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Caine 607
Caldari
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Posted - 2006.07.24 18:53:00 -
[1]
Hi there,
Just a quick and I hope, simple query. Can anyone tell me which skills, apart from 'Missile Launcher Operation' and 'Defender Missiles' can have an effect on the performance of defender missile use ?
Thanks in advance,
Caine 607
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HippoKing
Caldari
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Posted - 2006.07.24 18:57:00 -
[2]
Missile projection, rapid launch, specialisation in whichever launcher you are using (and t2 launchers).
Not really great anyway.
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Jim McGregor
Caldari
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Posted - 2006.07.24 18:58:00 -
[3]
Maybe that frigate using defenders in the eve tournament will make them come back in style.
--- Eve Wiki | Eve Tribune | Eve Pirate |
Caine 607
Caldari
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Posted - 2006.07.24 18:59:00 -
[4]
Edited by: Caine 607 on 24/07/2006 19:00:22
Cheers Hippo, Don't forget to hibernate at some point ! :P
Originally by: Jim McGregor
Maybe that frigate using defenders in the eve tournament will make them come back in style.
That's exactly what renewed my interest !
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Jim McGregor
Caldari
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Posted - 2006.07.24 19:05:00 -
[5]
Originally by: Caine 607
That's exactly what renewed my interest !
Scary.
But to be honest, i remember you from irc and put 2 and 2 together. Sometimes I get 4 instead of 22 and this was one of those times.
--- Eve Wiki | Eve Tribune | Eve Pirate |
Caine 607
Caldari
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Posted - 2006.07.24 19:15:00 -
[6]
Hahaha, Jeez yeah.. that's mad !!!! I remember you now Jim.. nice one !!
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Caine 607
Caldari
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Posted - 2006.07.24 19:48:00 -
[7]
It occured to me, sice I don't know much about the mechanics behind defender missiles - what about some of the other skills like 'Missile Bombardment' which improves flight time ? What any of the other skills not mention by Hippoking effect defender missiles in any way ?
Sorry to flog a lethargic horse, I just really want to get defender missiles to work as well as they possibly can !
Thanks everyone !
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Laboratus
Gallente
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Posted - 2006.07.24 19:58:00 -
[8]
Defenders need to do a lot more damage. Or the overall ROF of missiles should be lowered, while increasing the damage to maintain the DPS. I tested defenders a few days back and 3 defenders don't drop a torp. At the moment they are pathetic.
Mind control and tin hats |
HippoKing
Caldari
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Posted - 2006.07.24 20:02:00 -
[9]
Missile bombardment would have an effect I guess, but I have never seen the defender really need it. Pretty much no missiles stay out of its range (pretty impressive) for its whole flight time.
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Ralus
eXceed Inc. Ascendant Frontier
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Posted - 2006.07.24 20:08:00 -
[10]
Edited by: Ralus on 24/07/2006 20:08:56 (edited for spelling)
Defender fix (imo of course):
allow defenders to be used in any ship as they are normally
increase defender damage, it should take two hits maximum to kill a torp
introduce a specific defender missile launcher with the following bonuses.
*Defenders will now target any hostile missile to gang members as well as self
*defenders have increased damage, 1 defender 1 killed missile
*module will automatically fire if hostile missiles are detected incoming.
Because of the extra computation that this defender launcher will have to do to provide this ability the missile launcher will cycle and have a cap requirment per cycle
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Sanctus Gabriel
Mordu's Elite
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Posted - 2006.07.24 20:11:00 -
[11]
Originally by: Ralus Edited by: Ralus on 24/07/2006 20:08:56 (edited for spelling)
Defender fix (imo of course):
allow defenders to be used in any ship as they are normally
increase defender damage, it should take two hits maximum to kill a torp
introduce a specific defender missile launcher with the following bonuses.
*Defenders will now target any hostile missile to gang members as well as self
*defenders have increased damage, 1 defender 1 killed missile
*module will automatically fire if hostile missiles are detected incoming.
Because of the extra computation that this defender launcher will have to do to provide this ability the missile launcher will cycle and have a cap requirment per cycle
Damn... that could work
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Caine 607
Caldari
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Posted - 2006.07.24 20:20:00 -
[12]
Edited by: Caine 607 on 24/07/2006 20:22:18
Originally by: HippoKing Missile bombardment would have an effect I guess, but I have never seen the defender really need it. Pretty much no missiles stay out of its range (pretty impressive) for its whole flight time.
Thanks for being so patient with me Hippo, just a few more questions if you think you have the patience:
1) 'Target Navigation Prediction' - "Proficiency at optimizing a missile's flight path to negate the effects of a target's speed upon the explosion's impact. 10% decrease per level in factor of target's velocity for all missiles."
Given that a defender missiles' target is a missile, will the same bonus still apply ?
2) 'Warhead Upgrades' - "Proficiency at upgrading missile warheads with deadlier payloads. 2% bonus to all missile damage per skill level."
Seeing as Defender Missiles aren't actually offensive missiles in the orthodox sense, does this apply ? i.e. Will improving this skill allow the defender to improve it's payload and thus neutralise larger missiles or torps ?
2) 'Guided Missile Precision' - "Skill at precision missile homing. Proficiency at this skill increases the accuracy of a fired missile's exact point of impact, resulting in greater damage to small targets. 5% decreased factor of signature radius for light, heavy and cruise missile explosions per level of skill."
A take on the one above, would this have any impact on defender missile performance ?
Cheers Hippo, I know you're not an oracle but you're obviously pretty well informed !
p.s. I think that's all the other obvious missile related skills ?
Originally by: Ralus Edited by: Ralus on 24/07/2006 20:08:56 (edited for spelling)
Defender fix (imo of course):
allow defenders to be used in any ship as they are normally
increase defender damage, it should take two hits maximum to kill a torp
introduce a specific defender missile launcher with the following bonuses.
*Defenders will now target any hostile missile to gang members as well as self
*defenders have increased damage, 1 defender 1 killed missile
*module will automatically fire if hostile missiles are detected incoming.
Because of the extra computation that this defender launcher will have to do to provide this ability the missile launcher will cycle and have a cap requirment per cycle
Cool idea !!!
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Nocturnal Prince
Tech 2 Holdings Limited
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Posted - 2006.07.24 20:25:00 -
[13]
As far as Im aware Caine those skills do not help defenders. The skills hippo mentioned really do help tho. With some attention directed to warhead upgrades, even 10% more damage with defenders isnt enough to pop torps that well...
Boost Amarr or nerf the rest, give us this 'balance' that you keep talking about. |
HippoKing
Caldari
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Posted - 2006.07.24 20:35:00 -
[14]
1) No change 2) Might make a diffence against citadels or t2 missiles, not sure. No change against t1 rockets, lights, heavies, cruise or torps. No idea on the HP of the others. 3) No change.
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Caine 607
Caldari
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Posted - 2006.07.24 20:50:00 -
[15]
Originally by: Nocturnal Prince As far as Im aware Caine those skills do not help defenders. The skills hippo mentioned really do help tho. With some attention directed to warhead upgrades, even 10% more damage with defenders isnt enough to pop torps that well...
Thanks Prince, that's incredibly helpful...I've made a note !
Originally by: HippoKing 1) No change 2) Might make a diffence against citadels or t2 missiles, not sure. No change against t1 rockets, lights, heavies, cruise or torps. No idea on the HP of the others. 3) No change.
Thanks again Hippo, that's brilliant !
Thanks both of you, I think my thirst for further understanding on this particular topic has been temporarily satiated - Best of luck to both you !
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Shugo Kazuma
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Posted - 2006.07.25 06:22:00 -
[16]
Originally by: Ralus *Defenders will now target any hostile missile to gang members as well as self
I think that right there would improve defenders greatly. The fact they can only attack missiles incomming on your ship IMO devalues them greatly, and in a lot of cases is probably a waste of a slot. Allowing defenders to attack any incomming hostile missile attacking your gang would be a big step in making them have a more viable combat role. On the other hand, I think adding that in is probably a lot more difficult than it sounds...
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niru
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Posted - 2006.07.25 18:41:00 -
[17]
The module needs to stay active, too. Right now, if there aren't any missiles headed towards you, it just shuts off. That defeats the whole purpose. That would be like having an armor reparer that shuts off as soon as you reach 100% armor.
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