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Lil Thief
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Posted - 2006.05.01 12:00:00 -
[1]
Ok, just want to get everyone's take on Defender Missles. To me, they're currently a waste of time. Lets look at the stats:
Defender Missles: Targets one missle at a time.
Having more than one Defender Launcher often means your defender missles go after the same missle, letting other missles get through.
Automatically turn off, and so have to be micro-managed constantly.
Requires a High Slot
Weapon Disruptors: Affect every turret on an enemy ship.
Using more than one Disrputor on an enemy ship, always yields better results.
Weapon Disruptors never turn off by themselves unless you have no cap!
Requires Medium Slot(s).
I understand that there are probably some coding issues at the core of the problem, as it's probably much simpler to code a Weapon Disruptor. But if coding is the problem maybe defenders should be thrown out, and have weapon disruptors have similar results on missles as well. Instead of missles always striking thier target have missles detonate prematurely, only doing glancing hits, or missing completely.
What's your thoughts. Seems pretty broken to me. 
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Arcadia1701
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Posted - 2006.05.01 12:12:00 -
[2]
the defender NPCs use work fine, in level 4s i fire 6 cruise about 3 of them actually hit, somtimes 2. oh and linkage Linkage
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sallyr
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Posted - 2006.05.01 12:12:00 -
[3]
well they kind of do get glancing hits in the explosion velicity side of things. but i agree with your idea. they should have some countermeasure otehr then just going faster then they are(which is vertualy impossible now bar torps)
i seem to remember defenders working much much better on my tristran back b4 exodus, but then hell i had never had a torp fired at me then.
if u ask me ravens are still uber! and that worrys me i had a mate of mine get over 1100 hit with a torp on my cruser :( . . . i havent seen any1 do that to me not even a tempest!
i say we take away missiles and only let caldari use snowball launchers and smartbombs
 
(\_/) (O.o) (> <)
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Arcadia1701
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Posted - 2006.05.01 12:18:00 -
[4]
but the thing with defenders is, u have a counter to tracking distuptors, tracking comsps cancel it out, even a remote tracking enhancer, the counter to defenders is?? umm ummm none? lol
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Prestis
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Posted - 2006.05.01 14:25:00 -
[5]
Originally by: Arcadia1701 but the thing with defenders is, u have a counter to tracking distuptors, tracking comsps cancel it out, even a remote tracking enhancer, the counter to defenders is?? umm ummm none? lol
A T2 tracking comp adds 15% to range and 30% to tracking. T2 distruptor halves both. Hardly equal.
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prsr
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Posted - 2006.05.01 14:36:00 -
[6]
Originally by: Arcadia1701 the counter to defenders is?? umm ummm none? lol
Ever heard of Ballistic control mods?
I want a tracking disruptor like module for missile boats. Been waiting for it since RMR made defenders useless in pvp.
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Ominus Decre
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Posted - 2006.05.01 15:17:00 -
[7]
I would like to see an anti-missle destroyer that is capable of "defending" other ships in the fleet by use of a system similar to how an Remote Armor repairer works.
If this were the case then I would see a need to increase missle dmg which is a good thing right? ;)
Boobies:  |

BoinKlasik
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Posted - 2006.05.01 15:31:00 -
[8]
Originally by: Arcadia1701 the counter to defenders is
close range, the defenders cant hit the incoming then.
*doh, I broke my edited sig :/* *cries* this signature was lacking pink, I'll provide it for you. There. Looks better doesn't it? -Eris Fixed it for you. Oh, btw, yarr! ~kieron Didn't I tell you? The damsel moved in with me, we're having a great time. - Wrangler The damsel may not be distressed any more, but how many times does the informant have to be silenced before he gets the message? - Cortes
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Arcadia1701
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Posted - 2006.05.01 19:20:00 -
[9]
Originally by: prsr
Originally by: Arcadia1701 the counter to defenders is?? umm ummm none? lol
Ever heard of Ballistic control mods?
I want a tracking disruptor like module for missile boats. Been waiting for it since RMR made defenders useless in pvp.
oh u mean mods that add damage? lol, we should get a skill or module that increases ur missiles HP.
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Lord Slater
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Posted - 2006.05.01 19:59:00 -
[10]
Edited by: Lord Slater on 01/05/2006 19:59:01 Modules that reuce firing times.
Ecm
Close range
Increasing basic missile speed and damage.
imaginative use of modules and ships.
All these are enermies of the Defender Missile [if they worked].
So counters are not really needed.
YARRR HAHAHA im the happy pirate YARRRR |

Lucian Corvinus
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Posted - 2006.05.01 20:36:00 -
[11]
turrets have alot more support modules than missiles.
turrets have: tracking enhancers, tracking computers, tracking links and the rof and damage mod.
Missile users have: Ballistic control.
Give missile users extra modules that helps the explosion radius, explosion velocity, velocity of the missile, or flight time,
then we can talk about disruptors for missiles.
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Eximius Josari
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Posted - 2006.05.01 20:41:00 -
[12]
Target Painters.
Sov 2.1 T2 BS |

Lucian Corvinus
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Posted - 2006.05.01 21:06:00 -
[13]
Originally by: Eximius Josari Target Painters.
target painters helps turrets just as much
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Arcadia1701
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Posted - 2006.05.01 23:06:00 -
[14]
Originally by: Eximius Josari Target Painters.
last time i checked, they arent a counter for defenders lol.
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Baldour Ngarr
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Posted - 2006.05.01 23:18:00 -
[15]
The best counter for defenders is missile spammage.
You fire Defender(s), it (or they) target the missile that is closest to hitting you. By having all your launchers triggering at one-second-ish intervals, sooner or later, you'll reach a point where all the Defenders aim at a missile which is going to hit the enemy in <1 second; they won't reach it in time, they'll all explode harmlessly, and the next ones he launches will aim at your next missile, which, also, is now <1 second away from hitting; they won't reach it in time. ... ________________________________________________
"I tried strip mining, but I lost, and it's cold flying around in space naked." |

ShardowRhino
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Posted - 2006.05.03 12:00:00 -
[16]
Well how bout good ol Chaff?? to me it seems like defenders would be best used against some of the bigger classes of missles and would have a hard time hitting light missles.
Chaff would give a chance to throw the missle off so either it doesnt hit at all or detonates a distance away from your ship with reduced damage. Maybe it could use a rocket launcher as a dispenser. also have the chaff disperse/become useless before the next one can be popped off.
Another thing is to make a modified 125mm (or any light weapon) that targets missles. it would be a point defense weapon obviously. It might also be easier to code correctly then a missle that is fired then constantly tracks,attempts an attack,tracks and attempts again until impact.
ammo types could also play a part in defense. if missles were giving hitpoints based on their class. just a thought is that since they already have drones could they take that info and make a missle "drone" which would give each missle hitpoints and just use the way that drones are targeted and damaged to reduce programing time?
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Lil Thief
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Posted - 2006.05.03 12:32:00 -
[17]
A chaff dispenser (or flare) only solves half the problems. The problem with Defenders is, although it makes for nice eye-candy, it's next to worthless when fitted on your ship, and it takes up valuable hi-slots where you're supposed to have offensive weaponry. Why defenders work so well for cpu pirates, and not for us? Again probably some programming problem, or intentional nerfing. But the end result is the same. Defenders don't work!
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