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Athlete
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Posted - 2005.02.15 22:43:00 -
[31]
How about just having a min range for Cruises and Torps? i.e. they either won't arm inside 5k for fear of collateral damage, or they fly straight for 5k while they accelerate and establish a lock?
Or, make them suseptible to ECM bursts. Not the heavies necessarily, but the big boys that are really intended to be used against BS'. KOZKAOS |

Nanus Parkite
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Posted - 2005.02.15 23:05:00 -
[32]
I'd just like to point out to Hanns that even stationary frigates will take nowhere near full damage from BS sized turrets due to their signature radius. If you have a look at all turrets they have a Signature Resolution attribute. If the ship they are firing at has a smaller signature radius than this the guns will do significantly less damage.
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Kyroki Tirpellan
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Posted - 2005.02.16 00:30:00 -
[33]
One more thing I'd like to add... For missiles to work correctly we need size consistency.
I'd like Rockets to be for frigates what Torpedos are for Battleships, meaning they'd be slower, have increased flight time and do 50% more damage than light missiles. Also the introduction of a "Light Torpedo" or something like that for Cruisers, doing 50% more than heavy missiles. Basically, this would mean we'd have two types of missiles: Slow, high damage ones and fast, lower damage ones. Comments?
Peace through love, understanding and superior firepower. Real men structure tank! |

Red Six
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Posted - 2005.02.16 01:05:00 -
[34]
Edited by: Red Six on 16/02/2005 01:07:16 Ok, dumb question and I'm not a noob by any means(not the worlds greatest pvp'er either) but why can any ship outrun a missle of any kind? That makes no sense to me. It makes even less sense that a torpedo does huge damage to a battleship but next to zero damage against frigates. The warhead does X points of damage target size should not matter.
I say double the speed of all missles and triple the speed of light missles. You'll have to adjust the flight time's to make sure we don't have light missles with 60Km range and such but that would be a simple matter to adjust.
You'll probably need to add something that makes them miss say the percentage to hit is something like this:
100% - target ships agility with skill modifiers*2 +/- 2% per size difference
Pure example numbers:
Target = Frigate (Size 1)(Agility 5 w/Pilot Skill bonus 10) Missle = Cruise (Size 4) To hit = 100 - 20(Agility with skills)- 6 = 74%
Target = Battleship (Size 5)(Agility 2 w/ pilot skill 4) Missle = Light (Size 1) To hit = 100 - 8 + 4 = 96%
Although you do have defenders and smartbombs for defense a frigate at least should be able to generate enough of a delta to generate a possible miss on a cruise missle and especially a torpedo. To give a frigate and even some of the more nimble cruisers like the Stabber a chance against torpedoes modify the formula to use 7% on the size difference but set the torpedo's size the same as the battleship.
Torpedo Example: Target = Frigate (Size 1)(Agility 5 w/Pilot Skill bonus 10) Missle = Torpedo (Size 5) To hit = 100 - 20 - 28 = 52%
Target = Battleship (Size 5)(Agility 2 w/ pilot skill 4) Missle = Torpedo (Size 5) To hit = 100 - 8 - 0 = 92%
That gives a frigate basically a 50/50 chance against a torpedo but still maintains a high to hit percentage against battleships.
Anyhow that's my .02 ISK.
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Ranger 1
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Posted - 2005.02.16 01:55:00 -
[35]
Originally by: Red Six Edited by: Red Six on 16/02/2005 01:07:16 Ok, dumb question and I'm not a noob by any means(not the worlds greatest pvp'er either) but why can any ship outrun a missle of any kind? That makes no sense to me. It makes even less sense that a torpedo does huge damage to a battleship but next to zero damage against frigates. The warhead does X points of damage target size should not matter.
I say double the speed of all missles and triple the speed of light missles. You'll have to adjust the flight time's to make sure we don't have light missles with 60Km range and such but that would be a simple matter to adjust.
You'll probably need to add something that makes them miss say the percentage to hit is something like this:
100% - target ships agility with skill modifiers*2 +/- 2% per size difference
Pure example numbers:
Target = Frigate (Size 1)(Agility 5 w/Pilot Skill bonus 10) Missle = Cruise (Size 4) To hit = 100 - 20(Agility with skills)- 6 = 74%
Target = Battleship (Size 5)(Agility 2 w/ pilot skill 4) Missle = Light (Size 1) To hit = 100 - 8 + 4 = 96%
Although you do have defenders and smartbombs for defense a frigate at least should be able to generate enough of a delta to generate a possible miss on a cruise missle and especially a torpedo. To give a frigate and even some of the more nimble cruisers like the Stabber a chance against torpedoes modify the formula to use 7% on the size difference but set the torpedo's size the same as the battleship.
Torpedo Example: Target = Frigate (Size 1)(Agility 5 w/Pilot Skill bonus 10) Missle = Torpedo (Size 5) To hit = 100 - 20 - 28 = 52%
Target = Battleship (Size 5)(Agility 2 w/ pilot skill 4) Missle = Torpedo (Size 5) To hit = 100 - 8 - 0 = 92%
That gives a frigate basically a 50/50 chance against a torpedo but still maintains a high to hit percentage against battleships.
Anyhow that's my .02 ISK.
Its not your fault... you haven't been here for the months of discussion and trial and error on this issue. The game engine doesn't handle missile agility well, missiles cannot be made to miss based on speed and agility of target properly. If it could, this would have been solved long ago. All the mucking around with damage being lessened on smaller vessels is to "simulate" near misses, since we can't acutally make them happen. And yes, we can go back to the old way where interceptors could always outrun cruise missiles (and of coures Torps), but then the missile boats were back at square one as far as never being able to hit them. Not to mention, if you make cruise missiles slower you make them even less effective at long range combat than they are now.
The proposed changes were: 1: Boost just about all missile speeds (especially cruise to enhance long range effectiveness). 2: Reduce large missile damage proportional to the sig radius and transversal velocity of the target. That way small vessels that were webbed and dead in the water, or approaching head on, take full (or nearly full) damage from the large missile. Vessels that were at top speed and actively evading or orbiting would take reduced damage to simulate them being fast and agile enough to not be hit directly.
This makes sense in a odd, workaround sort of way. And it would reduce the effectiveness of Ravens against smaller vessels while at the same time making them more of a factor against larger vessels at range. Of course they would always have the same option turret users have always had vs. smaller vessels (aside from the usual array of anti-frigate devices BS can field) and simply mount a couple of smaller sized weapons to deal specifically with frigate sized threats.
Kill the enemy, and break their toys. |

Face Lifter
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Posted - 2005.02.16 02:02:00 -
[36]
Missiles could have a chance to do less damage depending on target's agility value. Every ship has agility value, modifiable by a couple skills. This could be used like sig radius. And each missile could have it's own arbitrary agility value, that doesn't actually effect how it flys - same thing as sig radius on guns.
Small missiles would have good chances of doing full damage to frigs, larger ones would have less chances. So large missile would hit poorly, like "barely scratches" and "lightly hits" on guns.
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Red Six
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Posted - 2005.02.16 06:55:00 -
[37]
Originally by: Ranger 1
Its not your fault... you haven't been here for the months of discussion and trial and error on this issue. The game engine doesn't handle missile agility well, missiles cannot be made to miss based on speed and agility of target properly. If it could, this would have been solved long ago. All the mucking around with damage being lessened on smaller vessels is to "simulate" near misses, since we can't acutally make them happen. And yes, we can go back to the old way where interceptors could always outrun cruise missiles (and of coures Torps), but then the missile boats were back at square one as far as never being able to hit them. Not to mention, if you make cruise missiles slower you make them even less effective at long range combat than they are now.
The proposed changes were: 1: Boost just about all missile speeds (especially cruise to enhance long range effectiveness). 2: Reduce large missile damage proportional to the sig radius and transversal velocity of the target. That way small vessels that were webbed and dead in the water, or approaching head on, take full (or nearly full) damage from the large missile. Vessels that were at top speed and actively evading or orbiting would take reduced damage to simulate them being fast and agile enough to not be hit directly.
This makes sense in a odd, workaround sort of way. And it would reduce the effectiveness of Ravens against smaller vessels while at the same time making them more of a factor against larger vessels at range. Of course they would always have the same option turret users have always had vs. smaller vessels (aside from the usual array of anti-frigate devices BS can field) and simply mount a couple of smaller sized weapons to deal specifically with frigate sized threats.
Who said anything about missle agility? The only agility I'm referencing is the ship's. They already have that working in the engine. Just plug that value in to the formula. I've been here since about a month after retail so yes I've read the discussion about not being able to do missle agility correctly in engine that's why I specifically avoided using missle agility and used the ship's agility which the engine does just fine. How do I know it does it just fine? Because it determines how fast your ship turns and aligns for warp and every ship is different based on that. I can fly and have flown 90% of the ships in this game so I know from experience they handle differently. Read and understand the post before you trot old worn arguments about missle agility when you see the word agility and missle in the same post.
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Harakiri
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Posted - 2005.02.16 07:04:00 -
[38]
The only thing CCP need to add is :
If the target have a slow speed it gets hit harder IE if webbed or stationary you get more damage from missiles.
Ofcourse with a nifty calculation including signature radius.
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Selim
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Posted - 2005.02.16 07:22:00 -
[39]
Edited by: Selim on 16/02/2005 07:24:08 Something needs to be done to:
-Make missiles less powerful against smaller targets
-Make torpedos less powerful against short range ships (You can't fight one in a close range ship...)
-Make cruise missiles better for long range a. must make sure to balance it with the tempest in terms of long range damage/range/fitting/tanking
-Make cruise launchers useful, and take cruise missiles away from siege launchers.
And maybe make missile users have to train for 6 months like turret users did to be just as good as them. Especially since missiles are weapons that you can use effectively while drunk, dead tired and blind.
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Blackest Sheep
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Posted - 2005.02.16 08:50:00 -
[40]
How about letting missiles start slow and gain speed in flight? After all, we are talking about space here, no friction worth mentioning, so a missile should accelerate all the time anyway. Long distance combat would still be possible if they gain enough speed in flight, while the bigger missiles should be too slow at the beginning to catch fast frigs. Once they have build up enough speed they should have agility problems against frigs, while hitting BS just fine. In the end, overall flight time for long distance engagements could even be reduced, while there would be a gobe around a raven in which smaller ships would be relatively safe if they play smart.
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Rex Martell
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Posted - 2005.02.16 09:15:00 -
[41]
One possible solution is to drop the base damage of missles. introduce additional skills which increase missile speed and rate of fire and agility.
"If you train them they will hit"
"The object of war is not to die for your corp, but to make the other b@##@#d die for his" |

Faster ThanJesus
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Posted - 2005.02.16 10:13:00 -
[42]
Why not introduce an electronic equivelant of a webber that increases a target ships sig radius?
Using a mod like this vs a frigate would mean the bigger missiles hit it as though it was a cruiser (depending on mod stats). This way a raven would be able to fit vs small ships in a similar way to turret based ships using webbers.
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siim
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Posted - 2005.02.16 10:14:00 -
[43]
Dont you get it ?
CCP is nerfing the game into carebear heaven!
so we all gonna have to start playing WoW soon
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Elemmakil
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Posted - 2005.02.16 11:15:00 -
[44]
Edited by: Elemmakil on 16/02/2005 11:20:48
Originally by: Selim Edited by: Selim on 16/02/2005 07:24:08 Something needs to be done to:
-Make missiles less powerful against smaller targets
-Make torpedos less powerful against short range ships (You can't fight one in a close range ship...)
-Make cruise missiles better for long range a. must make sure to balance it with the tempest in terms of long range damage/range/fitting/tanking
-Make cruise launchers useful, and take cruise missiles away from siege launchers.
And maybe make missile users have to train for 6 months like turret users did to be just as good as them. Especially since missiles are weapons that you can use effectively while drunk, dead tired and blind.
Make torpedos actually hit the one that launches them (splash dmg) if the target is at 1km distance.
I don`t like the idea of boosting missile speed other than lights and heavys, would make ravens better at long ranges and they are too good now at close and medium ranges, leave something for the rest of us non caldari turret users..
Anyway the thing that makes missiles unbalanced is that there is a ship that can equip 6 siege launchers, i would rework the caldari race introducing a new type of turret just for them and making missiles just more like an adicional weapon with nobody able to equip more than 3 launchers of any type, and leave missiles as they are (medium range weapons that always hit and for big dmg) maybe speeding up lighter missiles.
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Sky Hunter
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Posted - 2005.02.16 11:15:00 -
[45]
heh, jamming missles? thats pure great then. WHy we cant then jam turrets to miss completly even at optimal??? -=-
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DJTheBaron
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Posted - 2005.02.16 11:27:00 -
[46]
according to proposed plans a stationary frig wont be able to move out of the blast radius so recieve max damage __________________________________________________
Scum, your all scum. |

Taran'li Maren
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Posted - 2005.02.16 18:20:00 -
[47]
Originally by: Sky Hunter heh, jamming missles? thats pure great then. WHy we cant then jam turrets to miss completly even at optimal???
They're called Tracking Disrupters.
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