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Shvak
The Warp Core Stabilizers Tactical Narcotics Team
42
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Posted - 2014.02.11 15:25:00 -
[1] - Quote
I train missile skills early on in eve until I realized every sane toon owner was gun/drone training. It really would be nice if at least one of the battleships, faction or not made it worth while training missiles skills again.
My idea is a synchronized fire skill (needs to be trained as do all skills) and a new module... something that allows a fleet commander to fire all the fleets missiles at a single target (ships have to be fitted with the module) Make the module a high cap use item, something that no player will leave running for longer than a minute but offering a very high alpha hit.
Skill is simple. The higher your level the quicker the FC can synchronize fire. The means more ships fire in a single volley and hit at the same time. The FC will have to make the choice of waiting longer to get more ship's missiles into the volley or firing say when he has 50%, 60% etc.
So FC's will want fleet pilots to have higher "missile synchronized fire skill". To help prevent afk use the skill should be linked to a module. The module should have a high capacitor usage reduced in increments with each level of "Missile synchronized fire skill" But even at level 5 no ship should be able to keep one running for long than 1 minutes.
A skill that gives a tremendous Alpha hit but at the price of requiring pilots in a fleet to work together.
Missiles fired using the synchronization module will travel to target at the speed and range of the lowest skilled missile boat.
If Raven A's toon has level 3 missile skills and is using meta launcher and T1 missiles and has a range of 50km. and Raven B's toon has level 5 missile skills and is using T2 launcher and T2 missiles and has a range of 120km. Then the synchronized hit range of the entire fleet will be 50km.
Missiles will still hit further out but the synchronized massive alpha effect will be lost to any missiles with extended range beyond the 50km.
Apart from creating the skill and the modules ccp have to make sure that the synchronized bang four buck is worth the time invested.
The synchronized impact multiplier should be high enough to alpha a well fit dread off the field in say two volleys. The downside would be time, the better toons in the fleet the faster it can get off the second volley. (I am using this as an example not suggesting it should be that powerful but it must be worth the time to invest.) A reason to train t2 cruise missiles. Okay idea is out there feel free to rip it to shreds  |

Linkxsc162534
Traps 'R' Us Bask of Fail
42
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Posted - 2014.02.11 17:51:00 -
[2] - Quote
heheh,hehHAHAHAHAHAHA
so we jsut get done with them nerfing drone assistance, and now we want to add missile assistance. Cute.
Actually, something like this COULD make missiles a slightly more viable option to a fleet, but it would need ot be restricted. All the ships would need tobe targetted on the primary, and the missiles are fired by the commander. But he shouldn't be able to trigger more than like 10 ships weapons (cause thats ~ 50 drones, keeping with the current changes the devs are going for) cause technically their ship would be messing with all the range calculations and timing so all the shots land about the same time.
On a side note... So 2 volleys of this should take out a "well fit dread" What number of ships are firing at this dread?
Also raven A only hitting to 50km? HA, I think even with no skills cruise missiles start off at like 80-90km range. But w/e
The skill that controls this could easily be set up like. L1 = 2 ships directed plus your own, L2 = 4 ships plus your own, and up till 10ships at L5. THis wouldn't really help with huge null fleets, but would become very helpful for small-med gangs.
Also the 50km max range kinda makes me lol. At 40-50 km, cruises are fast enough that a gang all together will generally already hit all within a second of eachother now.
Also, if anything, this should be a rear triggering module. You click it and it cycles, as the cycle wears down, it starts firing the farther back ships missiles then as it finishes it fires the closest ones. And it should take like 20 second to cycle.
Also a slight weakness to this module would be stopping or changing direction as the missiles are fired (the calculation was done when the unit cycles) the missiles fired will have to change direction and the "syncronization" will be lost in part.
If any solace in the end.. The module would cause the best Itano Circus' the game has ever seen. (blob up some torp boats, and start volleying a cepter) |

Vesan Terakol
Sad Face Enterprises
36
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Posted - 2014.02.11 17:52:00 -
[3] - Quote
As far as i'm aware, such module exists. its called voice comms.
I'm sorry, but think about it - CCP limits drone assist because of the ability of one man to shoot all the fleet's guns (and other reasons). Now, you say that missiles need a feature for an effect, that may very well be achieved without it.
And then, cruise missiles are pretty brutal, especially on explosion radius bonused hulls (Caldari Navy Raven being one) ot with support from a target painter (or both). And so are torpedoes, if you get some assist in applying the damage (painter, web).
The focus of the current meta may not be that proportionate to the actual worth of a weapon system (Although medium sized missiles do fall out of proportion compared to their small and large counterparts in therms of damage application). |

Pew Terror
Green Associates
58
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Posted - 2014.02.11 17:57:00 -
[4] - Quote
I decide to turn this into a constructive thread.
Ideas that are better then the OP's:
#1 Beer mustaches |

Batelle
Komm susser Tod
1658
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Posted - 2014.02.11 18:00:00 -
[5] - Quote
this is a really stupid idea. Why don't you just do what maelstrom fleets do and have a count-down? "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Linkxsc162534
Traps 'R' Us Bask of Fail
42
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Posted - 2014.02.11 18:06:00 -
[6] - Quote
Vesan Terakol wrote:As far as i'm aware, such module exists. its called voice comms.
I'm sorry, but think about it - CCP limits drone assist because of the ability of one man to shoot all the fleet's guns (and other reasons). Now, you say that missiles need a feature for an effect, that may very well be achieved without it.
Not to support the module too much
But I think you're mistaking how the module would work. All the missiles fired whit this would hit the target ship at roughly the same time, Voice comm generally only helps all missile be fired at the same time, but due to shipbonuses, ranges, and player skills the missiles can easily be spread out over 3-4 seconds. Enough time for reps to come into play. This mod is to try and counter that. Just like artys already do.
This could however be fixed overall by adding for missile ships a "ETI" (estimated time to impact) timer to the little lock box up at the top. That way players could reliably tell their FC who needs to fire and when to achieve this effect, without needing to add in skills and a module.
Might be a hassle for large fleets, but wouldn't be so hard for small gangs to inform their FC of and work with. |

Shvak
The Warp Core Stabilizers Tactical Narcotics Team
42
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Posted - 2014.02.11 18:38:00 -
[7] - Quote
Vesan Terakol wrote:As far as i'm aware, such module exists. its called voice comms.
I'm sorry, but think about it - CCP limits drone assist because of the ability of one man to shoot all the fleet's guns (and other reasons). Now, you say that missiles need a feature for an effect, that may very well be achieved without it.
And then, cruise missiles are pretty brutal, especially on explosion radius bonused hulls (Caldari Navy Raven being one) ot with support from a target painter (or both). And so are torpedoes, if you get some assist in applying the damage (painter, web).
The focus of the current meta may not be that proportionate to the actual worth of a weapon system (Although medium sized missiles do fall out of proportion compared to their small and large counterparts in therms of damage application).
Firstly voice coms do not make the perfect alpha volley, lag plays a big part in tidi battles and F1 smashing hence drone assist being so popular.
I may be off on a lot facts having not used a cruise missile fitted ship in years. They have been relegated to PVE in the most part.
I am looking to give a player a reason to actually train missile skills other than those needed for the crow and tengu.
The idea is in no way perfect or without some major flaws |

Gawain Edmond
Angry Mustellid
54
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Posted - 2014.02.11 21:22:00 -
[8] - Quote
anything that takes control of your ship is bad this would probably be worse than the drone assist that they just made less good |

Zan Shiro
Alternative Enterprises
379
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Posted - 2014.02.11 22:12:00 -
[9] - Quote
so why would ccp make "botting" in pve even easier?
I have 2 tengu capable chars for example. Replace tengu with any missile spamming boat to taste ofc. Tengu chosen for an easy kind of cheap effective permarun tank. Set one to autoorbit the other, and that other gets missile control as well. Currently I would have to alt tab/switch windows to control what that 2nd tengu fires at. With this....well I don't even have to do that anymore.
Its not missile sync firing that kills missiles in pvp op, turret users don't even ahve this. Its the lack of instant hit. FC able to control several ravens fire at 100+ km's would still have the issue that after they fire the several other turret boats have blown up primary and possibly secondary and those missiles are going for targets already dead.
That and firewall if used right degrades missile strikes. IIRC ccp has not touched effective HP of missiles. So fc calling all missiles jsut won't work well. hell it may work less efffective than before. With un-sync;d fire some may get through smarties between cycles if timers are out of sync. This....all are hititng the wall at the same time. I got 5 on them hitting wall in a cycle over sneaking through 100% between cycles, its just too tempting an event for Murphy and his law to turn down showing up to lol. |

Lephia DeGrande
The Scope Gallente Federation
232
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Posted - 2014.02.11 23:45:00 -
[10] - Quote
I would rather wish that missiles Act like a "Poison" in Fleet fights (like other RPGs) that reduce the effect of remote repairer so they do have a niche role besides the classic Alpha fittings.
Sonething thats fills the gaps between the Alpha Strikes in a meaningfull level. |
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Kerplakershtat Rova
EVE University Ivy League
6
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Posted - 2014.02.12 00:37:00 -
[11] - Quote
This doesn't really make much sense, unlike turrets and sentry drones, missiles have a flight time and deal delayed damage. Assuming everyone fired at the same time, unless everyone was exactly the same distance from the target ship (say orbiting at 50km) and has Missile Projection V, you're not going to get even a vague resemblance to an alpha strike. Anything less and you're going to have some missiles reaching the target before others and get staggered DPS as a result.
The knock-on effect here is that, on top of having 80 ships yellowbox you giving a hint that you're going to be alpha'd, because missiles have a delayed flight time and staggered DPS, the second the missile volley is launched, reps can be applied, and if the targeted ship is armor then the reps can just be timed so that they finish cycling mid volley. |

Rowells
Unknown Soldiers Against ALL Authorities
216
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Posted - 2014.02.12 01:19:00 -
[12] - Quote
when a massive amount of damage comes in before more than 1 cycle of reps can be applied (unless you messed up bad the timing of missile hits aren't going to be massively spread apart) I consider that alpha. Sadly, this mechanic would just trade drone assisting with missile assist. Which, in massive numbers (like quite a few things in eve) is bad. |

Rowells
Unknown Soldiers Against ALL Authorities
216
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Posted - 2014.02.12 01:21:00 -
[13] - Quote
when a massive amount of damage comes in before more than 1 cycle of reps can be applied (unless you messed up bad the timing of missile hits aren't going to be massively spread apart) I consider that alpha. Sadly, this mechanic would just trade drone assisting with missile assist. Which, in massive numbers (like quite a few things in eve) is bad. |

Seranova Farreach
Biomass Negative
661
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Posted - 2014.02.12 02:27:00 -
[14] - Quote
sadly with as broken as missiles seem to be Cruise missiles are the exception atm.. hit things easly LOOOOOOOOONG range great dps...
now to fix torps? give them the HAM treatment.. make them easier to apply dps to smaller targets then the longer range varient..
see HAM vs HM.. HAM short range easier to hit smaller targets better dps. HM much longer range( up to 3x) lower dps hits small things not as well ( i forget if i compaired faction HAM vs t2 presision) _______________________ http://i.imgur.com/d9Ee2ik.jpg
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Shvak
The Warp Core Stabilizers Tactical Narcotics Team
42
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Posted - 2014.02.12 12:33:00 -
[15] - Quote
Okay, I accept my original idea was badly thought-out.
You know what ccp does with bad ideas     |

Mascha Tzash
24th Imperial Crusade Amarr Empire
143
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Posted - 2014.02.12 14:23:00 -
[16] - Quote
Rubicon 1.2 patchnotes will have some line like:
"Now with new missile assist mechanic!"  |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
521
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Posted - 2014.02.12 16:15:00 -
[17] - Quote
List of relevant missile ships:
Sacrilege, Cerberus, Caracal, Raven, Typhoon, Hawk, Talwar, Widow, Drake, Nighthawk, Damnation, Crow, Malediction, Vengeance, Tengu, and Legion. *list not exclusive
Nothing wrong with missiles in general, although certain ones need some work. Heavies and Citadel Cruise/Torps specifically need a buff.
All I can say is lrn 2 Caldari. Free Ripley Weaver! |
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