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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
afkalt
Republic Military School Minmatar Republic
1352
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Posted - 2015.06.08 10:40:07 -
[1] - Quote
Chainsaw Plankton wrote:the other thing I immediately thought was that their stats would be much lower than predicted. I imagine the mid version at 15% and the low at 8% or something.
having it do something for exp velocity is also possible.
or perhaps a whole rework of the missile formula!?
But that would be a terrible idea because the new mods ONLY affect the firing ship - why would you EVER replace a TP with a module which gives less gain to less people?
No, unfortunately, I'm very much on the side of "missiles are about to get nerfed so hard they're not going to be able to sit down for two years".
There are so few ships who even have the slots to fit these as it is and there's absolutely no way we'll just see a blanket missile buff mod without some compensating nerfs to the missiles themselves. So I'll have to fit these mods to get back to where it was - in slots I don't have on ships with already questionable DPS in the main.
Maybe I'm wrong, but I doubt it. |
afkalt
Republic Military School Minmatar Republic
1352
|
Posted - 2015.06.08 10:51:21 -
[2] - Quote
Zappity wrote:Predicting that the next module tiericide round will be the other missile launchers and mods. Seems inconceivable that this would finally get introduced without taking a look at the base modules. Nerf incoming I reckon.
And a huge one.
I mean, how could you balance these mods so that a typhoon isn't a monstrosity (it's the only hull with slots to carry this) yet a normal ship is effective? You can't, so it'll be made so the typhoon is ok and the rest are more use reprocessed.... |
afkalt
Republic Military School Minmatar Republic
1353
|
Posted - 2015.06.08 13:50:21 -
[3] - Quote
Drone ships had the slots for the amps. Missile boats almost universally do not have the lows for that module.
Unless the mod alone is better than a second/third BCU - seems pretty unlikely, then they're not going to be on many ships (exceptions exist but are exceptions).
The mids compete with tank and target painters. Given target painters are fleet assist modules I'd need to have some STUPID good incentive to use the mod over them (unless painters too, are getting the nerf bat).
I suppose one could swap rigor rigs for a mod and push the tank down to rigs...but that's only really going to maintain the status quo, +/- a few percentage points.
I'm deeply, deeply, skeptical. |
afkalt
Republic Military School Minmatar Republic
1353
|
Posted - 2015.06.08 14:11:35 -
[4] - Quote
Well that many ships and you start wanting dedicated painters to allow you to boost the buffer of the DPS ships.
Plus there's the whole....fleet/missiles/LOL thing going on. |
afkalt
Republic Military School Minmatar Republic
1353
|
Posted - 2015.06.08 15:54:58 -
[5] - Quote
Lloyd Roses wrote:For large scales, I doubt that even the fastest missile doctrine could really compete well against turret fleets.
Not least because effective target swapping to annoy logi isn't remotely effective...borderline impossible really.
Even at 10km/s at 100km you've a full 10 seconds to broadcast before the firsts rounds even hit. |
afkalt
Republic Military School Minmatar Republic
1355
|
Posted - 2015.06.11 11:38:41 -
[6] - Quote
Sobaan Tali wrote:Chainsaw Plankton wrote:Arla Sarain wrote:I don't think approaching this from a statistical POV is reasonable - switch on goddamn missile trails and tactical overlay, hover over the smartbomb icon, and twitch the s*** out of that missile as if you're playing CS 1.6 for the millionth time. I'm not sure missile animations and missile positions are exactly the same thing. I remember seeing somewhere that the graphics approximate the position. and I think the faster the missile, the more that breaks. It was incredibly annoying the last time I tried to use a missile boat. just another reason I don't use missiles. It is an approximate, that's without a doubt in my mind. I've run a Golem in PVE for far too long to have never noticed how much sooner damage is applied to a target long before the missiles visually strike the target. Hell, at close enough ranges, damage gets a hit reg before the missiles fully transition from the initial "stage one firing animation" where they will slowly rise up/down above/below the launchers at partial velocity briefly before shooting off at full velocity towards the target. I myself have gotten kind of used to it somewhat, but I can see where this would frustrate anyone in that regard.
Yeah, ships assplode before you even see a contrail animation.
In fact it's quite easy to measure if you're watching the target because no matter the range, the last volley never visually "hits". Ho close it gets is the only variable. |
afkalt
Republic Military School Minmatar Republic
1445
|
Posted - 2015.06.24 10:41:53 -
[7] - Quote
I'll gladly give them up for a RHML phoontang in a gang. In a heartbeat.
I have the slots, in a gang other people are tackle...I finally have something worthwhile to do with my midslots (lets assume painters are covered). |
afkalt
Republic Military School Minmatar Republic
1446
|
Posted - 2015.06.24 12:10:10 -
[8] - Quote
Or just stuff the mids on the phoon full, FULL OF THE MODS.
ALL HAIL THE PHOONTANG OVERLORDS.
Seriously, they're gonna be epic. |
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