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Funky Lazers
shin-ra ltd
241
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Posted - 2013.04.13 13:00:00 -
[1] - Quote
SMT008 wrote:So what do you think ? Would that help Torps/Cruise missiles users ?
It def will.
The only thing about Cruise/Torps is the Flight Time should be reduced by 50% and velocity should be increased by the same amount. The problem is before your missiles hit the target you launch another portion of them. Meaning when the target is destroyed you made more shots than needed.
Another thing is you can only have 20 Torps loaded, which is way too small number. ACs have 120 shots, Blasters have 80. ACs have ~3 times higher rate of fire than Siege Launchers so if you compare them fairly it will be 120/3=40 shots. So 40 shots vs 20 torps is very unfair.
Talking about range, Torps should have at least 30km range with V skills and no range ship bonus. Whatever. |
Funky Lazers
shin-ra ltd
243
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Posted - 2013.04.14 14:08:00 -
[2] - Quote
I'm not sure how many people here actually do missions, but in PvE missiles are the worst weapon system, right after lasers. For missions is goes like this: ACs>Blasters>Pulses>Missiles.
Guns perform much better than missiles because: 1. No flight time. You never make useless shots and don't need to count volleys.
2. No over-damage. Since Guns apply damage instantly you never do too much damage. This works if you have 2+ gun grps. So if grp 1 kills the target, your 2nd grp won't fire.
3. No need for Painters. The main missile problem in PvE is not that fact you need a painter itself. The problem is Painters have their own cycle time. Meaning if you kill a target and your painter was just starting to cycle you have to wait for painter to finish that cycle.
4. Killing frigs/small ships on a long range. Everyone knows that, you can shoot all of those small rats before they get to you. It takes less than 1 min to kill almost every frig in a pocket. You just can't do that with missiles.
5. Defenders. If you use Cruises or anything except Torps defenders reduce your DPS effectively. If you have 6 launchers you loose like ~17% of damage to defenders.
6. No need for 1238230948 mods to make missiles work properly. On a Mach/Vindi or Vargur I use 2-3 TEs and that's all. To make Torp Golem work you need 2 rigs for range (Hydraulic or Rocket Fuel Cache) and 2-3 painters. It's pretty much the same with CNR.
7. No damage reduction because of speed. Some of the rats use AB if they are not in range, whenever they use it missile damage reduces. Angels are a great example.
So yeah, there is a PvE imbalance, missiles are heavily outperformed by Guns. Whatever. |
Funky Lazers
shin-ra ltd
243
|
Posted - 2013.04.14 17:15:00 -
[3] - Quote
Morrigan LeSante wrote:Not sure about the epic overkill of huggins with many painters, I've spent more time in level 4s than can possibly be healthy and if it's not an elite cruiser, it will die in two shots...my raven is showing 245 radius with fury at non-max skills. Add the two painters it sports and ... well ... stuff dies.
You just said yourself "epic overkill". Example: Vindi one-shots most of the non-elite cruisers with 60-70% chance.
The RoF on a Vindi is ~4 sec. Even in the worst case scenario (2 shots) I spend 8 sec to kill a cruiser.
While on a Raven your RoF is around 7 sec, meaning you spend 14 sec to kill a cruiser.
So here's the math:
In the worst scenario Vindi will kill a cruiser ~40% faster than Raven/CNR. In a normal scenario Vindi will kill a cruiser ~70% faster than Raven/CNR.
To me 70% difference is an "epic overkil".
Well, comparing Vindi to a Raven/CNR is wrong, but there is nothing out there to compare it to. Golem needs 3 volleys to kill a cruiser even with 3 painters.
Missiles must be reworked hard. Whatever. |
Funky Lazers
shin-ra ltd
245
|
Posted - 2013.04.16 18:39:00 -
[4] - Quote
Ya. The only thing is left are Torps. Whatever. |
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