michaeltward wrote:
I saw around that ccp wanted to make tracking disruptors work on missiles now i dont think this idea is entirely a good one and i will exsplain why.
Missiles (all types) have less dps than guns but for this dps loss we get far greater range than guns.
If they make td's work on missiles sudenly our dps could be cut down even more than it already is compared to guns.
I think if they make td's work on missiles it should be a different td module for missiles only.
Here is how i think this module should work it should be mid slot like all ewar and not be a targeted system so in a fight you turn it on and leave it on if people are firing missiles at you.
This module would try to disrupt any missile fired at you some missiles could go haywire some may just shut off and the rest may do less than there total dps.
This module would not effect any missiles not fired at you so if your buddy is next to you and gets fired at there will be no disruption to the incoming missiles.
Here is why i think this module would be better than an ordanary td being able to disrupt missiles.
1 - There are not that many pvp ships out there that solely use missiles (there may be more than i think but there is no way its even close to 50/50 with guns)
2 - if an ordanary td could disrupt missiles the number of pvp ships using missiles would drop even more. (because we already lack the dps compared to guns a td would just ruin our time)
3 - A dedicated td module for missiles would mean that only people who know there going up against missiles would use it and there for in the small gang and solo pvp enviroment missiles would almost be uneffected.
Please reply and tell me what you think of this idea i use missiles and i know i am verry worried about how this will effect my small scale pvp gangs.
Look, IMO its good idea TD to affect missiles, but missiles to receive overhaul:
That they get near instant damage application (within 1s)
That explosion velocity and explosion radius penalties become better balanced and easier to overcome. Turret ships can overcome sig resolution and low tracking speed in various ways (TE, scripted TC, target painting, rigs), missiles cant. TP solves only sig resolution to some extent, not explosion velocity which needs expensive rigs. Also, in a turret ship I can chose to rig metastasis rig, to use TC, to use TE, or to use target painter. Missile users cant.
That Caldari ships get true selectable damage rather than being bonused for Scourge. It always seemed strange, that ship is bonused for one of many warhead types it can use. From sci-fi perspective it makes no sense. Like tank thats bonused for SABOT? Hell that makes absolutely no sense.
That chance to hit is introduced, comparable somewhat to tracking with guns, so that players can use their skill to decrease incoming damage - but very little compared to guns.
YOu say missiles wouldnt work in PVP otherwise, well idk, but everyone and their dog tanks against kinetic (Guardians for exampel, Hellcats), and kinetic is one of naturally highest resists on most ships. Only T2 Minmatar ships have kinetic hole.
But problem is not missiles themselves, but kinetic damage bonus on most Caldari ships.
With my idea, missiles would become on par with turrets even for sniping, and will become better than now. However theres no reason TD to be sub-par compared to ECM and SD, and not affect missiles too.