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Tasty Burger
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Posted - 2006.10.24 23:30:00 -
[1]
Edited by: Tasty Burger on 24/10/2006 23:32:20 Now that we can't jam caldari boats anymore because ECM sucks on non-caldari boats, we need something to stop the missile boats from being invulnerable.
Missile disruptor II
Explosion velocity modifier: 0.54x Velocity modifier: 0.54x
Perhaps also an Explosion Radius modifier of 0.8x because missiles naturally have lower 'sig res' than guns, BS guns have 400 while cruise have 300.
Add it, please. Thanks!
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Luric Vizjier
The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2006.10.24 23:34:00 -
[2]
I vote just slap this ability onto a Tracking Disruptor and make it slightly less effective.
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Nebuli
Caldari Art of War Cult of War
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Posted - 2006.10.24 23:41:00 -
[3]
Suggested this very same thing about 6 months ago,
Expect Myal Rykel or whatever his name is and come flame the idea to hell and back.
Personaly still believe this should be added to tracking disruptors and make it a weapon disruptor, or make a new mod.
As it stands missile dont realy have any counters, not as many as turrets anyway, and is the only racial EW not to effect all ship types.
CEO - Art of War
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Nebuli
Caldari Art of War Cult of War
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Posted - 2006.10.24 23:48:00 -
[4]
Originally by: GrumpyCat Great idea!! Just one thing, as with all electronic warfare, there's a countermeasure, so CCP needs to add high and low slot items that decrease explosion radius and increases explosion velocity. I hope CCP puts this in kali 2.
Its called a BCU :)
CEO - Art of War
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GrumpyCat
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Posted - 2006.10.24 23:48:00 -
[5]
Great idea!! Just one thing, as with all electronic warfare, there's a countermeasure, so CCP needs to add high and low slot items that decrease explosion radius and increases explosion velocity. I hope CCP puts this in kali 2.
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babylonstew
Caldari
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Posted - 2006.10.24 23:49:00 -
[6]
Originally by: Tasty Burger Edited by: Tasty Burger on 24/10/2006 23:32:20 Now that we can't jam caldari boats anymore because ECM sucks on non-caldari boats, we need something to stop the missile boats from being invulnerable.
Missile disruptor II
Explosion velocity modifier: 0.54x Velocity modifier: 0.54x
Perhaps also an Explosion Radius modifier of 0.8x because missiles naturally have lower 'sig res' than guns, BS guns have 400 while cruise have 300.
Add it, please. Thanks!
Damps dont effect missile boats
You cant use a minmatar ship to kill another minmatar ship according to your 'logic' either? and, while we are on the subject, lets have missile speed, tracking etc.. mods aswell then please
Forum advice Linkage |

babylonstew
Caldari
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Posted - 2006.10.24 23:50:00 -
[7]
Originally by: Nebuli
Originally by: GrumpyCat Great idea!! Just one thing, as with all electronic warfare, there's a countermeasure, so CCP needs to add high and low slot items that decrease explosion radius and increases explosion velocity. I hope CCP puts this in kali 2.
Its called a BCU :)
BCU dont effect explosion velocity or radius, might want to go check that out
Forum advice Linkage |

Nebuli
Caldari Art of War Cult of War
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Posted - 2006.10.24 23:56:00 -
[8]
Originally by: babylonstew
Originally by: Nebuli
Originally by: GrumpyCat Great idea!! Just one thing, as with all electronic warfare, there's a countermeasure, so CCP needs to add high and low slot items that decrease explosion radius and increases explosion velocity. I hope CCP puts this in kali 2.
Its called a BCU :)
BCU dont effect explosion velocity or radius, might want to go check that out
Right it doesnt, but a BCU is a damage mod, this would work as an anti damage mod just like a tracking disruptor does to turrets.
CEO - Art of War
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GrumpyCat
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Posted - 2006.10.24 23:58:00 -
[9]
Originally by: Nebuli
Right it doesnt, but a BCU is a damage mod, this would work as an anti damage mod just like a tracking disruptor does to turrets.
And there's tracking computers and enhancers that cap counter act a tracking disrupter. In eve everything can be counteracted. ECM <> ECCM, Warp Scram <> Stabs, Sesnor damp <> Sensor booster. So logically a module that affects explosion radius/velocity needs a module to counteract it.
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Valhalior
Caldari Beagle Corp R0ADKILL
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Posted - 2006.10.25 00:10:00 -
[10]
Ever tried an ECCM?
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Skeltek
Caldari Asgard Schiffswerften Dusk and Dawn
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Posted - 2006.10.25 00:19:00 -
[11]
I¦m fed up with theese kinds of threads. What do ECM have to do with missileboats? An EW pilot cares a great sh*t wether his buddy is dealing the damage using a Raven, Rohk or a Tempest.
You don¦t introduce an insta-drone-killing smartbomb either, just because the Galente Railguns have no countersystem.
As a dedicated EW pilot, shouldn¦t really care about other player¦s weapons getting nerfed, but seeing the contental level of this thread¦at such a high level just made me stop and drop a post before I leave. This whole threadtopic is senseless imho. kindest regards, Skeltek
ps: nerf skilltrainingtime(reduce it by 90% speed), in the long run skilltraining makes makes older players too powerfull in comparison to newer ones <.<
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Roxanna Kell
BURN EDEN
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Posted - 2006.10.25 00:21:00 -
[12]
Why not make all the races the same. its missiles you stupid nubs. how can u mess up tracking, on a launcher.
Quote: "Don't touch the RED but
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Inen
Minmatar OLE Mining Corp Miners With Attitude
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Posted - 2006.10.25 00:33:00 -
[13]
Originally by: Roxanna Kell Why not make all the races the same. its missiles you stupid nubs. how can u mess up tracking, on a launcher.
Not that I agree with the topic but your statement is flawed. Missiles do have guidance systems. You cannot fire a missile without first locking on an opponent to direct the missile...
Still, there's no need for a missile disruptor. Missiles already take time to get to you. And they only have BCUs so it's fair in that projectile users get low and mid tracking modules.
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Robet Katrix
Beagle Corp R0ADKILL
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Posted - 2006.10.25 00:44:00 -
[14]
its real simple
FIX DEFENDERS
give them a ROF of about 16 seconds. they fire FOUR count em four defender missiles.
the also go about 50% quicker than hey currently do.
problem solved.
missiles not nerfed, efective counter with balance.
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Tasty Burger
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Posted - 2006.10.25 00:49:00 -
[15]
You people are ridiculous.
Do you know how hard it is for a few cruisers to take down a raven compared to fighting a turret battleship? Tracking disruptors only work on turret ships. Defenders are useless and take up highslots anyway.
It just isn't fair. How else can someone take on a raven solo in anything less than a battleship besides using ECM, which wont work well anymore? You guys are giving these flawed arguments.
Turrets have a counter, missiles do not. ECM used to be the only way to halt a missile boat, now ECM sucks unless you're in a scorp or rook. Missiles don't get tracking computerish things because they already hit things easier and they already outrange turrets, stop whining.
Originally by: Skeltek I¦m fed up with theese kinds of threads. What do ECM have to do with missileboats? An EW pilot cares a great sh*t wether his buddy is dealing the damage using a Raven, Rohk or a Tempest.
What are you talking about? I'm talking about the fact that missile boats are nigh invulnerable to all EW except ECM. Damps can be countered by getting in closer.
By the way guys tracking computers do NOT counter tracking disruptors, the effect after disruption is absolutely miniscule. Same with sensor boosters vs dampeners.
Missile boats at the moment are absolute hell for smaller ships, unlike turret ships that they can tracking disrupt.
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Tasty Burger
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Posted - 2006.10.25 00:51:00 -
[16]
Edited by: Tasty Burger on 25/10/2006 00:51:40
Originally by: Robet Katrix its real simple
FIX DEFENDERS
give them a ROF of about 16 seconds. they fire FOUR count em four defender missiles.
the also go about 50% quicker than hey currently do.
problem solved.
missiles not nerfed, efective counter with balance.
They'd have to also:
a. make defender AI smarter so that the right amount of defenders go after the right amount of missiles b. make them protect gangmates too, just like tracking disruptors make the entire gang safer from turrets
Remember, defenders also suck at short ranges. At long range they all go for the same missile making them entirely useless. Defenders at the moment are just ****.
Anyway, defenders would have to not use a launcher (what about ships with no launchers?). And plus... it uses a high, that gimps your damage. Tracking disruptors would still be a better choice.
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Skeltek
Caldari Asgard Schiffswerften Dusk and Dawn
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Posted - 2006.10.25 00:51:00 -
[17]
Originally by: Robet Katrix its real simple
FIX DEFENDERS
give them a ROF of about 16 seconds. they fire FOUR count em four defender missiles.
the also go about 50% quicker than hey currently do.
problem solved.
missiles not nerfed, efective counter with balance.
RoF of defenders has nothing to do with the current incapability of killing incoming missiles. The problem is that defenders always target the closest missile, so you get 20 defender chasing the closest missile. IF they succeed in killing that missile, they get destroyed. The next fired defender will try hitting the missile that was "right behind" the first one, which should by now have reached 2km distance to your ship. Of course it is quiet almost impossible to kill a missile that is 1/4 second away from hitting you.
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susan ivonava
Caldari Future Visions Inc.
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Posted - 2006.10.25 00:55:00 -
[18]
dont tracking disruptors gimp either A) cap recharge, B) tank, C) Speed, prolly missed a few others but tbh, sick of these whine threads
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Gamesguy
Amarr Reunited O X I D E
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Posted - 2006.10.25 01:02:00 -
[19]
Originally by: susan ivonava dont tracking disruptors gimp either A) cap recharge, B) tank, C) Speed, prolly missed a few others but tbh, sick of these whine threads
... do you play this game?
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Paper Clips
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Posted - 2006.10.25 01:10:00 -
[20]
Originally by: Gamesguy
Originally by: susan ivonava dont tracking disruptors gimp either A) cap recharge, B) tank, C) Speed, prolly missed a few others but tbh, sick of these whine threads
... do you play this game?
Was about to say the exact same thing. Do you only use missiles, that you have no idea on how the other weapons work? 
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Nyxus
GALAXIAN Rule of Three
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Posted - 2006.10.25 01:56:00 -
[21]
/agree with Tasty Burger
Missiles need a viable counter, similar to the ones that are already in place for turrets.
Either make the Tracking Disruptor effect Launchers in some way (my preferred choice) or make a Missile Disruptor and make it the Minnie EW of choice.
There needs to be a viable counter to missiles since defenders don't work and take up a missile highslot (that some ships dont have).
Nyxus
It's great being Amarr, ain't it?Ö
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BustyBounty
Caldari Vengeance of the Fallen Imperium Alliance
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Posted - 2006.10.25 02:00:00 -
[22]
Edited by: BustyBounty on 25/10/2006 02:00:21
Quote: FIX DEFENDERS
give them a ROF of about 16 seconds. they fire FOUR count em four defender missiles.
you need a launcher hardpoint to use them? not all ships have one.
they should just bring out an interdictor type ship that can drop a webifier bubble   anyone remember when you could lock missiles and shoot them or web them? i always thought missiles looked really cool traveling at a few m/s ------------------------------------------ My opinions are my own and not that of the alliance I belong to. |

Xori Ruscuv
The Scope
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Posted - 2006.10.25 02:06:00 -
[23]
/signed on OP's idea.
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Tasty Burger
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Posted - 2006.10.25 04:07:00 -
[24]
Originally by: susan ivonava dont tracking disruptors gimp either A) cap recharge, B) tank, C) Speed, prolly missed a few others but tbh, sick of these whine threads
Just goes to show you how much caldari ecm *****s know about the game besides ECM and missiles. It's great being Minmatar, ain't it? |

king jks
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Posted - 2006.10.25 04:07:00 -
[25]
The problem with fixing defenders is that it only works with ships that have a missle hardpoint, so amarr and gallente get the shaft on that one, not so much gallente, but amarr have enough nerfs already. Why not make it look similar to sensor boosters (graphic) and have the same effect on missles as ECM used to have on ships, it would scramble the guiding system in a radius around the ship and all missles hitting it would suffer an explosion radius/velocity penalty because it isn't hitting the ship where its supposed to. I think the fact that missles have no tracking and never miss is evened out by the fact that turrets, while missing sometimes, have wrecking shots and generally more dps. The only thing is that it would have to be an AOE effect activated on a target, which is kind of contradictory, but the devs can figure it out.
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Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2006.10.25 04:11:00 -
[26]
I'm all for counters to missiles as long as missiles receive modules that are specifically analogous to tracking computers and tracking enhancers.
All life is sacred... until the client says otherwise. |

Nordvargr
GoonWaffe GoonSwarm
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Posted - 2006.10.25 05:24:00 -
[27]
If there was a module I could fit specifically to help kill ravens, I'd fit it on every ship I fly. I hate ravens.
I really wonder what CCP was thinking when they gave amarr an EW mod specifically to use against turrets and then they gave minmatar an EW mod specifically to HELP missiles.
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Scordite
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Posted - 2006.10.25 05:30:00 -
[28]
Originally by: Tovarishch If you want to add an analog to the Tracking Disruptor for missiles... then feel free. Just give us the two modules that are also analogous to the Tracking Computer and Tracking Enhancer.
How would they work? Missiles have 2 stats the disrupters could affect. One is explosion radius, and the module that has the reverse effect already exists, the target painter. The other is explosion velocity, and the module to counter it already exists, the webber.
----------------------------------------------- The only legitimate use of the BLINK tag: Schr÷dinger's cat is [BLINK] not [/BLINK] dead. |

Wrayeth
Tabula Rasa Systems The Star Fraction
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Posted - 2006.10.25 05:31:00 -
[29]
Don't worry, you should have no problem with ravens now that javelins suck ass. You should be able to kill one easily with a HAC - tech 1 torps won't be able to do enough damage to break the HAC's tank, rage torps are still useless, and now javelin torpedos will inflict LESS damage to a HAC than tech 1 torpedos.
Good show CCP.  -Wrayeth
"Look, pa! I just contributed absolutely nothing to this thread!"
R.I.P. AC tempest R.I.P. Torp raven
Thanks, CCP. |

Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2006.10.25 05:32:00 -
[30]
Originally by: Tasty Burger Missiles dont have tracking and thus dont need such modules. They hit everything fine. Ever notice that missiles explosion radius is smaller than equivalent turret sig res? And the explosion velocity is much higher than what a turret would hit a ship moving at that speed.
By the way target painters don't help turrets for ****. They help missiles enormously.
Remember btw that missiles far outrange turrets.
I'm not sure where you are getting your info... but target painters are a huge help for both turrets and drones... aside from missiles.
Also, missiles very well do have 'tracking'. It's built into the explosion radius and explosion velocity. While the terms used are not the same... it adds up to the same set of conditions - a variable that the target pilot can exploit in order to reduce damage dependent upon their ship size and speed. It's directly analogous to transversal.
As for missiles outranging turrets... I'll trade you instant damage with an optimal and falloff (I use guns quite often... so I know what I'm asking for here) over flight time any day of the week. The argument that missiles can hit out at extreme ranges is only a laughably entertaining argument regarding NPCing and missions.
I cannot begin to count the tens of thousands of missiles I have watched fly off into space as a pilot warps off or the target is annihilated before my missiles reach the target.
I shouldn't have to point these things out. This is common knowledge.
All life is sacred... until the client says otherwise. |
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