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

Matt Faithbringer
The Scope Gallente Federation
3
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Posted - 2015.06.19 13:18:59 -
[1] - Quote
I see great future for bombers.. |

Matt Faithbringer
The Scope Gallente Federation
3
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Posted - 2015.06.19 14:06:30 -
[2] - Quote
stoicfaux wrote: Missile Spam + MGCs providing updates to missiles in flight + TD affecting missiles
Honestly I cannot imagine designing it like this from software standpoint.. IMHO it's more probably the MGC boost and TD will be calculated when launching the missile and tweak it's stats. Recalculating it on the fly each server tick would be idiotic, too taxing on the hw
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Matt Faithbringer
Red Horde Rising
5
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Posted - 2015.06.20 19:44:12 -
[3] - Quote
MeBiatch wrote:Jeremiah Saken wrote:As Arla Sarain wrote. Damps will be good to countermeasure that modules. against range scripts yes... but for close range setups damps wont cut it. What i would propose...is this Currently Caldari have only one form of ewar and that is ECM. ECM is very strong because of this. I would nerf ECM so that it only breaks the lock and remove the targeting delay penalty (think of target spectrum breaker) This would then open Caldari to a second type of ewar which IMO should be the EQ of TD but for Missiles.
Not sure if makes sense lore-wise.. caldari, the missile race would have ewar AGAINST missiles? If it should be racial ewar, it should be gallente IMHO |

Matt Faithbringer
Red Horde Rising
5
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Posted - 2015.06.20 21:06:48 -
[4] - Quote
Deacon Abox wrote:MeBiatch wrote: if you did this TD would be the new multi spec ECM we used to see on every ship... cant say that i support... it should be a separate mod all together Which is precisely why they should nerf the base stats on TDs, and then do a counterbalancing buff on TD boats. This would essentially be doing to TD boats what was done to ECM boats years ago. Make them desired ships to have in fleets. It should also be done for damp and painter boats as well. Currently the only ewar mods that don't function worth a crap on non bonused hulls are ecm modules. That was entirely to bury the ecm of doom fitting regimen. Matt Faithbringer wrote: Not sure if makes sense lore-wise.. caldari, the missile race would have ewar AGAINST missiles? If it should be racial ewar, it should be gallente IMHO Yeah it wouldn't make sense to have ecm be antimissile ewar. However, as much as it would make lore sense to do it to damps, damps and damp usage are already rather strong. Having TDs affect missiles would be consistent with lore now that Minmatar has a missile boat line of ships. And as long as the TDs themselves get a base stat nerf, the ecm module treatment, TDs will not become the new multispecs of doom. This is also why I proposed in a thread a couple months ago that painters be given a secondary anti drone effect. The lore would make sense in that Amarr now has a comprehensive line of drone boats. The technobabble explanation could be that being painted causes a lot of em communication interference between a host ship and its drones. Thus the drone control range could receive a hit. This would address a lot of the nano sentry Ishtar complaints. As long as the effect is slight enough it would necessitate some further fitting and rig choices on drone boats.
well, you can already shoot down drones... |

Matt Faithbringer
Red Horde Rising
5
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Posted - 2015.06.23 07:09:26 -
[5] - Quote
Chance Ravinne wrote:Skyler Hawk wrote:Need details on the scripts for the MGCs but these things seem to have the potential to be quite overpowered if you just follow the pattern established with Tracking Computers and simply have the scripts double half the unscripted values while setting the other half to zero. Indeed. Can you imagine what a Nemesis with 3 of these puppies, scripted for damage application and overheated on all modules, would do? I know there could be stacking penalties -- so let's say 2 of them plus a target painter. Absolutely beautiful. I meant brutal. Absolutely brutal.
FTFY: Absolutely beautifully brutal. |

Matt Faithbringer
Red Horde Rising
5
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Posted - 2015.06.23 14:26:37 -
[6] - Quote
afkalt wrote:Hull bonuses are, or rather - stack as a hardener (taking the resist ones as an example). Stick an invuln on a worm, for example. You would expect an EM resist of 20% (hull) + 30% (Single invuln) but you get 44%.
The same, first hardener on a non resist bonused hull gives 30% EM resist.
So I'm worried these mods will stack with CNR/phoon/golem/etc/etc ship hull bonuses right out the door. It's unclear.
You might be wrong there... 20% hull and 30% should be 44% if not stacking penalized... 20 + ((100 - 20) * 0.3) = 44, as expected.
The question here is whether it will be stacking penalized with rigs and stuff... Taking resist as comparable example is not really useful since with resist you have 100% as max. The same could be sad for explosion radius (0), but not for explosion velocity.. Or velocity, or missile flight time. Those just don't have "max" value, so you can't use resists as example here.. |

Matt Faithbringer
Red Horde Rising
5
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Posted - 2015.06.23 17:42:14 -
[7] - Quote
Styphon the Black wrote:Samira Kernher wrote:Really needs an anti-missile tracking disruptor to go with these additions. Also, it's so fitting that these missile modules are coming with the Aegis release. it is called defender missiles.
well I never used it but everyone say it is broken and not really usable |

Matt Faithbringer
Red Horde Rising
6
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Posted - 2015.06.29 16:20:09 -
[8] - Quote
Arthur Aihaken wrote:A Comprehensive Missile Balance Package (In addition to the proposed Aegis changes.)
Remove Kinetic Pigeon Holes GÇó Condor gets a +10% damage bonus to rockets and light missiles GÇó Buzzard gets a +5% damage bonus to rockets and light missiles GÇó Hookbill gets a +20% damage bonus to rockets and light missiles GÇó Hawk gets a 10% damage bonus to rockets and light missiles GÇó Corax gets a +5% damage bonus to rockets and light missiles GÇó Flycatcher gets a +10% damage bonus to rockets and light missiles GÇó Cerberus gets a +5% damage bonus to light, heavy and heavy assault missiles GÇó Onyx gets a +5% damage bonus to light, heavy and heavy assault missiles GÇó Rook gets a +7.5% damage bonus to light, heavy and heavy assault missiles GÇó Navy Osprey gets a +10% damage bonus to light, heavy and heavy assault missiles GÇó Drake gets a +5% rate of fire bonus to heavy and heavy assault missiles (it's already benefiting from the 5% heavy missile buff); this makes it comparable to the Raven in terms of relationship between Battlecruisers and Battleships. GÇó Nighthawk gets a +7.5% damage bonus to heavy and heavy assault missiles GÇó Tengu Accelerated Ejection subsystem gets a +5% missile damage bonus
Nerf Light Missiles; Buff Rockets; Buff Heavy Missiles; Buff Torpedoes; Buff Heavy Assault Missiles GÇó Swap the explosion velocity bonus between rockets (+20m/sec) and light missiles (-20m/sec) GÇó In addition to the 5% damage buff to heavy missiles, decrease the explosion radius on all heavy missiles by -5m and increase the explosion radius on all heavy missiles by +10m/sec. GÇó All torpedoes receive a -33% reduction in explosion radius (which gives them slightly better damage application over cruise missiles) GÇó All heavy assault missiles receive a +20% increase to explosion velocity and -5m reduction in explosion radius
Nerf Bomber Capacity GÇó Reduce cargo capacity by 50-100m3 (torpedoes just received a huge volume reduction and their damage application is increasing quite significantly)
New Faction Missile Modules GÇó Mordu's Legion Ballistic Control System: 15% missile ROF, 7.5% missile damage GÇó Dread Guristas Ballistic Control System (updated): 12.5% missile ROF, 10% missile damage GÇó Mordu's Legion Missile Guidance Enhancer: 5% explosion velocity, 5% explosion radius, 15% missile velocity, -15% missile flight time GÇó Caldari Navy Missile Guidance Computer: 7.5% explosion radius, 7.5% explosion velocity, 7.5% missile velocity, 7.5% missile flight time GÇó Republic Fleet Missile Guidance Computer: 7.5% explosion radius, 7.5% explosion velocity, 7.5% missile velocity, 7.5% missile flight time (At least the addition of Faction modules will offset the recent MGC/MGE 'nerf'.)
Mordus Legion Ship Changes GÇó All missile damage bonuses for Mordu's Legion ships change to ROF bonuses. This results in a slight nerf to the Orthrus when utilizing RLMLs and a slight buff to the Barghest when utilizing torpedoes or cruise missiles.
Missile Naga GÇó The Naga gets reverted back to a missile Battlecruiser (yes, it was a missile behemoth to begin with): 5% torpedo and cruise missile damage and 10% missile velocity per level.
man that would be nice.. |

Matt Faithbringer
Red Horde Rising
6
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Posted - 2015.07.07 12:20:10 -
[9] - Quote
Chance Ravinne wrote:This is a great suggestion, and might make balancing these variables easier, instead of tying them together. probag Bear wrote:Mario Putzo wrote:However i would take it one step further and actually just remove the Range benefit entirely to a second module. To me it seems like an unneeded adjustment for 1, and is probably the reason these modules look wonky numbers wise compared to TC's and TE's. This would give us 1 module type with the following.
7.5% ER and 7.5% EV
Scripted either 15% ER and 7.5% EV (100% increase to ER script) 7.5% ER and 15% EV (100% increase to EV script)
This allows a player to option between the 2 application variables depending on the nature of the engagement.
Is the target being measured in the Sig/ER calculation, use the ER script Is the target being measured in the Speed/EV calculation, use the EV script.
This functions much more closely to TCs and TEs. In the sense
ER is your Missiles Optimal Range, the smaller the better - The smaller the explosion radius the more likely a target is going to be hit by the "shockwave" caused by the missile compared to TC the larger your optimal range, the more likely you are to score a hit vs a target EV is your Missiles Tracking Speed. the larger the better - The faster the "shockwave" moves the more likely a target is going to take damage inside the radius. compared to TC the faster your tracking speed the more likely you are to score a more direct hit vs a target. This man has a great point that I can't believe no one's thought of so far. Tracking computers don't increase absolute range, they increase effective range for the purposes of damage application. Let's say you have a turret with a range-scripted TC that hits for 110 at 50km and 80 at 100km. If you turn off the TC, you now hit for 100 at 50km and 50 at 100km. You don't hit for 0 at 100km, you just hit for less. Missiles do not and can not work the same way. Either they hit targets at a certain range for full damage, or they hit for 0 damage. "Range" is far from the same concept for both weapon systems. Take missile range out of MGEs and MGTs. It's only causing problems right now.
Dear Mr. Torpedo delivery agent and CSM representative, please stop top posting. It's driving me mad. |

Matt Faithbringer
Red Horde Rising
7
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Posted - 2015.07.08 07:23:39 -
[10] - Quote
Would be nice to get some dev post explaining missing flight time, new stacking penalties not being in patch notes and this whole clusterfuck in general. That you need one more slot to get the same application. Like missiles were OP... but I'm being naive here, we won't see dev post in this thread again |
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Matt Faithbringer
Red Horde Rising
7
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Posted - 2015.07.08 08:14:54 -
[11] - Quote
Caleb Seremshur wrote:Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?
Stacking penalties were an inevitability based on that public statement.
All rigs?? So they will make trimarks stacking penalized? ****. That will seriously **** over some fits.
PS: and **** that language filter. |

Matt Faithbringer
Red Horde Rising
7
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Posted - 2015.07.08 09:48:00 -
[12] - Quote
Cartheron Crust wrote:Matt Faithbringer wrote:Caleb Seremshur wrote:Did everyone forget that devblog where the mentioned they were going to add (penalties) to ALL rigs as they reviewed them?
Stacking penalties were an inevitability based on that public statement. All rigs?? So they will make trimarks stacking penalized? ****. That will seriously **** over some fits. PS: and **** that language filter. Good. Less EHP = more stuff dies.
No, Less EHP == buffer tank less viable, dual & triple MASB shield ships will be more prominent. At least from solo/small gank perspective |

Matt Faithbringer
Red Horde Rising
7
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Posted - 2015.07.16 17:04:17 -
[13] - Quote
Chance Ravinne wrote:I am consolidating feedback from this thread and presenting it in some bullet points to CCP. I hope to get as much of this addressed as possible.
Primarily: -Address fits that relied on application modules before stacking penalties nerfed them -Make mid slot application modules competitive with TPs and/or application rigs -Make low slot application modules significant enough that stacking penalties don't wipe out their bonus -Biggest concerns are for larger missiles that rely on application bonuses -Range bonuses are generally okay now
Let me know how that sounds at the top level or if I missed something global.
IMO you covert most problems..
Only thing I would add that computers are less useful for caldari ship (funny, they are missile race) since they are shield tank mostly, so it's hard to spare the midslot.. not sure how to solve this though |

Matt Faithbringer
Rapid Withdrawal
9
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Posted - 2015.07.22 08:30:54 -
[14] - Quote
Tiberius Heth wrote:Sobaan Tali wrote:"Why this when a TP just works so much better?" Not always needed or useful but it makes sense for them to not work as well as TPs, otherwise there'd be no reason to use those.
Not true, TP helps whole gang, MGC just you. Now you have gang-wide assist module stronger then module that helps just to you. |

Matt Faithbringer
Rapid Withdrawal
10
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Posted - 2015.07.23 15:14:14 -
[15] - Quote
Joe Risalo wrote:...but instead decreases time to target
FTFY
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Matt Faithbringer
Rapid Withdrawal
10
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Posted - 2015.07.29 07:43:29 -
[16] - Quote
elitatwo wrote:Arthur Aihaken wrote:So, what's the consensus? Missiles still suck and drones are Op, yes? Once again CCP Fall threw us a bone... laced with strychnine. Well to answer that we have to have a readit or facetwitter and thumble account, since the CCP dev no longer talk to us one here. The forums are dead.
yeah, but reddit is fun. So many high SP people there. Nowhere else I saw so many people, everyone with S h i t Posting V. |

Matt Faithbringer
Rapid Withdrawal
10
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Posted - 2015.07.30 15:42:19 -
[17] - Quote
Joe Risalo wrote:Arthur Aihaken wrote:Joe Risalo wrote:I have had the issue with torps and cruise missiles on my Golem, as well as with lights on a jackdaw. It seems to be extremely random. I ran all 6 rooms of angel extravaganza and didn't see the issue once, but then I ran Rogue Drone Harassment which is only one room, and watched it happen 5 times. This was with a cruise Golem in Bastion, which obviously doesn't have any range issues. Apparently this might be linked to grouping launchers. Individual volleys for the time being? Well, that might address the issue, or it may make it more prevalent. If it's tied to grouping then yes, but it's tied to server ticks or something like that, it'll happen more often.
well if I remember something from my math classes it should happen more often, but to the same percentage of the damage, so dps shouldn't change |

Matt Faithbringer
Rapid Withdrawal
10
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Posted - 2015.07.30 19:38:35 -
[18] - Quote
stoicfaux wrote:Mario Putzo wrote:https://www.reddit.com/r/Eve/comments/3f38ok/major_bug_with_missile_volleys_completely/ how about we fix this too. not only do missiles deal less peak damage against like sized targets, less applied damage against like sized targets compared to similar sized turrets...they also have worse accuracy (against larger targets!) despite "apparently" hitting 100% of the time...about that. Quote:Situation: Orthrus has 55km optimal (in-game). Target is sitting at 47km from the orthrus. Both ships are at 0.0 m/s not moving. Orthrus dumps its 20 missile volleys into the target. Typhoon takes 11 hits. Logs from both sides confirms only 11 hits have been taken. Yawn... Here's a thread from 2010: Golem pilots/Raven pilots - Torp glitch?I did some testing prior to that and wierdness happens to missiles at the edge of the range. Also, don't forget that missiles take time to accelerate. The in-game display may or may not take acceleration time into account, i.e. The Big Ninetails Thread of Useful FormulaeGäó -> TRUE Missile Range. edit: Ah yes, good times, good times: http://eve-search.com/thread/1307419-0
The issue here is that if both ships are not moving, missiles should *always hit* or *always miss*, not *sometimes hit* |
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