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

Soldarius
Naliao Inc. Test Alliance Please Ignore
1311
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Posted - 2015.06.19 20:56:06 -
[1] - Quote
Typical CCP procedure is to post the stats for scriptable modules used without scripts or heat. Scripts typically reduce one set of bonuses to 0 and double the other set. So we're looking at a 19% reduction to expRad and expVel, or a 19% increase in both missile velocity and flight time, which is also good.
Counter to extreme missile range is still damps, which are Gallente. his fits well with lore. GL to CCP on the missile disruptors. I know you need it.
5% bonus to Heavy missile damage is.... lel. But in combination with the new mods, it may be enough. Guess we'll see.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1318
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Posted - 2015.06.26 16:06:21 -
[2] - Quote
I didn't want to say anything because of the possibility of jinxing the whole damn thing. But as soon as I tried the MGC last night, I knew it was going to get nerfed. >40% range bonus was very strong.
But the application bonuses too? Those definitely weren't OP.
Is there a reason for the MGE having stronger range stats than application stats, while the MGC has stronger application stats than range? Maybe because of the ability to script for range on the MGC?
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1319
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Posted - 2015.06.26 16:36:27 -
[3] - Quote
stoicfaux wrote:Personally, I would like to see a Mordu's Legion faction script (and faction MGE (and MGC)) that buffs missile speed greatly while reducing flight time greatly...
That's a really interesting concept.
Faction Missile Guidance mods would obviously come from Caldari Navy, and as you say perhaps Mordu's Legion as well.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1320
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Posted - 2015.06.28 18:32:04 -
[4] - Quote
stoicfaux wrote:Kadesh Priestess wrote:t2 flare is better than t1 rigor unless target is extremely small for missile type, scrammed and highly immobile. Let me generalize/simplify the point that Kadesh Priestess is trying to make: * If you have one normal web on a target with no prop mod, then the first part of missile formula (MF1) will probably be dominant. * If the target has an AB, then you'll need three normal webs, or a 90% web, to get MF1 to be dominant. * If the target has an MWD, then you'll need two 90% webs to get MF1 to apply. However, at that point, both parts of the missile formula will be over 100%, at which point the 0th part of the formula is dominant, i.e. max(1, ...) If you can reliably land enough webs to get MF1 to apply, then fit for Explosion Radius. If, not, then feel free to fit that Flare II over a Rigor I. 75% TPs (bonused TP + Warfare Link II + Mindlink) are a variable for another day.
99.98% increase to sigRad. with heat, on a 10%/level ship such as the Hyena or Golem. TPs are stacking penalized btw. And because its a multiplier, unless said ship is either already naturally large (BS/cap/supercap) or has MWD running TPs will do little. 199% of almost nothing is still almost nothing. In other words, target painting a scrammed frigate is utterly useless.
Speaking of useless, I see the MGC range bonuses list in the OP are down to 5.5% now. I was hoping these might find a place on something like the Sacrilege. But with such a small bonus I'm not seeing it.
Current max range on faction heavy missiles is 62.9km. This increases to 77.5km (62.9*1.11*1.11) using a scripted MGC II with the current stats. For the record, we started at 9.5% flight time and velocity.
Missiles are not turrets. You cannot slap the same bonuses on the module and expect to get the same increase in performance either mathematically or perceptually.
In the case of missiles, you are not increasing damage at longer ranges by increasing range. All you're doing is allowing for dps to be applied at all. In addition, increasing range on cruise missiles won't do much because they have extremely long range to begin with. Most of the time the limiting factor is locking range, which requires a sensor booster.
Short range missiles will gain almost nothing from a mere 23% increase in range. You can afford to be generous here. 23% range is honestly not very much, especially when you are using HAMs, torps, or rockets.
41% was a bit much. 23% is too little. So I suggest bringing the missile velocity and flight time bonuses back up to 7.5%. Scripted, this will result in a 15% per category increase, and thus a 32.25% total increase; a shade under a third more range. This is the exact same bonus granted by using 2 range rigs, one each of Rocket Fuel Cache Partition, and Hydraulic Bay Thrusters. I would find this to be useful in most cases.
There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II. Guess what that value is? 15% per rig.
I think the original application bonuses were fine. But for argument's sake, guess what the application rig bonuses are? 15%. The current values on the MGC will give 15% when scripted. So I think that value is a fair and useful value. It should stay.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1321
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Posted - 2015.06.29 14:05:58 -
[5] - Quote
Kadesh Priestess wrote:Soldarius wrote:There is precedent to this value. 2 missile dps rigs (1 each of Bay Loading Accelerator and Warhead Calefaction Catalyst), give the same dps increase as a single Ballistic Control System II. Guess what that value is? 15% per rig.
t1 rigs are 10% and you can't fit 2 t2. Also 2 t2 would be much stronger than single BCS.
Dps rigs are indeed 10% bonus. Thank you for pointing out my error. But it doesn't really change anything. My point was that a single module has the same effect as 2 rigs. And the application and range rigs are all 15%. So the appropriate bonus for a scripted MGC should be 15% in each category. So 7.5% base.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1323
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Posted - 2015.06.30 16:25:46 -
[6] - Quote
Bumping for 7.5% bonuses to each category for MGC II.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1325
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Posted - 2015.07.02 21:31:31 -
[7] - Quote
GreyGryphon wrote: The problem will not get worse because the modules are not strong enough to make anything worse. However, I am pretty sure we are going to see is the rise of the Rapid Heavy Missile Launcher. Most battleships have one bonus for RHML and the worst bonus (RoF), but with the new module they should be competitive. Battleships also have the extra slots that smaller ships do not. Nothing will be broken, but we will have another strange weapon system like RLML.
Actually, there are exactly 6 BS that have bonuses that apply to RHML. They are the Raven, Scorpion Navy Issue, and the Typhoon, all with the same 5% per level bonus to RHML RoF. The Typhoon Fleet Issue has a 7.5% per level bonus to heavy missile damage. The Rattlesnake gets a 10% per level bonus to all missiles kinetic and thermal damage, and the Barghest gets a flat 50% bonus to all missile ranges, and a 5% per level bonus to all missile damage. Any other bonuses are to cruise missiles and torpedoes.
None of them has an application bonus that applies to heavy missiles. Only one of them has two bonuses to heavy missiles.
Also, let this be our daily reminder that MGC II needs 7.5% base bonuses to each category.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1325
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Posted - 2015.07.03 16:34:38 -
[8] - Quote
This thread went the same as the Recon thread.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1327
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Posted - 2015.07.06 14:32:54 -
[9] - Quote
Daily reminder that 7.5% bonuses all around for MGC II should be the norm.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1348
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Posted - 2015.07.20 14:55:32 -
[10] - Quote
Joe Risalo wrote:Ok, so I attempted to use 3 of these with precision scripts on a Torp Golem. They were terribad..
I went back to using triple PWNAGE TPs.
MTC has nowhere near the same effect as a tracking comp. They're virtually useless, unless you're trying to get range out of them... they're great for range, but that's it.
Dude, Golem has the same TP bonuses as a Hyena or Huginn! Its like a torp BS and a recon wrapped into one. What did you think was going to happen? Thats like comparing watermelons to oranges. Yes, they are both fruits. But that's about it. Ofc you would use MGC on a golem for range and not precision, and stick with the massively bonused TPs for better application.
http://youtu.be/YVkUvmDQ3HY
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Soldarius
Naliao Inc. Test Alliance Please Ignore
1393
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Posted - 2015.10.19 19:42:26 -
[11] - Quote
afkalt wrote:So....quick question - RHML were dominant in terms of DPS in the AT - did ANY of those ship losses have the new mods?
https://zkillboard.com/ship/11993/region/10000004/losses
http://youtu.be/YVkUvmDQ3HY
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