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Hanns
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Posted - 2005.02.15 15:35:00 -
[1]
just a few things that worry me for raven pilots, ok take this example, a frigate is webbed and stationary, and gets shot by a large turret, the turret will still hit it hard right because its not moving? but with the proposed missie changes, a torp will still hit the stationary frig for next to no damage?
Or if a frig is webbed by an intie, and theres a tempest 100km away, the tempest will waste the frig, but the raven will still do crapy damage, not enough to kill it the same as a apoc or tempest could.
basicly all turret battleships can fit sniper setups that can hit for full damage, but once the missile changes take affect, the raven will never be able to dea lfull damage to a smaller ship, no matter the circumstances.
this just dosent seem right.
BTW im not against the missile changes, i actually greet it with open arms, as when i fly my HAC the only Battleship i have to worry about is a torp spamming raven, but i think the way its going to be implimented it a bit weird.
Also HACs will become immune to BS's, because i know ATM that i can tank any BS, the only one thats a problem is the torp raven and a gankgeddon, but the geddon has no defences so he can die fast also i can move in close and it cant hit me.
i have a feeling the missile changes are gonna hurt the caldari to much.
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Captain Rod
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Posted - 2005.02.15 15:45:00 -
[2]
Be patient mate. Remember. You havent got tech 2 capability or skills yet. I would expect IF its gonna be balanced that your tech 1 set up may suck but it will probably end up owning everyone again shortly after you train for t2 stuff.
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Parallax Error
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Posted - 2005.02.15 15:53:00 -
[3]
What exactly is the current line of thinking on missile changes?
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Brady
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Posted - 2005.02.15 15:54:00 -
[4]
Where'd you get the info on the upcoming missile changes?
I'd like to have a read.
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Marcus Aurelius
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Posted - 2005.02.15 15:55:00 -
[5]
Originally by: Parallax Error What exactly is the current line of thinking on missile changes?
Indeed, wondering myself too about that.
As I see it there's two options:
- introducing sig radius effect to make large missiles do less damage to smaller targets then to bigger ones.
- fiddling aorund with individual missiles and their agility, range, damage and speed etc.
tbh option two would seem much preferable, since nr1 just makes no sense and still wont end the "one size fits all" problem that is missiles and launchers.
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Bad'Boy
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Posted - 2005.02.15 15:58:00 -
[6]
they'll probobly make 100new skills to train...like they are going to do with EW..
B.A.D.B.O.Y.: Biomechanical Android Designed for Battle and Online Yelling
"Bad Boys,Bad Boys, what you gonna do, what you gonna do when WE come for yoU"
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Hanns
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Posted - 2005.02.15 15:58:00 -
[7]
Originally by: Marcus Aurelius
Originally by: Parallax Error What exactly is the current line of thinking on missile changes?
Indeed, wondering myself too about that.
As I see it there's two options:
- introducing sig radius effect to make large missiles do less damage to smaller targets then to bigger ones.
- fiddling aorund with individual missiles and their agility, range, damage and speed etc.
tbh option two would seem much preferable, since nr1 just makes no sense and still wont end the "one size fits all" problem that is missiles and launchers.
Ive read that the agility idea is to complicated, and CCP wont be able to impliment it, which leaves the sig radius change, which is where my concerns arise.
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Brady
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Posted - 2005.02.15 16:12:00 -
[8]
Y'know a really simple fix would be to make missiles and torps slower, so that the small fast ships can escape em easily.
That pretty much is an agility modifier. Who's gonna shoot a torp at a frigate if the torp only does 500m/s?
What if small missiles did 1600m/s, and if cruise did only 700m/s. This is only an example but it would make the missiles work the way they should.
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3GG H34D
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Posted - 2005.02.15 16:15:00 -
[9]
Edited by: 3GG H34D on 15/02/2005 16:15:25 Yeah then the raven would be rubbish, as it would take so long for the dmg to reach the victim, that u would be long dead to the turret cowboys. ---------------------------------------------- Think u know 1337?, you dont know nuffink!
Û_±ý+´Åõk*Áu/°÷_¸Ã=5ò@Q@Q@M_?ZåñIîbåÈT~p¶4y+ðÊ%£= p¶4ÀiÔmZã!À©ì¦:BãÌ6xi Ö |

Brady
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Posted - 2005.02.15 16:16:00 -
[10]
I'm a raven pilot myself, but I'd rather a slow torp than one that does 5hp damage.
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Jim Steele
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Posted - 2005.02.15 16:24:00 -
[11]
Originally by: Brady Y'know a really simple fix would be to make missiles and torps slower, so that the small fast ships can escape em easily.
That pretty much is an agility modifier. Who's gonna shoot a torp at a frigate if the torp only does 500m/s?
What if small missiles did 1600m/s, and if cruise did only 700m/s. This is only an example but it would make the missiles work the way they should.
yeah good idea then bs pilots would be able to outrun misiles using a mwd meaning ravens would totally suck.
The frigates particularry tl2 intys can already out-run torps and cruise if they fit a mwd and frigates are not supposed to be able to solo bs they just arnt supposed to die with one shot.
You could modify this isea so that missile speed is proportional to sig radius. Thus long range would be an option but i dont like that either as then you'd never no where you were with missile but my personal oppinion is that they have damage proportional to sig radius, so a BS would still get the full whack, and frigates would get hit just not for full damage, mabye at similar damage as lights but of course the rof is much slower for siege launchers.
Death to the Galante |

Jim Raynor
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Posted - 2005.02.15 16:25:00 -
[12]
Originally by: Brady Y'know a really simple fix would be to make missiles and torps slower, so that the small fast ships can escape em easily.
That pretty much is an agility modifier. Who's gonna shoot a torp at a frigate if the torp only does 500m/s?
What if small missiles did 1600m/s, and if cruise did only 700m/s. This is only an example but it would make the missiles work the way they should.
This doesn't work because then a Raven is helpless against long range battleship setups. Which would make them useless in PvP, especially fleet battles.
Caldari ships are generally very slow, massive, and ponderous but have the best targetting range. They're meant for long range combat with missiles and railguns.
Missiles are -ALREADY- close to useless at long range combat even with cruise missiles travelling at about 2,500m/s. The only issue I see with torpedoes is their flight time is too long, other than that I think they are okay as is. Cruise missiles should be faster but have issues against smaller ships in most circumstances.
That being said, small missiles should be MUCH FASTER with a SHORT FLIGHT TIME. Thus keeping their range at a sane level for frigate combat and giving them the ability to deal damage to other frigates.
Hanns concerns are very valid, in some circumstances, with the right equipment and range, a large turret is very much capable of hitting a frigate, but with these changes, a Raven will always be helpless against a frigate no matter the situation.
Missiles need more skills added to the skilltree, to be much faster, and they need to work out some sort of system where frigates in most circumstances are not WTFPWNED by the larger missiles --but aren't 100% immune--.
Frigates aren't 100% immune to large turrets so why should they be immune to torpedoes and cruise missiles?
If a mega pulse beam creams a frigate at 45km, a cruise missiles should too. ------
ROBBLE ROBBLE |

Brady
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Posted - 2005.02.15 16:30:00 -
[13]
I'd have to be in total agreement. CCP need to be carefull what they do here.
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MachineMk2
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Posted - 2005.02.15 16:32:00 -
[14]
Hopefully we'll see what their intent is soon. Until then I am just not going to get riled up...well...I'll try not to anyway.
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Hanns
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Posted - 2005.02.15 16:34:00 -
[15]
wow jim is back, is that the real jim?
if so, WB m8 missed your constructive posts about balancing etc..
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Jim Raynor
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Posted - 2005.02.15 16:38:00 -
[16]
Originally by: Hanns wow jim is back, is that the real jim?
if so, WB m8 missed your constructive posts about balancing etc..
yes it is ------
ROBBLE ROBBLE |

Sky Hunter
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Posted - 2005.02.15 17:20:00 -
[17]
i really hope T2 missles will not cost 20k ISK per unit. And we get something more noticeable then +100-200 m/s speed and +50-70dmg.
If you goin to make T1 missles next to useless, then make T2 missles and laucnhers good to deal with T2 Turrets guys. Not dmg like a citadel torp, but i would like to see +50% velocity to cruise and +50% dmg. -=-
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Face Lifter
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Posted - 2005.02.15 17:30:00 -
[18]
I think the current movement is to turn missiles into a turret
that's cause people keep comparing turrets with missiles and expect same behavior and same strengths and weaknesses
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meowcat
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Posted - 2005.02.15 17:37:00 -
[19]
Originally by: Hanns just a few things that worry me for raven pilots, ok take this example, a frigate is webbed and stationary, and gets shot by a large turret, the turret will still hit it hard right because its not moving? but with the proposed missie changes, a torp will still hit the stationary frig for next to no damage?
Or if a frig is webbed by an intie, and theres a tempest 100km away, the tempest will waste the frig, but the raven will still do crapy damage, not enough to kill it the same as a apoc or tempest could.
basicly all turret battleships can fit sniper setups that can hit for full damage, but once the missile changes take affect, the raven will never be able to dea lfull damage to a smaller ship, no matter the circumstances.
this just dosent seem right. *snip* i have a feeling the missile changes are gonna hurt the caldari to much.
from what i understand of the proposed changes, missiles will behave in a similar way to turrets - ie: your example of - - stationary frigate = the missile will do full damage. - frigate is going straight at you = full damage - frigate is orbiting you at 500m/s - damage will be reduced to simulate missiles "missing" the frigate
all quite sensible and good really
as a concession to missile users, i personally would be quite happy if they made missiles 10x faster (so you can get on killmails)
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

Collateral
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Posted - 2005.02.15 17:38:00 -
[20]
The whole nerf missiles came up because a programmer didn't comment out a line of C (*shudders*, C++ for teh win (thats another thread)), which made missiles smarter than a smart person at a smart person convention using smart person drugs, i mean my torps go around a roid but my raven flies right into it.
If missiles were made dumb again, that'd sort out a large problem with missiles (before anyone says, shut up noob, i've been here since retail and have seen a fair few changes). when missiles were dumb and spent all their flight time chasing after a ship, you could keep an orbit going and not get hit.
This would keep some people quiet about torps being too powerful, the fact they are guaranteed to hit and you cant avoid is the problem (mainly with torps), and it'd also improve the usefulness of torps on ravens, if an inty can orbit me at 10k at over 1075m/s, he'll be infront of my torps, which means i then have to switch to cruise forthe extra speed to be able to hit him, as cruise do less dmg, the inty has time to realise that he's got a new prb, so can either go to bigger orbit or run away before being killed.
Start with removing the military grade tracking of missiles and see how people react to that before turning missiles into some sort of turret base, because in the end we'll all switch to turrets coz they do instant dmg.
There are some points in there don't flame me, it's childish. try constructive crticism, people prefer that.
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Vigilant
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Posted - 2005.02.15 18:21:00 -
[21]
Collateral, you post makes sense... But, I will ask a question back ? Then I guess Guns (any) shouldn't pass thru roids too, correct ?
Would have to be that way....Cause a Raven would be screwed since his missile would hit the roids...but a APOC could blast you to bits if his/her lasers could pass thru...
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Kyroki Tirpellan
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Posted - 2005.02.15 18:23:00 -
[22]
I once saw a rather good idea about giving missiles two speed numbers: One for covering long distances (about 5000-10000m/s for Cruise) and another one for actually hitting it's target (~2000m/s for Cruise?), they'd slow down maybe 10km from target. At least such a system would make missiles more viable for long range combat, since they'd cover long distances quicly without being unavoidable.
Another idea, what about giving missiles a chance of good hits and bad hits like turrets have now? Would a random factor like that screw up the server with lag? Anyway, just my 0.02 isk on the subject..
Peace through love, understanding and superior firepower. Real men structure tank! |

Thanit
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Posted - 2005.02.15 18:30:00 -
[23]
Edited by: Thanit on 15/02/2005 18:31:09 Edited by: Thanit on 15/02/2005 18:30:08 How about giving tech2 cruises a warp engine ?
Let's say you load those (long range) missiles and they first go 80% of the distance towards the target in warp, and the remaining distance at 'normal' speed ? Only functions at >40km distance to target at time of firing...
edit: its mroe or less the same as suggested above I see now. Must mean ots a good idea then 
Would make missiles long range viable again, yet would make tech2 cruises useless against close-ranged targets, as they should be imo. Tech1 cruises would then need to be de-lubbed to pre-smart status to make tackling a Raven something else then suicide again. Maybe boost light missile speed and get things right on the large <-> small front at least.
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j0sephine
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Posted - 2005.02.15 18:41:00 -
[24]
Edited by: j0sephine on 15/02/2005 18:43:07
"Be patient mate. Remember. You havent got tech 2 capability or skills yet. I would expect IF its gonna be balanced that your tech 1 set up may suck but it will probably end up owning everyone again shortly after you train for t2 stuff."
This doesn't make sense for couple of reasons. First, there's no reason why tech.1 missiles should suck in comparison to tech.1 guns. And second, there's no reason why tech.2 guns should suck in comparison to tech.2 missiles. (i'd think everyone knows by now what happens in mmo game when one option is clearly above the others)
Not to mention, since tech.2 guns are mostly just stat improvement over tech.1 guns, to have missiles go from 'worse than tech.1 guns' to 'better than tech.2 guns' in one tech level change would mean there's some insane boost/changes to missile functionality... and then what when it's time to roll out tech.3 equipment? ¼¼;
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Face Lifter
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Posted - 2005.02.15 18:43:00 -
[25]
Thanit, I like that idea a lot. It would look cool too, seeing your missiles warp. heh
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Stuart85
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Posted - 2005.02.15 18:51:00 -
[26]
With all the talk turning to Torpedos, Cruise missiles, and Small missiles I have to say I'm more interested to see what they do with Heavy missiles, as I can once again see Cruiser and Battle Cruiser pilots being left out, while frigates and Battleships get the monopoly of changes - good & bad.
One thing we certainly need is more missile skills, gunners can currently tweak to their hearts content but missile users are left with weapons that are imbalanced in favour of...you guessed it...Battleships. The current Cruise missiles and torpedos are feared because they're too effective, while conversly heavy missiles are pretty muched laughed at for being useless against anything other than light (and slow) frigates. Caldari cruisers are too weak to fight at close range, but the missiles are too slow and ineffective at longer range. Fine for NPCs, but suicide in PvP.
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Face Lifter
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Posted - 2005.02.15 18:56:00 -
[27]
Heavy Missiles are pretty bad right now. They can't catch any MWDing frigs, they do about 15 dps with best launcher and skill. That's rather weak. And they don't have any special role. Even tho they can fly to 44 km, in PvP it's no use, not at their slow ass speed.
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meowcat
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Posted - 2005.02.15 19:00:00 -
[28]
Originally by: Face Lifter Heavy Missiles are pretty bad right now. They can't catch any MWDing frigs, they do about 15 dps with best launcher and skill. That's rather weak. And they don't have any special role. Even tho they can fly to 44 km, in PvP it's no use, not at their slow ass speed.
as i said, make missiles 10x faster, but make big missiles 'miss' small targets with high transverse velocity.
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

Sky Hunter
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Posted - 2005.02.15 19:03:00 -
[29]
Well im not that concerned about heavys cuz cruisers are always less used in pvp. Main is still frigs and BS.
About torps i guess T2 ones should have SLIGHTLY increased velocity and dmg. Means base speed should be 820 m/s and base dmg lets say 490. Skill rank should be 6 or 7
However cruise T2 must be best of the best for BS since they are like T2 Megapulses. For example base speed should go to 1720 m/s and base dmg should be 400. Skill rank should be 7 or 8. So with Raven pilot operation those(assuming BS lvl 4), he will get like 2300 m/s and 430-450(to structure, "clean" damage) dmg from this thing. -=-
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Stuart85
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Posted - 2005.02.15 19:10:00 -
[30]
Edited by: Stuart85 on 15/02/2005 19:10:09
Originally by: Sky Hunter Well im not that concerned about heavys cuz cruisers are always less used in pvp. Main is still frigs and BS.
Well if nobody is concerned about cruisers because they're usless, then they will continue being useless forever more. 
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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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