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zukuroo
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Posted - 2003.08.18 11:48:00 -
[1]
this comes from a thread in the general section:
http://oldforums.eveonline.com/?a=topic&threadID=26707
main point was that right now missiles are not really a viable choice since they are second to turrets in almost all respects, especially damage/time potential. HereŠs the list from the initial poster:
Current Problems: -Drunken FoF missles(chooses gang/corp members) -Clumsy missles (Run into eachother, run into yourself) -Stupid Defender missles (They attack your own missles, and your corp/gang mates) -Super slow missles (Yes you too can dodge missles, without EVEN TRYING!!!) -Missles that fly around in the middle of the ship and don't explode. -Very expensive for relatively low damage per second. -Horrible Primary Weapon.
Current Missle Advantages -Consistant Damage per hit. -Tracking disrupters do not affect missles. -FoF missles can be fired while being jammed.
Personally I have no problem with missiles being very expensive, but the current damage output is barely above what a gun will do, and that at a significantly reduced ROF. So I think until missiles are upgraded in some way (either increased damage or vastly improved ROF) we wonŠt see many missile boats in action, except the occasional cheap support ship (kestrel/caracal), but those I think mainly for the reason that 1) people like to play around a bit and 2) that kestrels are a cheap one-shot cruise missile launcher. For Battleships missiles are just not a valid option atm.
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Sanguis
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Posted - 2003.08.18 12:17:00 -
[2]
It's quite simple .. you got many skills to improve your guns but no single skill (ok maybe one (launcher use)) to increase the value of missles. So it's only natural that they suck in comparision to guns. It would be nice to get some "gernal" missle skills to increase. Velocity, Damage, Range etc
Another problem is that the "splash" effect of missles is rather useless. No it's more a problem because you quite simply get toasted because you hit a neutral target by accident. Ok once in a while you toast a drone or cargo container but who realy cares.
Maybe they should get missles in with no splash damage at all or with realy huge explosion radius. ( In the moment every hunting group will stay a minimum of 4km away from each other to let them use smartbombs as missle defense.)
In the moment i think missles are a joke and i can kill many npcs only because they use missles rather then guns. The 40k+ pirate would be much deadlier for me if they got guns with a proper shooting range.
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Ruffles
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Posted - 2003.08.18 15:40:00 -
[3]
Personally I think the speeds are the biggest issue.
Torpedoes do what? 300m/s? That is terrible. Even cruise missiles only do something like 600m/s.
In this big space age time of ours, and even our low end fast missiles only do around what 1200m/s?
Still, when a missile arrives at its target, it has a tendancy to over-shoot, and then do an amazing loop-de-loop around the target one or more times before deciding to blow up. :) Why dont' they just use that agility to attack-vector on the target when they first get close?
If the damage they did was delivered a little quicker, I think they would be more viable. Rockets and light missiles aren't as big an issue, but the speed drop off for heavy, cruise and torpedoes is probably a bit too severe to be honest.
Hell the launchers that hold heavy, cruise missiles and torpedoes have a dreadful refire rate as it is, why can't these missiles travel faster? That is probably the biggest issue I and others see with them. You have a torpedoe flying at you, yes it can go something like 120km, but it does it at 300m/s. You honestly think someone is going to fire one from that distance and wait 40 minutes for it to reach its target hoping they won't notice it?
Torpedoes in real life have a somewhat faster speed then most ships and subs, perhaps excluding a few which would really give torps a run for their money so to speak.
Up the travel speed of these missiles, and I recon they would probably be more viable for use, infact deadly.
It seems that pirate defender missiles work better then player launched ones. That and FoF missile really probably have the same AI issues, with Self/Gang members being targets.
Ohh yeah, and the Gallante and Amarr might appreciate some kind of anti-missile defense systems also. I have seen some great ideas on here about things like Phalanx close-defense turrets, and anti-missile drones. Please look a few of them up :)
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Conrondo
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Posted - 2003.08.18 17:30:00 -
[4]
"Torpedoes do what? 300m/s? That is terrible. Even cruise missiles only do something like 600m/s. ... Torpedoes in real life have a somewhat faster speed then most ships and subs, perhaps excluding a few which would really give torps a run for their money so to speak."
those 2 speeds seem like "somewhat faster" speed then ships(battleships). i dont think torpedos and cruise missiles were ment to hunt down frigates.
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Conrondo
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Posted - 2003.08.18 17:34:00 -
[5]
as another thought, was thinking that if missiles didnt swoop around, fast missiles would be about the ultimate gate blocker. how would you ever get speed or keep your ship on course to gate if missiles are constantly blowing up right in front of you. (missiles can take off 100-150 m/s sometimes i think about? plus shoot you off sideways sometimes) ..umm, just dont hit the stargate with the missiles. |

Crypton
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Posted - 2003.08.19 06:22:00 -
[6]
I agree, Torps should be much faster and able to outrun most frigate/cruiser/ atm most battleships properly equipped can outrun a torpedo without sweating a bead.
** hijacked Stav excuse #101 **
Quote: dude read my lips, the entirety of m0o (all like 2 of us) was playing homeworld 2 all weekend
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Harisdrop
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Posted - 2003.08.19 13:39:00 -
[7]
Great! I like the current missle system. I just learned the Standard and Launch. I look forward to my frigate Tristan with two hybrids and an assualt missle launcher to take out some baddies.
Is there blue prints for missles and ammo? --------------------------
Garsh ma it soo cool killing people in there space thingies |

Ruffles
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Posted - 2003.08.19 17:04:00 -
[8]
Different torps in real life have speeds ranging from 45-70 knots. Some of the Russian attack subs have speeds up to nearly 60-70 knots, so are damned fast.
Compare that to surface ships? Large industrials have very slow speeds, what 10-20knots. Tankers perhaps very very slow, with cruisers, destroyers (missing which we should have in game bridging friagtes-cruisers) and others being able to just about break 30-35 knots at full speed.
All of these speeds are what? 1/2 to 2/3 the speed of the available torps.
Yeah, firing at you whilst you are still coming out of warp isn't nice, but isn't that a seperate issue to making missiles more viable? (targetting or FoF related perhaps that issue?)
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Falnaerith
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Posted - 2003.08.19 20:19:00 -
[9]
Real life doesn't really factor in to this, except for the point that at present day, missles and torps are effective against vehicles. The same should be in-game.
After all that though, i don't think CCP has had time to really look at missle use in the game. The missles take up so much cargo space, do so little damage/sec that they are pretty much a non-existant.
I really hope this changes, missles should be devestating. ------------------- Basic truths? Idiots make us rich. - Some people are only alive because it is illegal to kill them. |

Astaroth
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Posted - 2003.08.20 00:45:00 -
[10]
how about doing this :
double speed for all missiles/torps modify the agility so a fast agile ship can dodge the heavier missiles
modify the launchers to have a fixed launch capability ... that is a launcher that can launch a torpedo can salvo 2 cruise missiles or 4 heavy missiles
add low slot modules similar to the dmg/rof mods for guns that is refire/salvo mod reduces the rof and increases the salvo capacity on equipped missile launchers
ahh imagine seeing a caracal unleash 100 rockets in one salvo expensive but seriously dangerous to the target.
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Slithereen
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Posted - 2003.08.20 05:29:00 -
[11]
I think the price of missiles and their space should be reduced, at least by half.
_______________________________________________ "Is it me or the bad guys just getting totally pathetic?"---Clover, Totally Spies, "Hope is wasted on the Hopeless."---Mandy, The Grim Adventures of Billy and Mandy. "Stars are holes in the sky from which the light of the Infinite shine through."---Confucius.
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Sanguis
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Posted - 2003.08.20 07:19:00 -
[12]
Quote: how about doing this :
double speed for all missiles/torps modify the agility so a fast agile ship can dodge the heavier missiles
modify the launchers to have a fixed launch capability ... that is a launcher that can launch a torpedo can salvo 2 cruise missiles or 4 heavy missiles
add low slot modules similar to the dmg/rof mods for guns that is refire/salvo mod reduces the rof and increases the salvo capacity on equipped missile launchers
ahh imagine seeing a caracal unleash 100 rockets in one salvo expensive but seriously dangerous to the target.
indeed a nice vision but i guess a second later the server crashes becaus he can't handle the "load"
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