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

Nalren
Aperture Harmonics K162
50
|
Posted - 2015.06.19 14:23:09 -
[61] - Quote
Rowells wrote:What ever happened to the 5% heavy missile buff mentioned in the o7 show Is this the one you mean?
CCP Rise wrote: Heavy Missile Damage is being increased by 5% for all Heavy Missile Types
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TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1097
|
Posted - 2015.06.19 14:23:10 -
[62] - Quote
Rowells wrote:What ever happened to the 5% heavy missile buff mentioned in the o7 show
did you read the post |

BadAssMcKill
ElitistOps
1095
|
Posted - 2015.06.19 14:25:19 -
[63] - Quote
When can we expect he disruption modules |

Airi Cho
Dark-Rising
102
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Posted - 2015.06.19 14:30:05 -
[64] - Quote
Rowells wrote:What ever happened to the 5% heavy missile buff mentioned in the o7 show
It is part of the first post. ;) |

LUMINOUS SPIRIT
The Dark Space Initiative Scary Wormhole People
794
|
Posted - 2015.06.19 14:30:47 -
[65] - Quote
Phoenix is the new and undisputed KING of wormholes, and sleeper escalations.
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stoicfaux
5924
|
Posted - 2015.06.19 14:32:13 -
[66] - Quote
Phaade wrote:First, removing Caldari Kinetic lock is a necessity. The Cerberus will always be 3/4's as good as it can be, or less due to Gallente bias (Ishtar lol) and kinetic resists, because of this ancient ship bonus. Missile specialists would not lock themselves into using one particular missile, while drone specialists utilize all drone types, and projectile specialists use all types of ammunition. It makes no sense.
Shhhhhhh! You're talking to CCP "M. Shyamalan" Rise who likes to add a twist to things. Do you really want the Ishtar's bonuses to only apply to Gallente drones, i.e. Ogres and Gardes?
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Kallen Kozukie
Science and Trade Institute Caldari State
18
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Posted - 2015.06.19 14:34:47 -
[67] - Quote
"These modules can use Missile Precision and Missile Range scripts and can of course be overheated."
Does that affect velocity or flight time for missiles for the range script? |

Ugly Eric
Fistful of Finns Triumvirate.
102
|
Posted - 2015.06.19 14:41:24 -
[68] - Quote
There is a problem with the ewar to this modules.
Either we would need a completely new shipclasses to have bonuses to the ewar, or change the current ewar ships to bonus to missile also.
One option would be to change the tracking disruptors to weapon disruptors and just give scripts to each weapon type. That would also increase the usage of TD (or WD) in small scale / solo and not only in the bigger fleetfights. It would become a universal module to disrupt all kind of damage, but drone damage (yes u can TD a drone, but in reality that is unusable in 99.9% of cases). |

Andre Vauban
Quantum Cats Syndicate
406
|
Posted - 2015.06.19 14:45:24 -
[69] - Quote
Any thoughts of creating a tracking disruptor equivalent for missiles?
.
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Nimrodion
Xanthium Prime
49
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Posted - 2015.06.19 14:48:39 -
[70] - Quote
CCP Rise wrote: Heavy Missile Damage is being increased by 5% for all Heavy Missile Types
Is that 5% increase per level or total increase regardless of skills?
CCP Rise wrote:Missile Guidance Computer I 28 CPU, 1 PG, 7.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time Compact Missile Guidance Computer 24 CPU, 1 PG 7.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time Missile Guidance Computer II 35 CPU, 1 PG 9.5% bonus to explosion velocity, explosion radius, missile velocity and missile flight time
Are these numbers for MGCs running with or without scripts, and if they are with scripts, what's gonna be the bonus while running unscripted? |

stoicfaux
5925
|
Posted - 2015.06.19 14:50:21 -
[71] - Quote
Andre Vauban wrote:Any thoughts of creating a tracking disruptor equivalent for missiles? None what-so-ever: "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."
/RTFMOP 
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
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Rowells
ANZAC ALLIANCE Fidelas Constans
2534
|
Posted - 2015.06.19 14:52:10 -
[72] - Quote
TrouserDeagle wrote:did you read the post Ari Cho wrote:It is part of the first post. ;) Nalren wrote:Is this the one you mean? This isn't the first case of illiteracy this morning. Maybe I should go back to bed. |

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1750
|
Posted - 2015.06.19 14:52:32 -
[73] - Quote
I may have to steal that....
My Many Misadventures
I seek to create content, not become content.
Inaugural C&P Thunderdome Champion
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Deacon Abox
Justified Chaos Spaceship Bebop
507
|
Posted - 2015.06.19 14:52:42 -
[74] - Quote
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?
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Deacon Abox
Justified Chaos Spaceship Bebop
507
|
Posted - 2015.06.19 14:55:08 -
[75] - Quote
stoicfaux wrote:Andre Vauban wrote:Any thoughts of creating a tracking disruptor equivalent for missiles? None what-so-ever:"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." /RTF MOP  Don't be so smug. It is not none what so ever. Just more of the SOON. Hope that really is soon this time because no one will be flying anything small soon. 
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1750
|
Posted - 2015.06.19 14:55:33 -
[76] - 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? As long as any eventual missile EWAR only effects missiles at the time they're launched there shouldn't be any more server load than there is currently. If CCP tries to apply missile EWAR to missiles in flight though, that could potentially become burdensome.
My Many Misadventures
I seek to create content, not become content.
Inaugural C&P Thunderdome Champion
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MeBiatch
GRR GOONS
2080
|
Posted - 2015.06.19 14:56:44 -
[77] - Quote
CCP Fozzie wrote:Jassmin Joy wrote:Any thoughts on the effectiveness of SmartBombs on missiles and the ability to firewall them? Yes, but we haven't had a chance to post that thread quite yet.
Will Smartbombs be the only viable counter to missiles? are you considering making a new Ewar against them? perhaps enhancing defender missiles to be useful like you target the ship and it destroys some but not all of the incoming missiles to reduce damage?
Maybe make defender missiles a mid slot and they can act like point defense? how will this affect the Phoenix?
oh and most important...
Happening status?
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1750
|
Posted - 2015.06.19 14:57:03 -
[78] - Quote
Deacon Abox wrote:stoicfaux wrote:Andre Vauban wrote:Any thoughts of creating a tracking disruptor equivalent for missiles? None what-so-ever:"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." /RTF MOP  Don't be so smug. It is not none what so ever. Just more of the SOON. Hope that really is soon this time because no one will be flying anything small soon.  You missed the point I think. At the bottom of Rise's OP (which is what stoicfaux linked), Rise talks about adding missile-based EWAR eventually, just not right now.
My Many Misadventures
I seek to create content, not become content.
Inaugural C&P Thunderdome Champion
|

MeBiatch
GRR GOONS
2080
|
Posted - 2015.06.19 14:58:21 -
[79] - Quote
Capqu wrote:[Talwar, tfi]
Type-D Attenuation Signal Augmentation Damage Control II Ballistic Control System II
5MN Quad LiF Restrained Microwarpdrive Tracking Computer II, Optimal Range Script F-90 Positional Sensor Subroutines, Targeting Range Script
Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile Arbalest Compact Light Missile Launcher, Caldari Navy Nova Light Missile
Small Ionic Field Projector II Small Hydraulic Bay Thrusters I Small Warhead Calefaction Catalyst I
110~km range 150 dps 10 mil
gal ewar for the counter. activate ALL the sensor damps
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
|

MeBiatch
GRR GOONS
2080
|
Posted - 2015.06.19 15:00:45 -
[80] - Quote
EVE-Lotteries wrote:Makes the actual TD works on that please.
My thoughts on counters for missiles and ECM/TD enhancement
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
|

MeBiatch
GRR GOONS
2081
|
Posted - 2015.06.19 15:02:13 -
[81] - Quote
Tonrak awesomesauce wrote:Is there any news regarding torpedoes? They are really bad currently, both lacking range and damage application
its almost like there is a new mod that is designed to enhance the torps to be more precise and go longer range...
There are no stupid Questions... just stupid people...
CCP Goliath wrote:
Ugh ti-di pooping makes me sad.
|

Fredric Wolf
Black Sheep Down Tactical Narcotics Team
93
|
Posted - 2015.06.19 15:06:33 -
[82] - Quote
I think a better solution to missiles disruption would be this. Create a Defender missile mod small, medium, and large. Make this a mid slot mod so it fits more in line with other EWAR mods. Give the Falcon and Rook and Kitsune a bonus to rate of fire of defender missiles. Change the damage type of defenders to omni. You now have all Recon and EWAR frigs with 2 EWAR mods each. |

Phaade
Perimeter Defense Systems
358
|
Posted - 2015.06.19 15:07:28 -
[83] - Quote
TrouserDeagle wrote:rockets could do with lower volume
torps need better fitting and range (rockets 10km, hams 20km, torps 20km, what?)
and as always, missiles will always be garbage while skirmish links are around. missile damage is basically determined by speed:sig. you can't improve speed:sig by ~80% and still expect missiles to work.
+1
Please remove links! |

FT Diomedes
The Graduates Get Off My Lawn
1117
|
Posted - 2015.06.19 15:08:37 -
[84] - Quote
Good changes, but I find that Capqu is usually right about these sorts of things. You might consider his comments carefully regarding light missiles.
Insanity: doing the same thing over and over again and expecting different results. So, why do I post here?
I'm stubborn.
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stoicfaux
5925
|
Posted - 2015.06.19 15:08:56 -
[85] - Quote
Deacon Abox wrote:stoicfaux wrote:Andre Vauban wrote:Any thoughts of creating a tracking disruptor equivalent for missiles? None what-so-ever:"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." /RTF MOP  Don't be so smug. It is not none what so ever. Just more of the SOON. Hope that really is soon this time because no one will be flying anything small soon.  "None what-so-ever" in this context was polite sarcasm, i.e. I was emphasizing that the question was covered in the original post. Probably should have gone with "Nope, none whatsoever" instead.
Or maybe, "none whatsoever" in this context implies a lack of faith in CCP's determination in overcoming the technical issues, thus implying that MGEs/MGCs will remain "overpowered" for the long haul. So, still sarcasm.
/always_have_more_than_one_reason_for_doing_something...
Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.
|

Ghaustyl Kathix
Quantum Singularities Half Massed
57
|
Posted - 2015.06.19 15:09:02 -
[86] - Quote
I'm a little disappointed in these missile changes, to be honest. Even if there's a problem with missiles, this approach just makes them even more like turrets. I would have preferred a solution that didn't just copy how turrets do things. I think the biggest problem with missiles is almost all missile-boats are shield-tanked, which severely limits their options. The Typhoon, Sacrilege, Damnation, Vengeance and Gnosis being the only armor-tanked missile-bonused ships.
Regarding EWar, make defender missiles a mid-slot and make them not suck?
MeBiatch wrote:Tonrak awesomesauce wrote:Is there any news regarding torpedoes? They are really bad currently, both lacking range and damage application its almost like there is a new mod that is designed to enhance the torps to be more precise and go longer range... Target painters and stasis webs, as well. |

Deacon Abox
Justified Chaos Spaceship Bebop
508
|
Posted - 2015.06.19 15:29:54 -
[87] - Quote
Bronson Hughes wrote: As long as any eventual missile EWAR only effects missiles at the time they're launched there shouldn't be any more server load than there is currently. If CCP tries to apply missile EWAR to missiles in flight though, that could potentially become burdensome. Of course. Ive often wondered whether my missiles are getting the effect of a painter if its activated after the missiles were already in flight. That is, does the server calculate the explosion effects on launch and just apply them when they reach the target or does it do a recalculation on impact. Turning these missile tracking enhancing mods on after launch could then also become problematical for the server.
Bronson Hughes wrote: You missed the point I think. At the bottom of Rise's OP (which is what stoicfaux linked), Rise talks about adding missile-based EWAR eventually, just not right now. No I didn't. That is why I alliterated the soon.
While I hate ecm and what it does currently. It would not be a fix to change it to what you suggest. ECM has a valid use as a counter to logi and remote effects.
TD makes more sense since the TD boats are not used much anyway.
But at least you were thinking creatively. I presented a thread about an option to give painters an anti drone control effect, control range or less likely tracking on them. All I got was flames. But Im still of the opinion that that could work. A painted ship could be so electromagnetically lit up that it would interfere with the base control range, Drone Link Augmenters, and/or Omni effects. And likewise, dedicated painter boats are not used as much as the Damp or ECM boats.
edit : defenders suck, and always will. and if ever they somehow didn't they would still require a launcher slot which many ships do not have.
CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting-áoff button for the jump gate and autoscan visuals.
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M1k3y Koontz
Respawn Disabled Initiative Mercenaries
761
|
Posted - 2015.06.19 15:38:43 -
[88] - Quote
TinkerHell wrote:I dont even get why these are needed.
Because missiles (other than RLMLs) are ****.
How much herp could a herp derp derp if a herp derp could herp derp.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
1750
|
Posted - 2015.06.19 15:41:48 -
[89] - Quote
Deacon Abox wrote:Bronson Hughes wrote: As long as any eventual missile EWAR only effects missiles at the time they're launched there shouldn't be any more server load than there is currently. If CCP tries to apply missile EWAR to missiles in flight though, that could potentially become burdensome. Of course. Ive often wondered whether my missiles are getting the effect of a painter if its activated after the missiles were already in flight. That is, does the server calculate the explosion effects on launch and just apply them when they reach the target or does it do a recalculation on impact. Turning these missile tracking enhancing mods on after launch could then also become problematical for the server. I am 90% certain that target-related values (target velocity, signature radius, resists, etc.) are calculated at impact. This would include the target being painted, webbed, running a prop mod, etc.
As for the missile buffing mods, in order to get the full benefit of the velocity/flight time bonuses, they would have to be applied at launch. Since it doesn't make much sense to me to have a module apply some of its bonuses at launch and some at impact, I'm guessing that the missile explosion velocity and explosion radius bonuses would be applied at launch as well.
This last bit is pure speculation mind you.
EDIT: Clarified the first bit.
My Many Misadventures
I seek to create content, not become content.
Inaugural C&P Thunderdome Champion
|

SFM Hobb3s
Wrecking Shots Black Legion.
310
|
Posted - 2015.06.19 15:42:49 -
[90] - Quote
So, suddenly a weapon system that truly sucked for pvp (with a few hull-bonused exceptions), now does not suck. For some reason I am reminded of the heady days of blapping countless goon drakes (because that's all they were allowed to fly).
Looking forward to this change! |
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