|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1474
|
Posted - 2015.06.19 19:39:24 -
[1] - Quote
Deacon Abox wrote:stoicfaux wrote:TinkerHell wrote:I dont even get why these are needed. Why are missiles now being made the same as guns?
The same...yet not effected by TDs or an equivalent ewar.
I see this going well. Missile Spam + MGCs providing updates to missiles in flight + TD affecting missiles + TiDi = increased cardiovascular related reductions in Hamster resources Worst case, I tell my kids their hamsters died suddenly in the night, and I ship them[1] off to the London data center. [1] The hamsters, not the kids. The kids get shipped in the Fall. Bull ****. No heavier load than any other ewar. Better than the server having to calculate the actual position in space of all those missiles relative to the position and area of effect of a raft of smarties going off. TDs should be much easier on the server than firewall usage. Rise and Fozzie, where is the TD effect to counter the use of these modules. Pretty soon you will have all missiles all the time murdering small ships with no end.  How does this Balance anything?
Reread about where they go on a missile ship.
MGE or BCU in the low-slot --> Trade Raw DPS for +Range and Damage Application MGC or Tank in the mid-slot --> Trade Tank for +Range or Damage Application
Why is this not a wonderful thing I hear you ask. You are asking right ?
The low-slot module Trades Raw DPS for improved application of any damage done. However .. the major limiting factor with missiles in damage application is missile/target size varience
ie .. it's only going to be useful to fit these modules if your shooting Frigate sized targets with Cruiser+ sized missiles. in short your reducing your aver-all maximum dps so that you can hit smaller targets better
Situationaly advantageous, but hardly worthy of the "we're going to be over-run by missile boats" proclamation of doom your espousing.
not forgetting of course that the mid-slot is also where the TP goes, and the AB goes, and the webbifier goes ... etc. |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1479
|
Posted - 2015.06.21 22:19:00 -
[2] - Quote
Ellendras Silver wrote:anything about (new) skill requirements for these modules?
Should be the same as for TC/TE's
I see no valid reason why they would need a separate skill |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1481
|
Posted - 2015.06.25 14:14:40 -
[3] - Quote
CCP Rise wrote:Heyo
We would have liked to include disruption modules to go along with these enhancement modules but there are actually some technical hurdles we need to figure out and we didn't want to keep holding back on adding these in the mean time. Look for those sometime in the future.
Let us know what you think!
When these adjustments are complete will you be ensuring that missiles will not hit for 0 points of damage? Or will the application of these e-war changes effectively give targets sufficient speed to escape the explosion radius?
Always scoring 'a hit' was one of the few strengths of missile usage.
|

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1481
|
Posted - 2015.06.25 16:23:11 -
[4] - Quote
Frostys Virpio wrote:
If you can script against missile speed, it will be rather fun to see how many ship can just outrun missiles...
That could be the reason for the delay. With turrets when you nuke their effective range, it doesn't affect their ability to actually apply any damage.
*worst case scenario* A CM travels at 10,575 m/s with a flight time of 15.75s Giving a range of 166.56 km
If the e-war effect is capped at 90% (similar to Webs & Damps) you get a missile velocity of 1057 m/s a reduced flight time of 1.57s
Script choice of Velocity OR flight time Drops the range to 16.66km
If the script affects both values Range drops to 1.67km
1057 m/s is still going to be fast enough to hit other Battleships even if fitted with an AB some MWD equipped Battleships will be fast enough to out-run the missile
Put a MWD on anything smaller and they become invulnerable to CM's despite the sig-bloom |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1481
|
Posted - 2015.06.26 12:04:19 -
[5] - Quote
Skyler Hawk wrote:Arthur Aihaken wrote:Skyler Hawk wrote:These things are overpowered to the point of being broken as it stands. A single range-scripted MGC increases range by 42% whereas a range-scripted tracking computer gives a 15% increase to optimal and 30% to falloff, which is much less powerful. It's harder to directly compare the difference in damage application between a tracking-scripted TC and a precision-scripted MGC due to the differences between the tracking and missile damage equations, but in practical terms the improvement in application that you get from the scripted MGCs is vastly more significant than a 30% boost to tracking on a turret. Actually, the current velocity bonus (there is no range bonus) for a scripted MGC on SiSi is only 21%. And this is stacking penalized. Heavy use of these will seriously cut into any shield tank, tackle or EW. You can't make a direct comparison between missiles and guns, because it's apples to oranges (or grapes to sour grapes). You're wrong, sorry - a missile range script doubles the MGC's base bonuses to both flight time and missile velocity to 19% each. The combined effect is to increase overall range by 41.6%. For example, on SiSi right now a flycatcher with a base missile range of 63 km using faction ammo has its range increase to 89 km when you activate a range-scripted MGC.
No he's right
Your comparing 2 completely weapon systems that apply their damage through 2 completely different calculations.
Missile Range is a static TxV=R sum, chance to hit is not impacted as long R remains valid Turret Range is an additive O+F where the chance to hit tends to 0 as F increases
FYI O+F is effective range O+(Fx2.6) is maximum range
and yes at F x 2.6 your chance to hit is about 1% ... but that hit can also CRITICALLY HIT something that missiles cannot do turrets can miss or crit missiles only ever hit
It may in future be possible for missiles to "miss" when these e-war features become live, but I very much doubt they will receive the crit hit function that turrets currently enjoy to compensate |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1481
|
Posted - 2015.06.27 13:31:43 -
[6] - Quote
stoicfaux wrote:
/it's_like_the_35_second_reload_applies_to_people's_brains_as_well...
with 99.99% Ti-Di |

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
1483
|
Posted - 2015.07.05 18:18:42 -
[7] - Quote
Daemun Khanid wrote:Called it 20 pages ago. This missile "package" is a brown paper bag full of feces left on a door step.
I called it before the 1st post |
|
|
|