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Last Wolf
Umbra Wing
62
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Posted - 2014.04.02 17:30:00 -
[1] - Quote
Deathhawk*
8 highs - 7 launchers 6 mids 6 lows
100m3 bandwith 150m3 dronebay
Caldari bonus: 10% missile velocity per level Minmatar Bonus : 5% missile damage per level Role bonus: 25% missile Rate of fire.
See? It isn't that hard....
Disclaimer : I have no idea what balance means *I suck at naming things.
Vacuums suck. |

Last Wolf
Umbra Wing
67
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Posted - 2014.04.04 17:37:00 -
[2] - Quote
Slightly back off topic... Why do missiles get hard to hit with when you use the short-ranged, high dps version? Guns you get better tracking when you use blasters vs rails, or AC vs arties. But torps vs cruise or HAM vs HML? Nope, you either get long range low dps that has better "tracking" or short range high dps but the "tracking" sucks.
If this same mechanic was applied to guns people would be rage quitting the game. Why are missiles like this? Vacuums suck. |

Last Wolf
Umbra Wing
79
|
Posted - 2014.04.09 14:05:00 -
[3] - Quote
I would be happy with the current missiles but with non-rig slot modules added to boost explosion velocity, sig radius, flight time, and flight velocity... Vacuums suck. |

Last Wolf
Umbra Wing
79
|
Posted - 2014.04.09 15:16:00 -
[4] - Quote
Gregor Parud wrote:Last Wolf wrote:I would be happy with the current missiles but with non-rig slot modules added to boost explosion velocity, sig radius, flight time, and flight velocity... That would create massive balancing issues and would force CCP to nerf base stats a bit in order to allow for upgrades to not get silly. Not sure we'd want to open that can of worms, besides; there's painters and since explosion radius is more important than velocity it works fine.
Not really. If they made them low slot mods we lose damage/armor tank If they made them med slots we lose ewar/shield tank.
Its balanced just like TE/TC are. They can balance the %s of the bonus on the modules far easier than re-balancing missiles. Besides we have rigs that do the same thing. So it isn't adding any thing we can't already do. It is just adding more options.
Besides, guns have webs. So maybe we should remove TC/TEs? Vacuums suck. |

Last Wolf
Umbra Wing
80
|
Posted - 2014.04.09 16:05:00 -
[5] - Quote
In case you haven't used missiles recently, they have already been pre-nerfed pretty adequately. Vacuums suck. |

Last Wolf
Umbra Wing
81
|
Posted - 2014.04.09 16:27:00 -
[6] - Quote
Gregor Parud wrote:massively
I do not think that word means what you think it means.
Looking at stats in EFT, then actually USING the missile system in the game are two different things. Missiles are laughably easy to speed tank. Even a sieged Nag with Arties (worse tracking in the game!) could hit a 10,000m/s inty if the pilot was dumb enough to fly in a straight line away from the nag. No missile system in the game could even put a scratch on that same inty. Vacuums suck. |

Last Wolf
Umbra Wing
81
|
Posted - 2014.04.09 17:45:00 -
[7] - Quote
And their base sig radius were increased to compensate. It is still lower than it was, but isn't 25% like you claim. Vacuums suck. |

Last Wolf
Umbra Wing
81
|
Posted - 2014.04.09 18:18:00 -
[8] - Quote
baltec1 wrote:Last Wolf wrote:Gregor Parud wrote:massively I do not think that word means what you think it means. Looking at stats in EFT, then actually USING the missile system in the game are two different things. Missiles are laughably easy to speed tank. Even a sieged Nag with Arties (worse tracking in the game!) could hit a 10,000m/s inty if the pilot was dumb enough to fly in a straight line away from the nag. No missile system in the game could even put a scratch on that same inty. I have seen a Golem rip apart frigates in 3-4 vollies with torps. It has impressed me enough to start experimenting with the raven hulls and missiles in the same way I do with my Megathrons and I am liking the results.
Sounds impressive till you realise that a gun ship in the same situation could have done it in 1 volley. Vacuums suck. |
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