]
yup
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PhoenixDawn
Forge Regional Security United Corporations Of Modern Eve
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Posted - 2010.12.30 22:22:00 -
[16]
FoF missiles, due to their chaotic targeting methodology, should pack considerably more punch than a standard targeted missile (50-100% more). They should also have a prioritization script built in: Ships > drones > sentry structures > ect.
They should be capable of engaging targets to the full range of their flight (currently they're limited to 85km - or were, it's been a while).
They should automatically switch targets when the current object ceases to exist, so long as they have fuel.
FoF's are essentially a 'spray and pray' weapon of limited or last resort due to the fact that you're not likely to hit the same target more than a couple of times if there's more than one on the field. In their current incarnation they simply lack the punch to be any sort of use.
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Landraar
Perkone
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Posted - 2011.01.28 21:12:00 -
[17]
in principle, supported. it makes no sense that the FOFs hit an unarmed hostile structure instead of any of the NPC cruisers showering you with HMs.
it would be nice to have T2 fof's too, but they must have some drawback as opposed to manually targeted missiles. occasionally, fof's handle NPC's much quicker than manually targeting them, especially when you have many weak NPCs due to the auto switching of targets. they can behave like a giant smartbomb, which I love when it happens, but it's too much.
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Liang Nuren
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Posted - 2011.01.28 22:45:00 -
[18]
I agree; if a bug report can't get it fixed then to the CSM with it!
-Liang -- Eve Forum ***** Extraordinaire On Twitter
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Karl Axelman
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Posted - 2011.02.16 15:06:00 -
[19]
Originally by: PhoenixDawn FoF missiles, due to their chaotic targeting methodology, should pack considerably more punch than a standard targeted missile (50-100% more). They should also have a prioritization script built in: Ships > drones > sentry structures > ect.
They should be capable of engaging targets to the full range of their flight (currently they're limited to 85km - or were, it's been a while).
They should automatically switch targets when the current object ceases to exist, so long as they have fuel.
FoF's are essentially a 'spray and pray' weapon of limited or last resort due to the fact that you're not likely to hit the same target more than a couple of times if there's more than one on the field. In their current incarnation they simply lack the punch to be any sort of use.
This!
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Random Caldari
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Posted - 2011.02.16 15:42:00 -
[20]
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Vertisce Soritenshi
SHADOW WARD OWN Alliance
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Posted - 2011.02.16 15:50:00 -
[21]
Actually drones do this too...all the time. But yeah...supported. NO BOOBIES LEFT BEHIND! |

Explosivesonhand
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Posted - 2011.02.18 12:51:00 -
[22]
Supported.
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Davader
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Posted - 2011.02.18 15:04:00 -
[23]
FoF missles should not damage structutes and need some little boost for sure, supporting.
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Antihrist Pripravnik
4S Corporation Morsus Mihi
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Posted - 2011.02.18 23:03:00 -
[24]
Edited by: Antihrist Pripravnik on 18/02/2011 23:03:18 +1
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Aveneo
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Posted - 2011.03.28 17:10:00 -
[25]
Edited by: Aveneo on 28/03/2011 17:10:47 In its current state FoF missiles are beyond unreliable. I took out my Rattlesnake and loaded it up with Hunters.
To test them out I went on a quest to check up on a colony and protect a convoy ship or something.
Lots of enemies around me, so I let it rip!!!! ...only to find out that all my missiles happily zoned in on the non-hostile npc convoy ship I needed to protect; just because it was the closest 'target' in range while the 8+ enemy ships were banging away at my shields asking for free sugar 
So if anything, I hope it gets fixed so these FoF missiles actually work as they are supposed to (ie. engage hostile targets)
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Leneerra
Minmatar Sebiestor Tribe
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Posted - 2011.03.28 20:48:00 -
[26]
I agree with removing their tendency to attack friendly logistics. But I honestly do not mind them attacking npc structures. FoF misiles are curretly ment to be used when you are being jammed. Having them prefer targets that are projecting ecm seems reasoneble, but having them ignore structures completely would just lead to even more afk mission running.
Also a more complex targeting formula would be much more difficult to predict for the user than closest hostile first (besides possibly leading to drone like targeting misbehaviour).
So all things said and done, I think I disagree with your proposal.
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