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Catherine Laartii
Dominion Fleet Group Templis CALSF
413
|
Posted - 2014.11.28 20:10:11 -
[1] - Quote
Having flown the orthrus and the garmur, I've experienced the unbridled joy that is near-instant damage application with missiles. How viable do you think it would be to bring other missiles in line with this, even if it's not all the way up to the 250% velocity bonus and 50% filght time penalty of the mordus ships? |

Kallen Kozukie
Science and Trade Institute Caldari State
12
|
Posted - 2014.11.28 20:12:11 -
[2] - Quote
Missiles have always been underused in pvp because of the travel time, I would personally like to see their travel time reduced, and velocitys buffed, keeping around the same ranges.
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Abrazzar
Vardaugas Family
5325
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Posted - 2014.11.28 20:22:36 -
[3] - Quote
Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off.
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New Mining Mechanics
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Catherine Laartii
Dominion Fleet Group Templis CALSF
413
|
Posted - 2014.11.28 20:24:38 -
[4] - Quote
Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off. This seems like a very well-reasoned and balanced proposal. I +1 this since it keeps the soul of missiles intact. |

Stitch Kaneland
Tribal Liberation Force Minmatar Republic
53
|
Posted - 2014.11.28 20:40:27 -
[5] - Quote
I heard missiles with high velocity, in large quantities, make servers cry. Hence why the fastest missiles are on expensive pirate hulls. |

Anhenka
The Cult of Personality DARKNESS.
684
|
Posted - 2014.11.28 20:56:10 -
[6] - Quote
Stitch Kaneland wrote:I heard missiles with high velocity, in large quantities, make servers cry. Hence why the fastest missiles are on expensive pirate hulls.
Fewer missiles with high velocity are far easier on the server than many missiles with slower velocity.
I honestly don't see why the missile velocity would change anything. Server still has to do position calculations, and tripling the velocity shouldn't make it any harder. But tripling the velocity cuts tracked missiles at any one time down to 1/3 due to flight time, and that definitely helps. |

Iain Cariaba
653
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Posted - 2014.11.28 21:22:12 -
[7] - Quote
I'm more inclined to faster missiles with shorter flight times, with any ship bonuses for projection being bonuses to flight time.
The biggest deterrent to missiles in PvP is flight time. Paraphrasing from another thread, why should I care your fleet launched cruise missiles at my fleet from 70km out? I've got time to align and warp out before your missiles get to me. If the way missiles behaved with the Mordus ships was the standard, not the exception, then missiles would likely be used a lot more in PvP.
You don't need to change anything else about how missiles work. Just let me apply damage to my target before I die of old age.
EvE is hard. It's harder if you're stupid.
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elitatwo
Eve Minions Poopstain Removal Team
489
|
Posted - 2014.11.28 21:28:35 -
[8] - Quote
Iain Cariaba wrote:I'm more inclined to faster missiles with shorter flight times, with any ship bonuses for projection being bonuses to flight time.
The biggest deterrent to missiles in PvP is flight time. Paraphrasing from another thread, "why should I care your fleet launched cruise missiles at my fleet from 70km out? I've got time to align and warp out before your missiles get to me." If the way missiles behaved with the Mordus ships was the standard, not the exception, then missiles would likely be used a lot more in PvP.
You don't need to change anything else about how missiles work. Just let me apply damage to my target before I die of old age.
An almost unrelated sidenote, that was one of the arguments against missile tracking..
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Zavand Crendraven
Rolling Static Gone Critical
3
|
Posted - 2014.11.28 21:54:53 -
[9] - Quote
Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off. not sure if u realize this but a cruiser would basically get full damage from even rage torpedoes if it uses an mwd and mwd BSs take full damage from citadel torpedoes |

Abrazzar
Vardaugas Family
5325
|
Posted - 2014.11.28 22:04:48 -
[10] - Quote
Zavand Crendraven wrote:Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off. not sure if u realize this but a cruiser would basically get full damage from even rage torpedoes if it uses an mwd and mwd BSs take full damage from citadel torpedoes Not sure if you realize that the numbers can be adapted to fit the new balance. Also read and understand the part about reduced velocity to allow outrunning oversized missiles. You're not going to sit still with a running MWD.
Sovereignty and Population
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Zavand Crendraven
Rolling Static Gone Critical
3
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Posted - 2014.11.28 22:17:28 -
[11] - Quote
Abrazzar wrote:Zavand Crendraven wrote:Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off. not sure if u realize this but a cruiser would basically get full damage from even rage torpedoes if it uses an mwd and mwd BSs take full damage from citadel torpedoes Not sure if you realize that the numbers can be adapted to fit the new balance. Also read and understand the part about reduced velocity to allow outrunning oversized missiles. You're not going to sit still with a running MWD. Citadel torpedoes travels at 5.25km/s mwd BSs are 1.5km/s or so with heat even if the speed of the torps got cut in half they would still hit easily. And also you see mwd makes your sig radius 6x the regular size which is really gonna make it fcked up to balance. |

Catherine Laartii
Dominion Fleet Group Templis CALSF
416
|
Posted - 2014.11.28 23:23:54 -
[12] - Quote
Zavand Crendraven wrote:Abrazzar wrote:Zavand Crendraven wrote:Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off. not sure if u realize this but a cruiser would basically get full damage from even rage torpedoes if it uses an mwd and mwd BSs take full damage from citadel torpedoes Not sure if you realize that the numbers can be adapted to fit the new balance. Also read and understand the part about reduced velocity to allow outrunning oversized missiles. You're not going to sit still with a running MWD. Citadel torpedoes travels at 5.25km/s mwd BSs are 1.5km/s or so with heat even if the speed of the torps got cut in half they would still hit easily. And also you see mwd makes your sig radius 6x the regular size which is really gonna make it fcked up to balance. hence making them reeaalllyyy sloowwww. Another thing that could work at that point would be tweaking drone code to be able to defend the parent or target ship and shoot down missiles; just not all of them before they hit. Would that be an acceptable counter? |

Lugh Crow-Slave
236
|
Posted - 2014.11.29 18:42:24 -
[13] - Quote
Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off.
this would be great and help separate it as its own weapon system rather than bring less variation into the game as the OP would have |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
338
|
Posted - 2014.11.29 19:01:45 -
[14] - Quote
I was actually thinking the same thing when I clicked on this thread, so +1 for that. 
I think that, given how far Eve has come, it is time for a good hard look at missiles in general. (I don't think it will happen, because certain Devs appear to have it out for missiles, but that's not the point here) I have long wondered why, at sniper ranges, I should bother with cruise missiles when I could use a Maelstrom and have time for even 1400mm arty to cycle twice and apply damage instantly. This limits true long range missile fits to solo/small gang PvE, missions or maybe Sleepers, where the flight time is slightly out-balanced by the application. A Raven with Fury CM's can range to 160km easily, however even an Orca would have time to align and warp out in the ~16 seconds before missiles reach the target. Seems like a minor problem to me, and I think that it is long past time that missiles get a revamp.
What about keeping short-range missiles at or near their current speeds while boosting the long range types? Combine this with, finally, a missile mod other than a BCU and you could have a good combo. |

Lugh Crow-Slave
236
|
Posted - 2014.11.29 19:05:54 -
[15] - Quote
scorchlikeshiswhiskey wrote:I was actually thinking the same thing when I clicked on this thread, so +1 for that.  I think that, given how far Eve has come, it is time for a good hard look at missiles in general. (I don't think it will happen, because certain Devs appear to have it out for missiles, but that's not the point here) I have long wondered why, at sniper ranges, I should bother with cruise missiles when I could use a Maelstrom and have time for even 1400mm arty to cycle twice and apply damage instantly. This limits true long range missile fits to solo/small gang PvE, missions or maybe Sleepers, where the flight time is slightly out-balanced by the application. A Raven with Fury CM's can range to 160km easily, however even an Orca would have time to align and warp out in the ~16 seconds before missiles reach the target. Seems like a minor problem to me, and I think that it is long past time that missiles get a revamp. What about keeping short-range missiles at or near their current speeds while boosting the long range types? Combine this with, finally, a missile mod other than a BCU and you could have a good combo.
as i said b4 because just making missiles more like turrets isn't the way to go the idea given earlier in the thread about slowing them down but removing expl rad and vel is a much better idea i think |

Anhenka
The Cult of Personality DARKNESS.
688
|
Posted - 2014.11.29 19:20:10 -
[16] - Quote
Lugh Crow-Slave wrote:
as i said b4 because just making missiles more like turrets isn't the way to go the idea given earlier in the thread about slowing them down but removing expl rad and vel is a much better idea i think
Removing both? So all missiles do full damage all the time as long as they hit? **** that.
Not with current paper DPS levels you're not getting that. I hope you are willing to accept a drastic reduction in base DPS to compensate for the fact that you no longer need to worry about your targets speed or side as long as they can't outrun the missile.
Not all PvP takes place with a non missile ship attempting to orbit a missile ship you know.
It would turn things like speeding by and past a target in an interceptor into a deathtrap. Currently the missiles barely impact, but since said inty would by flying into the flight path, it would now take full damage to the face.
And what about ships trying to chase down a missile ship? Burning an interceptor at an HML tengu for example would result in the inty getting volleyed in a shot or two by magic full damage missiles.
Or in fleet PvP, where no amount of paying attention will allow a person to pay attention to all potential sources of missiles on the field. A FC of a missile fleet could just call free fire on tackle and kill every frig, dictor, or inty, regardless of orbit speed or signiature size who didn't immediately realize what was happen and burn away from the blob at speeds faster than the missiles.
Nope. Not going to work. Next idea plz. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
338
|
Posted - 2014.11.29 19:32:30 -
[17] - Quote
Lugh Crow-Slave wrote:scorchlikeshiswhiskey wrote:I was actually thinking the same thing when I clicked on this thread, so +1 for that.  I think that, given how far Eve has come, it is time for a good hard look at missiles in general. (I don't think it will happen, because certain Devs appear to have it out for missiles, but that's not the point here) I have long wondered why, at sniper ranges, I should bother with cruise missiles when I could use a Maelstrom and have time for even 1400mm arty to cycle twice and apply damage instantly. This limits true long range missile fits to solo/small gang PvE, missions or maybe Sleepers, where the flight time is slightly out-balanced by the application. A Raven with Fury CM's can range to 160km easily, however even an Orca would have time to align and warp out in the ~16 seconds before missiles reach the target. Seems like a minor problem to me, and I think that it is long past time that missiles get a revamp. What about keeping short-range missiles at or near their current speeds while boosting the long range types? Combine this with, finally, a missile mod other than a BCU and you could have a good combo. as i said b4 because just making missiles more like turrets isn't the way to go the idea given earlier in the thread about slowing them down but removing expl rad and vel is a much better idea i think Slowing them down? Ha! They're already slow as it is, if it gets any slower even I would question the point of using them as anything more than a novelty. There's already plenty of things that could stand to be fixed/tweaked with missiles and "too fast" isn't one of them. What possible use would there be for even slower missiles? Such a change would make even structure grinding with torps more painful that it already is. As for removing Explosion Radius and Velocity, I don't think that's going to happen and I don't think it's a good idea. I would rather see some actual application mods for missiles, say a passive low and a scripted mid? Or maybe something new like an active scripted low or a passive high or something. The draw to missiles is that the damage is "constant", when it applies, it applies in much more consistent ways than turret damage and I think that allowing missile pilots to further specialize will add to their use in fleet combat. I foresee a scenario in which a set of sniper Ravens could be useful in PvP with shorter flight times and greater possible specialization that might allow them to load Javelins, change a script or 2, and be able to engage cruisers effectively while sacrificing damage from the already "weak" Javelin missiles. Or sacrifice application for higher damage from Furies or Rage, allowing for greater use against structures or BS+ size, while preventing DPS overload. |

Lugh Crow-Slave
236
|
Posted - 2014.11.29 19:50:33 -
[18] - Quote
scorchlikeshiswhiskey wrote:
as i said b4 because just making missiles more like turrets isn't the way to go the idea given earlier in the thread about slowing them down but removing expl rad and vel is a much better idea i think
Slowing them down? Ha! They're already slow as it is, if it gets any slower even I would question the point of using them as anything more than a novelty. There's already plenty of things that could stand to be fixed/tweaked with missiles and "too fast" isn't one of them. What possible use would there be for even slower missiles? Such a change would make even structure grinding with torps more painful that it already is. As for removing Explosion Radius and Velocity, I don't think that's going to happen and I don't think it's a good idea. I would rather see some actual application mods for missiles, say a passive low and a scripted mid? Or maybe something new like an active scripted low or a passive high or something. The draw to missiles is that the damage is "constant", when it applies, it applies in much more consistent ways than turret damage and I think that allowing missile pilots to further specialize will add to their use in fleet combat. I foresee a scenario in which a set of sniper Ravens could be useful in PvP with shorter flight times and greater possible specialization that might allow them to load Javelins, change a script or 2, and be able to engage cruisers effectively while sacrificing damage from the already "weak" Javelin missiles. Or sacrifice application for higher damage from Furies or Rage, allowing for greater use against structures or BS+ size, while preventing DPS overload.[/quote]
True but the problem with adding mods like that would mean a few TPs and i could blapp frigs with a cruiser (you can already get expl rad under 38) the idea of slowing them down wasn't the best idea simply better then speeding them up |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
339
|
Posted - 2014.11.29 20:26:12 -
[19] - Quote
Avoiding blapping is probably a good thing, they already gimped the Barghest from the original 8 to the current 7 launchers (look at the development images) to prevent "OP missiles" reactions from the playerbase and blapp-ability with missiles would cause a bad reaction. Firstly, missiles need mods. Target Painters and Webs are great, but they're great for every other weapon and they're not missile mods. Every other weapon system can be tweaked, even mid-fight you can change scripts to adapt to range changes, but part of the reason missiles are an F1 and wait weapon is that there isn't much you can do to change their attributes. If you had more choices to make as a missile pilot, application script or speed (hypothetically), damage mod or application low slot, etc... then missiles would be a more complex and diverse weapon type. Secondly, I think that flight time makes sense (everything but lasers should have one) but in it's current form it is a bit prohibitive to PvP and some PvE (incursions). Missiles not being used in incursions should not affect balance, don't get me wrong, it's just an example. I would really like to see faster missile velocities, this would diversify missile roles a bit and would be a good thing for the game, IMO. Thirdly, I agree that missiles are not turrets and should not become turrets, but there are only so many things you can do with the way Eve is built for ship fittings. If someone can come up with some more unique module ideas, I'm all ears (or eyes since this is text) but I think that the method will have to be turret-like even if the effects are not. So an application module would boost application stats but it might have a secondary effect that makes it different from turrets. Maybe by boosting application you have to sacrifice payload (damage) or fuel (range) so the scripting options would allow you to fine tune your damage output. Hypothetically you get tackled by a frig, it's fast and small so you load precision ammo, and then script for damage loss over range loss so it can't outrun and cycle your launchers. You now have a chance to clear the tackle and get away, but if his friends show up you're stuck with low damage for at least 10 seconds while you reload. This would also allow for pilots to fill gaps by having high application torps that can compete with 800s, for example. Again, these are just examples that I made up on the spot.
Edit: As for TP's and blapping, the devil is in the details but I would imagine that for application to be boosted to where this would be an issue there would either be lots of support on-grid or your damage/range would be gimped to such an extent that this would be a niche role. Hopefully |

Lugh Crow-Slave
237
|
Posted - 2014.11.29 20:43:33 -
[20] - Quote
scorchlikeshiswhiskey wrote:
Edit: As for TP's and blapping, the devil is in the details but I would imagine that for application to be boosted to where this would be an issue there would either be lots of support on-grid or your damage/range would be gimped to such an extent that this would be a niche role. Hopefully
you can already do it with two unbonesed painters on a tengu with implants and an improved crash.
and no you can't change the range or tracking mid flight (excluding T2 missiles as all weapon systems do this) however no other weapon system has the flexibility to alter 100% of its damage type and removing the type specific bonuses from the rest of the ships would go along way to helping missiles out or adding a skill that can lower the reload to 7.5 at lvl 5(I do think this would be better as a skill then flat stats) and allow it to be further reduced maybe with implants but ideally with another 3rd slot booster.
this wont really fix them but it could help |

Enya Sparhawk
Black Tea and Talons
23
|
Posted - 2014.11.30 12:26:28 -
[21] - Quote
What this game needs is an ingame mechanic for collisions of objects in space...
Meaning: using ships (yours or theirs) and other stationary objects as 'cover' from or to other attacking ships; guided missles would just fly around them...
You would either learn to fly or at the very least the size of blobs would conceivable become a hinderance.
Something like this would just further define the differences between weapons with an instantaneous damage type and those that take longer to travel to their targets...
It would definitely be a big undertaking but something that would easily carry EVE well into another decade.
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
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Lugh Crow-Slave
244
|
Posted - 2014.11.30 12:27:58 -
[22] - Quote
Enya Sparhawk wrote:What this game needs is an ingame mechanic for collisions of objects in space...
Meaning: using ships (yours or theirs) and other stationary objects as 'cover' from or to other attacking ships; guided missles would just fly around them...
Something like this would just further define the differences between weapons with an instantaneous damage type and those that take longer to travel to their targets...
It would definitely be a big undertaking but something that would easily carry EVE well into another decade.
lets just go do a rewrite of the engine then shall we and forget about any server surviving a large battle |

Enya Sparhawk
Black Tea and Talons
23
|
Posted - 2014.11.30 12:29:19 -
[23] - Quote
I never said it would be easy...
Or that it had to be done in a day...
(Personally, I think you wouldn't need a complete rewrite of the engine, just a few admendments to the platform itself; We're not talking about mere calculations but laws, if that makes any sense.)
Fíorghrá: Grá na fírinne
Déan gáire...Tiocfaidh ár lá
|

Anhenka
The Cult of Personality DARKNESS.
689
|
Posted - 2014.11.30 17:21:57 -
[24] - Quote
Enya Sparhawk wrote:I never said it would be easy...
Or that it had to be done in a day...
(Personally, I think you wouldn't need a complete rewrite of the engine, just a few admendments to the platform itself; We're not talking about mere calculations but laws, if that makes any sense.)
If you wish upon a star.....
Except it's impossible. It's not a matter of coding, it's not a matter of an engine rewrite.
It's an issue of dealing with potentially tens of thousands of LoS objects and sources every second. Every drone, every ship, every missile, every sentry drone, every asteroid, calculated for every shot. Even the most powerful available single core processor out there would cry and curl up into a ball at relatively low numbers of players.
A fairly significant 1500 person fight like last night, with maybe 3k drones on the field, and every gun and drone cycling at a fairly rapid pace (lasers and rails)?
1% Tidi wouldn't be enough to allow LoS. Anyone willing to play in .1% Tidi for the mere sake of LoS?
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Catherine Laartii
Dominion Fleet Group Templis CALSF
419
|
Posted - 2014.11.30 17:29:11 -
[25] - Quote
Ok, steering the conversation back towards missile speed...what would be the technical roadblocks towards integrating significantly faster missiles with reduced flight time (same range, faster speed)? I haven't heard any reasons with hard evidence against implementing this, and server impact continues to be an interest point either way in this thread. |

scorchlikeshiswhiskey
Cirrius Technologies O X I D E
340
|
Posted - 2014.11.30 17:32:09 -
[26] - Quote
Catherine Laartii wrote:Ok, steering the conversation back towards missile speed...what would be the technical roadblocks towards integrating significantly faster missiles with reduced flight time (same range, faster speed)? I haven't heard any reasons with hard evidence against implementing this, and server impact continues to be an interest point either way in this thread. Roadblocks? You mean besides certain Devs? They already did it with the Mordu's line and that didn't break the servers. In fact, I believe that faster missiles would stand to reduce server load since missiles will be tracked for less server ticks.
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Catherine Laartii
Dominion Fleet Group Templis CALSF
419
|
Posted - 2014.11.30 18:01:19 -
[27] - Quote
scorchlikeshiswhiskey wrote:Catherine Laartii wrote:Ok, steering the conversation back towards missile speed...what would be the technical roadblocks towards integrating significantly faster missiles with reduced flight time (same range, faster speed)? I haven't heard any reasons with hard evidence against implementing this, and server impact continues to be an interest point either way in this thread. Roadblocks? You mean besides certain Devs? They already did it with the Mordu's line and that didn't break the servers. In fact, I believe that faster missiles would stand to reduce server load since missiles will be tracked for less server ticks. ^Exactly
There's no bloody reason at all for them NOT to increase the speed other than farcical arguments for 'balance'. As if missile damage application is somehow overpowered...
The idea I'd have in mind would be to go at least halfway towards the velocities seen with the mordus ships. I think going all the way would be acceptable as well, and would be easily applicable from a lore standpoint, i.e. "BREAKING NEWS: Caldari navy acquires advanced missile propulsion technology from Mordu's legion in high-profile Lai Dai deal." or something along those lines. I would LIKE my bloody javelin rockets to reach out to kiting range. |

Anhenka
The Cult of Personality DARKNESS.
689
|
Posted - 2014.11.30 18:10:06 -
[28] - Quote
Catherine Laartii wrote:^Exactly
There's no bloody reason at all for them NOT to increase the speed other than farcical arguments for 'balance'. As if missile damage application is somehow overpowered...
The idea I'd have in mind would be to go at least halfway towards the velocities seen with the mordus ships. I think going all the way would be acceptable as well, and would be easily applicable from a lore standpoint, i.e. "BREAKING NEWS: Caldari navy acquires advanced missile propulsion technology from Mordu's legion in high-profile Lai Dai deal." or something along those lines. I would LIKE my bloody javelin rockets to reach out to kiting range.
If they increase the speed they will decrease the flight time so that range stays the same. That seems to be the proposal being discussed, not blanket velocity buffs and the associated range increases. |

Lugh Crow-Slave
244
|
Posted - 2014.11.30 21:21:36 -
[29] - Quote
just remember it may be hard to balance rigs/skills/implants with this as vel rigs/skill/implants will become more effective and flight time ones will be worse |

Sigras
Conglomo
981
|
Posted - 2014.11.30 23:56:00 -
[30] - Quote
Catherine Laartii wrote:Zavand Crendraven wrote:Abrazzar wrote:Zavand Crendraven wrote:Abrazzar wrote:Personally, I'd make missiles slower but remove explosion velocity from the damage calculations and instead make it doubly dependent on the signature radius of the target. Then you finally get tracking independent damage application. Missiles can then be outrun if they are a few classes too big or kept at a distance long enough to have defender missiles finish them off. not sure if u realize this but a cruiser would basically get full damage from even rage torpedoes if it uses an mwd and mwd BSs take full damage from citadel torpedoes Not sure if you realize that the numbers can be adapted to fit the new balance. Also read and understand the part about reduced velocity to allow outrunning oversized missiles. You're not going to sit still with a running MWD. Citadel torpedoes travels at 5.25km/s mwd BSs are 1.5km/s or so with heat even if the speed of the torps got cut in half they would still hit easily. And also you see mwd makes your sig radius 6x the regular size which is really gonna make it fcked up to balance. hence making them reeaalllyyy sloowwww. Another thing that could work at that point would be tweaking drone code to be able to defend the parent or target ship and shoot down missiles; just not all of them before they hit. Would that be an acceptable counter? The idea situation would be to give missiles a turning radius, so you could dodge them manually if you were fast enough ...
Unfortunately this is completely impractical for modern servers because tracking and calculating the turning radii of several thousand missiles is basically impossible. |
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