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Barthez Thed
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Posted - 2006.04.24 13:33:00 -
[1]
Are there any Point defence turret modules available? I haven't seen any in game, but a turret based point defence would make sence as a defence against missiles and such.
"It's hard to be religeous when certain people are never incinerated by bolts of lightning" -Me
Barthez Thed
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Gronsak
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Posted - 2006.04.24 13:35:00 -
[2]
basicly your a caldari pilot asking for defense to missiles in the form of a turret so on your raven your last two high slots you can fit anti missile turrets EH?
i say missile based anti missile system, aka defenders need some kind of loving
like 10x the current speed perhaps, and a auto launch feature which you can turn on, and activeation delay droped to 0.1 sec
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Barthez Thed
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Posted - 2006.04.24 13:38:00 -
[3]
Actually I'm a Gallente pilot wondering why i can't defend against missiles when i'm in an all turret ship
"It's hard to be religeous when certain people are never incinerated by bolts of lightning" -Me
Barthez Thed
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Lord WarATron
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Posted - 2006.04.24 13:41:00 -
[4]
Ahhhh Smartbombs instablast missiles... Just fit a couple of long range ones.
Of course, it will blow up missiles you fire :) --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |
Gronsak
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Posted - 2006.04.24 13:42:00 -
[5]
Originally by: Barthez Thed Actually I'm a Gallente pilot wondering why i can't defend against missiles when i'm in an all turret ship
then lets pretend i own CCP and i command ovour and co to implement within 24h a turret based missile defense system
and they do it:
would you then in 24 hours, replace one of your damage dealing guns with a turret that shoots missiles out of the air [probasbly not sucessfull all the time]?
i didnt think so!
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IPO idea: give it a read, feedback wanted, thanks |
Gronsak
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Posted - 2006.04.24 13:43:00 -
[6]
Originally by: Lord WarATron Ahhhh Smartbombs instablast missiles... Just fit a couple of long range ones.
Of course, it will blow up missiles you fire :)
how much HP does your average missile have? would a medium or small smartbomb do the trick?
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IPO idea: give it a read, feedback wanted, thanks |
Barthez Thed
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Posted - 2006.04.24 13:57:00 -
[7]
Originally by: Gronsak
Originally by: Barthez Thed Actually I'm a Gallente pilot wondering why i can't defend against missiles when i'm in an all turret ship
then lets pretend i own CCP and i command ovour and co to implement within 24h a turret based missile defense system
and they do it:
would you then in 24 hours, replace one of your damage dealing guns with a turret that shoots missiles out of the air [probasbly not sucessfull all the time]?
i didnt think so!
Depends on who/what i'm facing, but the option would be good.
"It's hard to be religeous when certain people are never incinerated by bolts of lightning" -Me
Barthez Thed
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Karl Mattar
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Posted - 2006.04.24 14:02:00 -
[8]
I think turret based missile defense systems make a lot more sense than Defender missiles do anyway.
I also think Defenders should not launch unless there are enemy missiles in flight, and Defenders should work on any missile targetted at anyone in your gang. That would make them far more useful, and a worthy munition to equip.
I hope they get around to this stuff eventually.
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Lucian Corvinus
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Posted - 2006.04.24 14:08:00 -
[9]
Originally by: Gronsak
like 10x the current speed perhaps, and a auto launch feature which you can turn on, and activeation delay droped to 0.1 sec
OMG, so you actually have to train defenders past lvl 1??
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Testy Mctest
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Posted - 2006.04.24 14:14:00 -
[10]
Uh....smartbombs vs missiles is useful if the following are true:
You can afford to run a smartie nonestop as missile defence
You happen to catch a missile in your smartbomb cycle (mostly luck)
You can get a big enough smartbomb on - anything smaller than large has too pitiful a range to catch a missile anything but rarely
There's no lag in activation causing you to miss the missiles (better nowadays, but still)
And numerous other factors. Smarties aren't a good anti missile system, ever.
Testy's Eve Blog!
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Gronsak
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Posted - 2006.04.24 14:15:00 -
[11]
Originally by: Lucian Corvinus
Originally by: Gronsak
like 10x the current speed perhaps, and a auto launch feature which you can turn on, and activeation delay droped to 0.1 sec
OMG, so you actually have to train defenders past lvl 1??
even with defenders on level 5 it doesnt help much!
currently defenders work well for missile ships firing missile at range, but totally suck for close rnage
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IPO idea: give it a read, feedback wanted, thanks |
Macro Media
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Posted - 2006.04.24 14:49:00 -
[12]
Edited by: Macro Media on 24/04/2006 14:49:56 Edited by: Macro Media on 24/04/2006 14:49:01
I would assume Smartbombs to be useful, depending on how you setup them up. YOu can maintain a couple I guess
-- The Scammers Cookbook |
Uggster
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Posted - 2006.04.24 15:07:00 -
[13]
Originally by: Macro Media Edited by: Macro Media on 24/04/2006 14:49:56 Edited by: Macro Media on 24/04/2006 14:49:01
I would assume Smartbombs to be useful, depending on how you setup them up. YOu can maintain a couple I guess
You would assume wrong.
Unless the SB has a 15k range and the connection you are useing has no lag or latency, none what so ever.
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Derrys
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Posted - 2006.04.24 15:13:00 -
[14]
Originally by: Karl Mattar I also think Defenders should not launch unless there are enemy missiles in flight, and Defenders should work on any missile targetted at anyone in your gang. That would make them far more useful, and a worthy munition to equip.
On the other hand, that would allow a handful of throwaway Kestrels to negate the firepower of a Raven or Cerberus. It could still work, but they'd have to make some adjustments to balance it.
-- Admiral Derrys Commander, Fleet Operations Caldari Independent Navy Reserve |
Mable
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Posted - 2006.04.24 15:26:00 -
[15]
You all want a Win-Button against Missiles. So do the Missile Users get an Anti-Gun-Turret, eg.g I fire with my anti-Gun-Turret at you and with a percentage chance you cannot Fire your weapons for a period of time at me? That would be useful too. Or u as gallente, u use drones i think. So change system so that drones stop attacking if drone ship is target jammed.
1. Torpedos do lot of damage against BS, but they are slow (u can kill them with defenders, except in very close range). 2. If Missile User uses Cruise Missiles it is hard to get them down with defenders, but the damage they do (especially the DoT) is worse compaired to Guns (it's comparable with Dual 250mm on Megathron, do u really fit this?). 3. Missiles need travel time, so you have time to kill the attacker or move away if u see no chance (especially for long range engagements).
So please stop that discussion about a new missile nerf. If missiles are so overpowered in your eyes train for them and use them. I think u will not do it, because they are not so overpowered like all want to make believe.
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Derrys
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Posted - 2006.04.24 15:50:00 -
[16]
Originally by: Mable You all want a Win-Button against Missiles. So do the Missile Users get an Anti-Gun-Turret, eg.g I fire with my anti-Gun-Turret at you and with a percentage chance you cannot Fire your weapons for a period of time at me?
I don't think missiles are overpowered, but there is more than a little asymmetry. You could argue that tracking disruptors are, in a sense, anti-gun turrets. There is no equivalent module to disrupt missiles. Additionally, missiles require no cap, so they're unaffected by energy vampires, and FOF missiles can even bypass target jamming. I won't go so far as to say that EW is not useful against missile users, but it's certainly harder to lock them down.
As I said, I don't think missiles are overpowered. I think these advantages are offset by the disadvantages of lower damage, inability to alpha strike, and a relatively long time to target. However, the fact remains that defenders are, in their current form, pretty useless. They should be fixed so that there are at least some situations in which they're worthwhile.
-- Admiral Derrys Commander, Fleet Operations Caldari Independent Navy Reserve |
Lord WarATron
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Posted - 2006.04.24 16:21:00 -
[17]
Well, if you use an apoc, you can maintain a smartbomb or two. It just means you have to use 1 t rep insted of 2. An example of a duarable setup is here
If I cycle the smartbombs, each being 7.5k and blast every 8 seconds, that means any missiles must travel 7.5k in 4 seconds between cycles in average to hit me. --- Slot 10 Akemons Modified 'Noble'Zet 5000 implant +8% Armour FREE |
Viktor Fyretracker
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Posted - 2006.04.24 16:36:00 -
[18]
Originally by: Derrys
Originally by: Karl Mattar I also think Defenders should not launch unless there are enemy missiles in flight, and Defenders should work on any missile targetted at anyone in your gang. That would make them far more useful, and a worthy munition to equip.
On the other hand, that would allow a handful of throwaway Kestrels to negate the firepower of a Raven or Cerberus. It could still work, but they'd have to make some adjustments to balance it.
however the kestrels wouldnt be hard to kill with a single destroyer.
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Gronsak
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Posted - 2006.04.24 16:42:00 -
[19]
Originally by: Mable You all want a Win-Button against Missiles. So do the Missile Users get an Anti-Gun-Turret, eg.g I fire with my anti-Gun-Turret at you and with a percentage chance you cannot Fire your weapons for a period of time at me? That would be useful too. Or u as gallente, u use drones i think. So change system so that drones stop attacking if drone ship is target jammed.
1. Torpedos do lot of damage against BS, but they are slow (u can kill them with defenders, except in very close range). 2. If Missile User uses Cruise Missiles it is hard to get them down with defenders, but the damage they do (especially the DoT) is worse compaired to Guns (it's comparable with Dual 250mm on Megathron, do u really fit this?). 3. Missiles need travel time, so you have time to kill the attacker or move away if u see no chance (especially for long range engagements).
So please stop that discussion about a new missile nerf. If missiles are so overpowered in your eyes train for them and use them. I think u will not do it, because they are not so overpowered like all want to make believe.
you already have a win button against turrets, its called a tracking desrupter
we want something like that for missiles
something that increases the sig of missiles and lowers the speed of missiles [exactly equivlant of tracking desrupters]
missile users have it soooo easy u dont know how easy!
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IPO idea: give it a read, feedback wanted, thanks |
ApollyN
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Posted - 2006.04.24 17:15:00 -
[20]
Might be a nice idea, some kind of flak turret, would be cool to mount 5 or 6 on a cruiser or something and use it as flack defence in a fleet op, but then the turrets would need to be able to target all hostile missiles, not just ones targeted on the ship...
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smallgreenblur
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Posted - 2006.04.24 17:23:00 -
[21]
I agree that defenders need changing, however since the tracking disruptor is a mid slot item how about a mid slot point defense system against missiles? Although this still doesn't get around the problem of missiles aimed at gangmates.
sgb
'This is going to be expensive...'
C6 is recruiting ... visit www.c6-eve.com or join channel c-6 for details. |
Lucian Corvinus
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Posted - 2006.04.24 17:29:00 -
[22]
Originally by: Gronsak
you already have a win button against turrets, its called a tracking desrupter
we want something like that for missiles
something that increases the sig of missiles and lowers the speed of missiles [exactly equivlant of tracking desrupters]
missile users have it soooo easy u dont know how easy!
well missile users still havent got modules like the tracking enhancers, tracking links and tracking computers, only a damage and rof bonus module..
give the missile users those modules, and sure you can have your missile tracking disrupters....
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Arc Slayer
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Posted - 2006.04.24 18:42:00 -
[23]
Originally by: Lucian Corvinus
Originally by: Gronsak
you already have a win button against turrets, its called a tracking desrupter
we want something like that for missiles
something that increases the sig of missiles and lowers the speed of missiles [exactly equivlant of tracking desrupters]
missile users have it soooo easy u dont know how easy!
well missile users still havent got modules like the tracking enhancers, tracking links and tracking computers, only a damage and rof bonus module..
give the missile users those modules, and sure you can have your missile tracking disrupters....
Target Painter?
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Tachy
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Posted - 2006.04.24 18:48:00 -
[24]
There was a time when you could instalock incoming missile and shoot them down with small turrets. --*=*=*-- Megadon CCP wanted a well known artist and celebrity to test the new font so it's approval would be well known. They got Ray |
eLLioTT wave
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Posted - 2006.04.24 18:55:00 -
[25]
target painter missile defence (a dif module to TP)
When activated searches for missiles and disarms or partially disarms the warhead leaving only the kinetic energy of the missile impact or a lessened blow of a partially disarmed warhead.
50% chance of hitting a missile and 15% chance of disarming it completely (still causes some damage).
+2% per level chance of disarming.
Requires skill: missile defence ?
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Lucian Corvinus
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Posted - 2006.04.24 19:01:00 -
[26]
Originally by: Arc Slayer
Target Painter?
ehhh.. exactly how does this module help to increase the explosion velocity, lower the explosion radius or add to the velocity or flightime of the missiles??
they do make the target bigger, but this module also help on the signature resolution of turrets.. so nope, still no additional modules to aid missiles
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Paigan
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Posted - 2006.04.24 19:08:00 -
[27]
Originally by: Barthez Thed Are there any Point defence turret modules available? I haven't seen any in game, but a turret based point defence would make sence as a defence against missiles and such.
There was a dev chat about one year ago or so. There, i asked the devs if there are any plans for point defense anti-missile turrets.
They said yes, they have such plans. Well. That was one year ago. Meanwhile, NPC "point defense" batteries appeared that only attack drones. But nothing more in this direction.
As it looks now, i would guess IF they introduce something like that, it would be as useless as defenders and smartbombs are now (against missiles).
Making it reasonable would mean to completely overhaul the current missile - turret relation. Which they won't do, i think, because half the comunity would flame them to hell -- This game is still in beta stage |
Malacore
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Posted - 2006.04.24 19:39:00 -
[28]
Originally by: Tachy There was a time when you could instalock incoming missile and shoot them down with small turrets.
We like to refer to that as "The Good Ol' Days".
In these "Good Ol' Days" you could also pwn most things in a blackbird. Good ol' days, how I miss thee.
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Malthros Zenobia
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Posted - 2006.04.25 02:09:00 -
[29]
Originally by: Arc Slayer Target Painter?
Those help Guns too.
Originally by: Dark Shikari Istvaan Shogaatsu's ego, when combined with a veldspar asteroid, would create 500 titans. Too bad he's never mined.
RAWR!11 Sig Hijack!11 - Imaran |
Degale
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Posted - 2006.04.25 02:38:00 -
[30]
I would like to see something done with defenders, something that takes into account the size of missles. Like a longer reload time after intercepting a torp, but a shorter reload time after intercepting a light missle. something LIKE 3 second base time rockets 1*base light missles 2*base heavy missle 3*base cruise missle 4*base torp 5*base Im not familar with capital weapons, but I dont think they should be able to be shot down. I dont think anyone would want to bother stopping rockets but why not include them in the model. I also think there should be an auto function that fires defenders at anything that is headed at your ship, just for n00bs like me who cant time the things right.
I believe with proper attention a system like this could be implimented and used. could you take some throw away kesstrels to stop a raven, yeah. I think as long as the Kestrels have to be near the raven, getting nossed and attacked by gang mates, or near the target of the missles and it takes 1.5 to 2 kestrals to negate a raven then fine. You could easily take some throw away light tacklers and fit tracking distruptors on them and negate an apoc, tempest, or geddon. These of course only work if the bs's gang mates dont blow you out of the sky.
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