
Red Ochre
|
Posted - 2006.11.03 18:12:00 -
[1]
Originally by: Grey Area
Originally by: Elrathias ay ay ay. some people seem not to realise that we got hit by 2 nerfs at the same time, one wich says that damage is NOT instantaious, and can tehrefore be affected by speed in anydirection moving away from the center of the "explosion" and one WICH IS GOD**** WEIRD.
that is, they get less damage for just being small.
good analogy: put one stick of dynamite in your pants, light and watch, you die. put 20, what happens? YOU STILL DIE.
therefore signature radius should have NO effect on damage output of missiles.
Everyone knows this by now. The sig radius thing is NOT justifiable in "real life" or "pseudophysics" terms. The truth is, CCP tried to bring in a system of "tracking" for missiles, so that they would have difficulty hitting small, fast targets, but the calculations involved put too much of a load on the server.
The current system is a "fudge", and nothing more. Don't bother trying to justify it. In fact, I think one of the reasons that NOT ONE official comment has been made by CCP about the uproar over the missile changes is because they are embarrassed by the unrealistic nature of what they were forced to put in.
Notwithstanding, this is what we have. There is ZERO percent chance that CCP will ever throw up their hands and say "Hey, this was a dumb idea, we were wrong, let's try something else". However, there is at least some SMALL chance that they could be persuaded to use the same system, but make it have a lesser effect.
My suggestion;
For any target, if speed = zero, all warheads do full damage. Torpedo and Cruise missile hits on Cruisers and smaller (i.e. sig radius 200 or less) need to be double what they are now. Cruise and Heavy missile hits on frigates and smalle (ie sig radius 50 or less) need to be double what they are now. Torpedoes need to do FULL warhead damage to structures.
This would make missiles viable again, whilst still not reintroducing the "I win" button that so many turret users bleated about. (It wasn't an "I win" button, as Ravens in PVP were suckage. It was however a "Make me very rich" button due to the Raven's success in level 4's)
been saying the **** on sig radius since i started playing. its not ccp's NOT being able to implement a damage model, its just annoying to have to redo what they have put together since a large portion of the skills/stats all tie together now.
sig radius should have nothing more to do than the time it takes to lock and or break that lock, smaller equals a better chance to break lock or take a while to lock that target. larger has the appropriate effect.
to throw more fun on the fire, each item having a sig radius value should increase or decrease the overall signature value of the ship in question, either making it a living flare saying lock me or making it nearly invisible to radar its so small. not increase or decrease its ability to give or take damage.
back to practical damage. speed tanking is fine as long as its the speed being calculated for damage results, as others have pointed out.
size is also a factor, maneuverability, i agree that heavy missiles would have problems tracking fast inties, even to the point of swinging wide and running off into space burning out. but if one does hit...........
its simply going to take a massive effort on ccp's part to "redo" the current system to where it is more "realistic" and closer to the way it was 2 years ago, before it went off track.
in conclusion, it is better to "adjust" a current set of variables (missiles) than it is practical to fix or redo the whole system. many dont want to see or hear this but its simple fact, and we have to adapt until things change again. |