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Meditril
T.R.I.A.D
240
|
Posted - 2013.02.13 10:55:00 -
[1] - Quote
Hi All,
I remember that CCP discussed some time ago to make Tracking Disruptors also work on missiles. However, since this has the potential to completely break missiles they decided to wait a bit and rework their ideas. Current status is that Defender Missiles are still broken and I haven't heard anything about Anti-Missile defenses recently. Did I miss something or is this topic already burried?
Regards. Med |

HazeInADaze
L'Avant Garde Happy Endings
28
|
Posted - 2013.02.13 17:28:00 -
[2] - Quote
Go faster, have a smaller sig. Missiles already have a lot going against them, range is pretty much their only trump and they can't be disrupted. |

Seraph IX Basarab
Hades Effect
125
|
Posted - 2013.02.13 17:50:00 -
[3] - Quote
I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target. |

Belthazor4011
Battle BV
116
|
Posted - 2013.02.13 17:52:00 -
[4] - Quote
Seraph IX Basarab wrote:I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target.
Dafuq? Don't think you quite understand that module  |

Katran Luftschreck
Royal Ammatar Engineering Corps
884
|
Posted - 2013.02.13 21:29:00 -
[5] - Quote
I have little faith that Caldari Corporate Profits will be doing anything to make missiles any weaker than they have already. EvE Forum Bingo |

chris elliot
EG CORP Talocan United
130
|
Posted - 2013.02.13 21:49:00 -
[6] - Quote
Anti missile defenses already exist.
They are called smartbombs. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
615
|
Posted - 2013.02.13 21:53:00 -
[7] - Quote
chris elliot wrote:Anti missile defenses already exist.
They are called smartbombs. Smartbombs fall very short in being a comparable disruption mechanism in both effectiveness and versatility when compared with TD's. |

Paikis
Vapour Holdings
638
|
Posted - 2013.02.13 22:09:00 -
[8] - Quote
Anti missile defenses already exist. They are called (in no particular order):
Afterburners Micro Warp Drives Armour tanks (i.e NOT shield extenders/rigs) Smartbombs Defender missiles (LOL, but still, they exist) Skirmish Warfare Link - Rapid Deployment I and II Skirmish Warfare Link - Evasive Maneuvers I and II Low and High grade Halo implants Low and High grade Snake implants 'Rogue' Navigation implants |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
725
|
Posted - 2013.02.13 22:42:00 -
[9] - Quote
Any missile larger than rockets suffer from downright suckage, the bigger they get, the worse, there's the lol-cruise and uber-lol-citidel-cruise.
The real reason nobody use defenders is that missiles suck so much it's not worth a utility high to defend against. Think about that. Buff missiles first, then implement a counter and ppl will use it. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Tyberius Franklin
Federal Navy Academy Gallente Federation
615
|
Posted - 2013.02.13 23:18:00 -
[10] - Quote
sabre906 wrote:Any missile larger than rockets suffer from downright suckage, the bigger they get, the worse, there's the lol-cruise and uber-lol-citidel-cruise.
The real reason nobody use defenders is that missiles suck so much it's not worth a utility high to defend against. Think about that. Buff missiles first, then implement a counter and ppl will use it. Use of defenders is also hampered by their ineffectiveness and situational application. Missiles would need to be overbuffed to the point of being FOTM and see higher use than other weapons to the point that other uses of utility highs such as neuts would be considered an inferior use of a slot.
Even then the limitations and overall effectiveness of defenders would still likely not see them into prominence in ship fittings as they would still be relatively ineffective as compared to a TD vs a turret ship or a neut vs anything with cap dependance. Not to mention they scale horribly with engagement size and can only provide benefit to a single ship whereas ewar reduces combat effectiveness of an opponent regardless of who they are aggressing. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
725
|
Posted - 2013.02.13 23:35:00 -
[11] - Quote
Tyberius Franklin wrote:sabre906 wrote:Any missile larger than rockets suffer from downright suckage, the bigger they get, the worse, there's the lol-cruise and uber-lol-citidel-cruise.
The real reason nobody use defenders is that missiles suck so much it's not worth a utility high to defend against. Think about that. Buff missiles first, then implement a counter and ppl will use it. Use of defenders is also hampered by their ineffectiveness and situational application. Missiles would need to be overbuffed to the point of being FOTM and see higher use than other weapons to the point that other uses of utility highs such as neuts would be considered an inferior use of a slot. Even then the limitations and overall effectiveness of defenders would still likely not see them into prominence in ship fittings as they would still be relatively ineffective as compared to a TD vs a turret ship or a neut vs anything with cap dependance. Not to mention they scale horribly with engagement size and can only provide benefit to a single ship whereas ewar reduces combat effectiveness of an opponent regardless of who they are aggressing.
Ask yourself this: If defenders were moved from utility high to mid just like td, will ppl use them? Oh wait, mid is often considered more valuable than utility high.
That one slot defender negates much more dps than 1 slot of missile, as its rof is far higher. It all works on paper, but not in practice, because missiles, unlike guns, aren't worth defending against in practice.
You mentioned scaling and engagement size's effect on defenders. So how about missiles and scaling? In blob fights, missiles are even less worth defending against, that's your real reason for scaling issues of defenders... Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Nalha Saldana
Ordo Drakonis Nulli Secunda
679
|
Posted - 2013.02.13 23:44:00 -
[12] - Quote
Defenders are horrible, they cant see who is a enemy until they shoot you, you cant protect your friends with em. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
615
|
Posted - 2013.02.14 00:00:00 -
[13] - Quote
sabre906 wrote:Ask yourself this: If defenders were moved from utility high to mid just like td, will ppl use them? Oh wait, mid is often considered more valuable than utility high.  That one slot defender negates much more dps than 1 slot of missile, as its rof is far higher. It all works on paper, but not in practice, because missiles, unlike guns, aren't worth defending against in practice. You mentioned scaling and engagement size's effect on defenders. So how about missiles and scaling? In blob fights, missiles are even less worth defending against, that's your real reason for scaling issues of defenders... The fact remains that so long as other weapon systems have their advantages and drawbacks, aka proper balance, we won't see the proliferation of missiles needed to have a highslot "me only" counter be worthwhile.
Some point of why this would still be an issue unless missiles became OP:
- If your opponents aren't using missiles, and when properly balanced they won't all be, your fitting choice be completely rendered useless. Something which will be much less likely with a neut.
- Can be bypassed in group combat by targetting allies who don't have the module, compare this to a TD, the turret counter module, which reduces combat effectiveness in a way which benefits all allies (which leads into the scaling issue. I can reduce combat effect or lock ships out of combat with mids full of ewar, but can only mount a small personal defense with defenders hence they don't scale, this has nothing to do with blobs but rather smaller scale combat were ewar is a far greater force multiplier)
- Unlike most ewar mods requires a launcher which requires a launcher hardpont, which means not every ship can fit it
- Requires a utility high which means not every ship that can fit it to begin with can do so without potentially reducing their outgoing dps. This and the preceding combine to make an especially bad penalty for missile users themselves. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
726
|
Posted - 2013.02.14 00:23:00 -
[14] - Quote
If I fit B to counter A, and opponent don't use A, then my fitting choice would be useless. That's fitting choice working as intended.
If A sucks so much few people bother to use it, B becomes increasingly useless. This can be balanced by unsucking A. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Tyberius Franklin
Federal Navy Academy Gallente Federation
615
|
Posted - 2013.02.14 00:46:00 -
[15] - Quote
sabre906 wrote:If I fit B to counter A, and opponent don't use A, then my fitting choice would be useless. That's fitting choice working as intended.
If A sucks so much few people bother to use it, B becomes increasingly useless. This can be balanced by unsucking A. Your first statement has addressed 1 point in an incomplete fashion. The rest you haven't even begun to address. I have already informed you that I believe your second statement to be partially false considering the other factors involved. You haven't addressed any of that.
To be blunt, missile limitations are only a part of the issue with defenders, the bigger issues are the problems with defenders themselves. |

Seraph IX Basarab
Hades Effect
128
|
Posted - 2013.02.14 01:02:00 -
[16] - Quote
Belthazor4011 wrote:Seraph IX Basarab wrote:I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target. Dafuq? Don't think you quite understand that module 
No I actually do....I don't think you read what I wrote correctly. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
615
|
Posted - 2013.02.14 01:24:00 -
[17] - Quote
Seraph IX Basarab wrote:Belthazor4011 wrote:Seraph IX Basarab wrote:I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target. Dafuq? Don't think you quite understand that module  No I actually do....I don't think you read what I wrote correctly. Tried rereading it, still think your interpretation of that mods effects is wrong. Sensor damps have mo effect on the missiles explosion radius or your own sig radius. |

Valea Silpha
Sebiestor Tribe Minmatar Republic
88
|
Posted - 2013.02.14 02:32:00 -
[18] - Quote
Tyberius Franklin wrote:Seraph IX Basarab wrote:Belthazor4011 wrote:Seraph IX Basarab wrote:I had always recommended that the sensor damp with sig res script making your signature size smaller to the ship you target. Dafuq? Don't think you quite understand that module  No I actually do....I don't think you read what I wrote correctly. Tried rereading it, still think your interpretation of that mods effects is wrong. Sensor damps have mo effect on the missiles explosion radius or your own sig radius.
*sigh*
You really didn't read very hard did you ?
He said he has recommended changing damps so that they work the way he said.
He understands exactly how they work now, you just can't read. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
616
|
Posted - 2013.02.14 02:36:00 -
[19] - Quote
Valea Silpha wrote: *sigh*
You really didn't read very hard did you ?
He said he has recommended changing damps so that they work the way he said.
He understands exactly how they work now, you just can't read.
Sensor damps with res scripts lower scan res which makes locking take longer. Once locked they cause no change in the way modules and weapons perform. His sig is the same for the missiles I fired. It never went down. My explosion radius never went up. It just took me longer to lock before beginning to fire. So what am I missing here?
Edit: Really, I have to ask, is sensor damping not a well understood mechanic? Do people understand that there is no relationship between scan res (which isn't sig rad) and missile damage potential? |

Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
200
|
Posted - 2013.02.14 02:46:00 -
[20] - Quote
Tyberius Franklin wrote:Valea Silpha wrote: *sigh*
You really didn't read very hard did you ?
He said he has recommended changing damps so that they work the way he said.
He understands exactly how they work now, you just can't read.
Sensor damps with res scripts lower scan res which makes locking take longer. Once locked they cause no change in the way modules and weapons perform. His sig is the same for the missiles I fired, It never went down. My explosion radius never went up. It just took me longer to lock before beginning to fire. So what am I missing here? Edit: Really, I have to ask, is sensor damping not a well understood mechanic? Do people understand that there is no relationship between scan res (which isn't sig rad) and missile damage potential?
Dude, he said he wants to change the way they work. CHANGE THE WAY THEY WORK. CHANGE. There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
616
|
Posted - 2013.02.14 02:49:00 -
[21] - Quote
Tul Breetai wrote:Dude, he said he wants to change the way they work. CHANGE THE WAY THEY WORK. CHANGE. Ah, thank you. Apparently I did misread. |

Lili Lu
689
|
Posted - 2013.02.14 03:19:00 -
[22] - Quote
Paikis wrote:Anti missile defenses already exist. They are called (in no particular order):
Afterburners Micro Warp Drives Armour tanks (i.e NOT shield extenders/rigs) Smartbombs Defender missiles (LOL, but still, they exist) Skirmish Warfare Link - Rapid Deployment I and II Skirmish Warfare Link - Evasive Maneuvers I and II Low and High grade Halo implants Low and High grade Snake implants 'Rogue' Navigation implants And none of these things are missile specifc, and not also anti-turret, except the broken defenders. 
The tracking disrupter (and TE and TC) changes are still stated to be in the pipeline. It's just that they recognize the danger of either making missiles too powerful or tracking disruptors too mandatory.
Tracking disruptors already royally **** over turrets and many ships the spew missiles sport them and roll over turret ships for this very reason. The only way I see them implementing this is if they decently nerf the effects on turrets, and make the new missile effects weak also (just as they will have to make the missile effects of TEs and TCs as well). If the effects were made weak enough on non-bonused boats then we might see less use of TDs on so many ships not bonused for them and more use of ships bonused for them.
As for the above bandied damp idea. Frankly damps are fine atm. Where this proposed effect could make a difference is with the painters themselves. But then CCP would have to reevaluate the rather pronounced smaller sigs on Minmatar ships and especially the ships bonused for painters.
Absent either of these, CCP will have to come up with something very new and different like a chaff/flare launcher or some such that is not "my ship only" specific like the failure defenders are.
As things are now there really is no specific missile defense. You either have enough hp/resist tank or enough speed tank to mitigate the missile damage. Which again are things that are not missile specific. |

Paikis
Vapour Holdings
638
|
Posted - 2013.02.14 08:12:00 -
[23] - Quote
Any tracking disruptor change that messes with missiles will have to come with a base damage buff for missiles, due to being required to fit tracking enhancers instead of a BCU. |

Debora Tsung
The Investment Bankers Guild
51
|
Posted - 2013.02.14 09:06:00 -
[24] - Quote
Tul Breetai wrote:. CHANGE THE WAY THEY WORK. CHANGE.
Yes we can! :) There's nothing a million chinese guys can't do cheaper. |

John Ratcliffe
Sausy Sausages
95
|
Posted - 2013.02.14 13:38:00 -
[25] - Quote
Meditril wrote:Hi All,
I remember that CCP discussed some time ago to make Tracking Disruptors also work on missiles. However, since this has the potential to completely break missiles they decided to wait a bit and rework their ideas. Current status is that Defender Missiles are still broken and I haven't heard anything about Anti-Missile defenses recently. Did I miss something or is this topic already burried?
Regards. Med
Hopefully that will never be implemented. Missiles have enough issues as it is.
Plus +ša change, plus c'est la m+Žme chose |

Seraph IX Basarab
Hades Effect
129
|
Posted - 2013.02.14 18:35:00 -
[26] - Quote
Tyberius Franklin wrote:Tul Breetai wrote:Dude, he said he wants to change the way they work. CHANGE THE WAY THEY WORK. CHANGE. Ah, thank you. Apparently I did misread.
Exactly...so lower the scan res of the ship being affected AND making your ship appear smaller sig wise to targeted ship. This in effect would make a TD for missiles. |

Carniflex
StarHunt
34
|
Posted - 2013.02.15 06:22:00 -
[27] - Quote
I would like it when tracking disruption would affect missiles. That would mean that tracking computers and enchancens would affect them too giving me something other than target painters or BCU's to fit in the mids/lows. And ofc lets not forget the tracking links which can be pretty substantial when applied from a logi with bonuses to these.
Implementation could be pretty straightforward. Optimal range script lowers either flight time or missile speed - I would prefer flight time and tracking disruption script could increase / decrease missile signature. Raven might be pretty good at spanking frigs then if you drop the cruise missile sig down to ~50 with 3x shadow Serpentis tracking link from a minmatar logi orbiting it. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |

Gabriel Karade
Noir. Black Legion.
27
|
Posted - 2013.02.15 07:34:00 -
[28] - Quote
Double (or even triple) missile damage, halve (third) launcher ROF and make all ship 'missile damage bonuses' ROF only. Then add in a proper CIWS (racial flavours) that can target the missiles - we know this is possible as in Castor you could manually target missiles to shoot them down.
In doing those 'utility missile slots' that have been around forever are a complete waste of space - if a missile hits, it really hurts, but can countered by a working CIWS that you could have installed instead. Also it lowers some strain on the server.
Gallente MkII: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1227770
War Machine: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=386293 |

Meditril
T.R.I.A.D
240
|
Posted - 2013.02.15 09:26:00 -
[29] - Quote
Carniflex wrote:I would like it when tracking disruption would affect missiles. That would mean that tracking computers and enchancens would affect them too giving me something other than target painters or BCU's to fit in the mids/lows. And ofc lets not forget the tracking links which can be pretty substantial when applied from a logi with bonuses to these.
Implementation could be pretty straightforward. Optimal range script lowers either flight time or missile speed - I would prefer flight time and tracking disruption script could increase / decrease missile signature. Raven might be pretty good at spanking frigs then if you drop the cruise missile sig down to ~50 with 3x shadow Serpentis tracking link from a minmatar logi orbiting it. Exactly this would make missiles completely overpowered because it would allow you to switch just per Tracking Computer Script from a very very long range weapon to a very very precise and frigate weapon. Currently logic is... you can go snipy but then are vulnerable to close range attacks or you go brawly which makes you vulnerable to long range attackes. You would get benefits of both worlds without the penalities of both! Bad idea in terms of game balance. |

Carniflex
StarHunt
34
|
Posted - 2013.02.15 10:19:00 -
[30] - Quote
Meditril wrote:Carniflex wrote:I would like it when tracking disruption would affect missiles. That would mean that tracking computers and enchancens would affect them too giving me something other than target painters or BCU's to fit in the mids/lows. And ofc lets not forget the tracking links which can be pretty substantial when applied from a logi with bonuses to these.
Implementation could be pretty straightforward. Optimal range script lowers either flight time or missile speed - I would prefer flight time and tracking disruption script could increase / decrease missile signature. Raven might be pretty good at spanking frigs then if you drop the cruise missile sig down to ~50 with 3x shadow Serpentis tracking link from a minmatar logi orbiting it. Exactly this would make missiles completely overpowered because it would allow you to switch just per Tracking Computer Script from a very very long range weapon to a very very precise and frigate weapon. Currently logic is... you can go snipy but then are vulnerable to close range attacks or you go brawly which makes you vulnerable to long range attackes. You would get benefits of both worlds without the penalities of both! Bad idea in terms of game balance.
Well - I could also live with it if it would be non-scripted mod and disrupters specifically for missiles. So you can either fit "missile tracking diruptor" that dirupts missile range or a diroutpr that disrupts missile sig or explosion speed. And same for the boost modules and tracking links.
If I could make my torpedos to go 100 km I would quite happily use them again in PvE. How hard it could be - just throw three faction tracking links on a logi alt orbiting you. For turrets a shadow serpentis tracking link with optimal range script from minmatar logi was giving pretty substantial bonus - if I remeber correct then approx 45% per link.
Having 3x +45% range links on a ship would increase the range from 40 km up to about 100 km with stacking penalties taken into account. Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |
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