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unidenify
Plundering Penguins
114
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Posted - 2015.06.05 00:15:35 -
[1] - Quote
Haatakan Reppola wrote:Sobaan Tali wrote:People have been asking for a pass on missiles (or at least certain ones, some more dire than others). This could be CCP's answer. Surely they are not just gonna introduce some TE for missiles and that's it, since that would not be the problem all missiles have, are they? Then again, we can only assume what it will do...we'll have to wait and see if anything comes of it. Lets all wait for the nerf that mean any missile ship need 2-3 of these modules to get back to where they are now...
let we hpope it won't be heavy missile nerf style |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 01:23:30 -
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Wynta wrote:I agree that the main problem with Heavy Missile and HAM's are foundational problem that need to be addressed ouside of adding an additional modules. There are also problem with Missiles that arise from the Caldari Kinetic Lock and the huge weaknesses in the BC class.
I think at the very least this will open up the Drake Navy Issue to some use, it will allow the Cerberus to use Heavy and HAMs, and it will open up more RLML anti-frigate fits.
What needs to happen along with the implementation of these modules is a Heavy and HAM missile rework, and a mass caldari hull bonus rework. Either switch all the Kinetic lock bonuses with reload time bonuses that the jackdaw got, or give them simple 5% damage or rof bonuses instead of the usual 7.5% kinetic damage.
it would also make torp boat much more viable outside of Stealth bomber/Golem |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 01:37:52 -
[3] - Quote
Caleb Seremshur wrote:Sobaan Tali wrote:Haatakan Reppola wrote:Sobaan Tali wrote:People have been asking for a pass on missiles (or at least certain ones, some more dire than others). This could be CCP's answer. Surely they are not just gonna introduce some TE for missiles and that's it, since that would not be the problem all missiles have, are they? Then again, we can only assume what it will do...we'll have to wait and see if anything comes of it. Lets all wait for the nerf that mean any missile ship need 2-3 of these modules to get back to where they are now... That's exactly what I'm afraid of happening...and this is exactly what could do just that. Remember freighters? O suspect that on a case by case basis you will be correct and wrong. Some missiles will get punted hard like lights and cruises while others will probably end up only marginally worse with things like webs taking up most of the slack ie rockets and torps. In fact torps would probably remain unchanged. These new modules - what will they affect? Both ev nd es?
I have discussion with my corp, most feel that it may be same as tracking enchancer, so around 9% dps and 12-15% range for T2 |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 03:59:10 -
[4] - Quote
scorchlikeshiswhiskey wrote:Unless this comes out paired with an active, scripted mid-slot module, I am against any kind of missile specific TD's. Why? Because Caldari ships do not typically have enough low slots to fit these in addition to Ballistic Controls which means that fitting one of these will inherently come at the expense of damage and missile speed. Allowing TD's to effect missiles on the basis of missiles FINALLY getting a specialized application mod would be a huge blunder and, I believe, a masked nerf to missile ships. In addition to losing damage and missile speed to fit one of these modules, missiles would still be vulnerable to firewalls as well as firing into a pre-repped ship due to flight time. For these reasons I am currently against TD's affecting missiles. Who's with me?
Also, hopefully this will come with missile tweaks that will fix some of the more... glorious of missile... features(?). *fingers crossed*
consider that, as you said low slot would force pilot to make decision between raw dps or application dps. I am fine with this choice.
however, if they add mid-slot module as you ask. They will need to nerf missile to balance on fact every missile BS will immediate replace their TP with said module (Golem may be exception). |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 05:41:01 -
[5] - Quote
Caleb Seremshur wrote:I've never understood the need or desire for missile td. Just turn on an afterburner you floozies. It's proven that you can mitigate 44% of missile dps using simply one non-ewar module.
then there are defender missile, and smartbomb. |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 14:21:15 -
[6] - Quote
Donnachadh wrote:Wynta wrote:instead of the usual 7.5% kinetic damage. Been reading this a lot lately and wondering where this comes from. taking a quick look through the official attributes for the Caldari ship line up and I do not see a bonus to kinetic damage listed anywhere. Using EvE HQ, PYFA and EvE Droid as a reference it appears that there are no bonuses either as the Caldari ships all seem to have the same DPS output level no matter what damage type you put into the launchers/guns. Since all of these apps show the DPS boost other ships get that do have a bonus to a specific damage type(rattle and kinetic/thermal) I have to wonder if this is one of those popular misconceptions, or a relic from times past that is no longer true. If you or anyone else has a link to any information that would help shed light on this I would appreciate you sharing it. Otherwise, from the available information I would have to surmise that this kinetic damage lock is a fairy tale. You need to look again here is list of missiles boat that has kinetic bonus hawk Drake osprey navy issue Corax Cerberus Onyx Rook |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 16:09:51 -
[7] - Quote
Soldarius wrote:scorchlikeshiswhiskey wrote:Unless this comes out paired with an active, scripted mid-slot module, I am against any kind of missile specific TD's. Why? Because Caldari ships do not typically have enough low slots to fit these in addition to Ballistic Controls which means that fitting one of these will inherently come at the expense of damage and missile speed. Allowing TD's to effect missiles on the basis of missiles FINALLY getting a specialized application mod would be a huge blunder and, I believe, a masked nerf to missile ships. In addition to losing damage and missile speed to fit one of these modules, missiles would still be vulnerable to firewalls as well as firing into a pre-repped ship due to flight time. For these reasons I am currently against TD's affecting missiles. Who's with me?
Also, hopefully this will come with missile tweaks that will fix some of the more... glorious of missile... features(?). *fingers crossed* Since BCS are stacking penalized (as will be any misisle TE), the loss of dps needs to be more than offset by the increase in application. A small increase in range is not really going to be very useful in most cases. I recall the last time CCP tried mucking about with missile stats via the modified tracking disruptor, aptly renamed Weapon Disruptor. It flatly did not work. I don't mean it was bad. It just didn't work. At all. Non-functional. Hopefully, someone finally figured out the relevant code. The stats for range will have to be fairly strong for them to be useful. Like 33% increased range. Because 33% of 20km is not much. They can start by giving heavy missiles another 33% base range. With application stats CCP will have to be more conservative. 30% for one module is quite significant number 15% is more reasonable in my opinion. |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 16:24:54 -
[8] - Quote
Celthric Kanerian wrote:I hope they'll be midslot equipment inorder to make shield tankers sacrifice dps for tank, as we armor tankers got to.
it will never happen
what will happen is that they will swap target painting out for said module
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unidenify
Plundering Penguins
114
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Posted - 2015.06.05 19:13:30 -
[9] - Quote
stoicfaux wrote:Guys, there are missile modules in both the TE and TC sections, so there will be a mid-slot item: TC - Missile Guidance Computer (Compact, T1, and T2.) TE - Missile Guidance Enhancer (Compact, T1, and T2.)
Also here's the description for the Missile TC: "By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
and for the Missile TE: "Enhances the range and improves the precision of missiles. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized"
Again, none of them have stats yet.
I guess we can expect nerf on missiles then
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unidenify
Plundering Penguins
114
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Posted - 2015.06.05 19:18:24 -
[10] - Quote
Lugh Crow-Slave wrote:unidenify wrote:stoicfaux wrote:Guys, there are missile modules in both the TE and TC sections, so there will be a mid-slot item: TC - Missile Guidance Computer (Compact, T1, and T2.) TE - Missile Guidance Enhancer (Compact, T1, and T2.)
Also here's the description for the Missile TC: "By predicting the trajectory of targets, it helps to boost the precision and range of missiles. This module can be loaded with scripts to increase its effectiveness in certain areas. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized."
and for the Missile TE: "Enhances the range and improves the precision of missiles. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized"
Again, none of them have stats yet.
I guess we can expect nerf on missiles then at this point we just have to hope its not to bad :/ best scenarios is heavy and torpedoes left alone while other 4 class get nerf. However, given that rhml exist, I will bet they nerf heavy further
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unidenify
Plundering Penguins
114
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Posted - 2015.06.05 20:21:20 -
[11] - Quote
stoicfaux wrote:Also, for the sake of completeness, there are Missile Precision Scripts and Missile Range Scripts on sisi. No stats.
Missile Precision make me think as if it will affect explosive radius
if so, question would be that, what is ideal combo between Target Painting and said Modules when use on Golem.
2x TP 2x MGE? |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 20:52:10 -
[12] - Quote
stoicfaux wrote:unidenify wrote:stoicfaux wrote:Also, for the sake of completeness, there are Missile Precision Scripts and Missile Range Scripts on sisi. No stats.
Missile Precision make me think as if it will affect explosive radius if so, question would be that, what is ideal combo between Target Painting and said Modules when use on Golem. 2x TP 2x MGE? Depends on the MGC/MGE bonus, and whether the Golem's TP bonus will be extended to include the MGC/MGE.
Not see what you mean?
TP affect target's signature radius, and MGC affect missile explosive radius (that is IF). Not see where it would have conflict as both affect 2 seperate variable in formula. |

unidenify
Plundering Penguins
114
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Posted - 2015.06.05 22:57:37 -
[13] - Quote
2 situations I can see where MGC have advantage over TP. Boost Torpedo range, or operate in 120+km range with cruise
2 scripted MGC would push Rage Torp into 70km, assume that Golem also have 2 flight time rig (also if CCP decide to left flight time rig alone with no stack penalty)
Then, for cruise fit Golem can easily reach beyond 200km with fury, 250+ with faction. It is at this point where you said, TP perform poor due to operate in fall off.
however, question is whatever Golem get bonus to MGE/MGC. I somehow doubt it. |

unidenify
Plundering Penguins
116
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Posted - 2015.06.08 03:31:53 -
[14] - Quote
Arthur Aihaken wrote:Instead of guidance and missile range, I'd rather see guidance and missile reload time. Hydraulic and rocket fuel rigs are already more than sufficient to fill this role (the former being stacking penalized). Now a 25-40% scripted reload time with a mid-slot module? Yeah, I'm all over that.
that would make Rapid Launcher too powerful, only way to avoid it is nerf Rapid launcher really hard that it is mandatory to have 1 scripted mid slot to return to old stats |

unidenify
Plundering Penguins
117
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Posted - 2015.06.12 07:12:15 -
[15] - Quote
Reaper of Dreams wrote:Jeremiah Saken wrote:Caldari 5 wrote:A Buff coming to missiles? 5% to HM? on 07 Show. Any word about new modules? Can't find o7 on tube. There will be a low and med slot Version, will be scriptable aswell. Also no nerf to missiles in this update.
wait, they will add those modules with no nerf to missile? (my guess is that they will nerf next patch after this patch based which perform too well) |
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