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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Brokk Witgenstein
Extreme Agony
5
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Posted - 2015.06.23 04:20:15 -
[241] - Quote
Why do some guys want to apply Tracking Disruption on non-tracking weapon systems? How about using Damps to mitigate their range hmmm...?
Because when the evil missile boat and the beloved turret boat are both within engagement range, the turrets win on DPS alone.
Really looking forward to this! Next patch is going to be so brilliant [evil, maniacal cackling] |
Brokk Witgenstein
Extreme Agony
5
|
Posted - 2015.06.23 04:32:58 -
[242] - Quote
Porucznik Borewicz wrote:CCP Rise wrote: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. Looks interesting. I think having a single weapon systems disruptor would be enough. Just add functionality to the Tracking Disruptor that is already in the game, change the module name to something more general and make it run 4 different scripts, 2 for turrets and 2 for missile launchers.
No. If you do that, then I want a Drone Repellant in there as well. Please let there be difference between the weapon systems? Pretty please? Let there be Cyclone! Let there be Drake once more! Let there be Phoenix (provided dreads will still be any good come FozzieSov ;-) |
Matt Faithbringer
Red Horde Rising
5
|
Posted - 2015.06.23 07:09:26 -
[243] - 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. |
afkalt
Republic Military School Minmatar Republic
1437
|
Posted - 2015.06.23 09:03:45 -
[244] - Quote
Reminder: Need clarity on stacking penalties please.
And script effects - are the assumptions made valid? |
Iroquoiss Pliskin
Hedion University Amarr Empire
751
|
Posted - 2015.06.23 09:29:11 -
[245] - Quote
I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended?
I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs.
// Turret-Equivalent of the Rapid ML Concept
//
Cruisers Online - [Damage done in PvP by Shiptype]
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Zekora Rally
Negative Density Whatever.
17
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Posted - 2015.06.23 10:10:31 -
[246] - Quote
Iroquoiss Pliskin wrote:I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended? I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied.
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AskariRising
ROGUE RELICS
68
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Posted - 2015.06.23 12:12:11 -
[247] - Quote
Zekora Rally wrote:Iroquoiss Pliskin wrote:I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended? I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied.
its an issue on a caracal yes.
but a kestrel is a different story. kestrel vs corm, the kestrel has far better lock range.
a kestrel vs harpy, the kestrel has better range. a kestrel can hit targets at 97km just using rigs.
ive got a kessy right now thats cap stable with a lock range at 126km, a top speed of 2815m/s, and a missile range of 97km.
these new computers will increase my range even further.
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Kione Keikira
Sleepless Guardians Unreachable
14
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Posted - 2015.06.23 12:32:54 -
[248] - Quote
There are still huge problems when fitting Torpedoes on anything that's not a Bomber. There is barely any reason to fit them, especially when so many frigates / cruisers are around. RHML take far fewer resources, apply way better and actually have a chance of hitting a fast target instead of not even hitting.
The RNI has 2k PG ( and 550 CPU ) left after fitting T2 Torps, so you have fitting problems with PG and CPU. It's something that can't be fixed with just an implant so you lose rig / low slots without doing any fancy stuff like dual Cap Booster or MJD + MWD. Other weapon types don't have nearly this much of an issue when fitting their close range weapons.
Master of being misunderstood.
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stoicfaux
5960
|
Posted - 2015.06.23 12:35:19 -
[249] - Quote
afkalt wrote:Reminder: Need clarity on stacking penalties please.
And script effects - are the assumptions made valid? The placeholders are listed as being stacking penalized: http://gyazo.com/b3680269c04beee50a0e70e70ae841f2
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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afkalt
Republic Military School Minmatar Republic
1439
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Posted - 2015.06.23 12:41:14 -
[250] - Quote
Yes - but stacking with rigs, or not? Stacking with hull bonuses, or not? (like how the resist bonus stacks with the first invuln on such ships). Indeed, stacking with 1 mid and 1 low fit?
Stacking with each other is one thing - I'm more interested in the other parts.
Also confirming napkin math suggests the RHML armored phoon may well be the new overlords, if one can avoid bombs. It can get hilarious DPS out and applied. |
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stoicfaux
5963
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Posted - 2015.06.23 14:11:01 -
[251] - Quote
afkalt wrote:Yes - but stacking with rigs, or not? Stacking with hull bonuses, or not? (like how the resist bonus stacks with the first invuln on such ships). Indeed, stacking with 1 mid and 1 low fit? Stacking with each other is one thing - I'm more interested in the other parts. Also confirming napkin math suggests the RHML armored phoon may well be the new overlords, if one can avoid bombs. It can get hilarious DPS out and applied.
Start here: https://onceamonthmeals.com/how-it-works/
Attributes, not modules, stack. Not all bonuses stack. Rigor/Flare rigs are not stacking penalized. Neither are hull bonuses, implants, skills, etc.
In this case, MGCs and MGEs will stack with each other because they affect the same attributes (and the modules are listed as stacking penalized.)
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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afkalt
Republic Military School Minmatar Republic
1439
|
Posted - 2015.06.23 14:19:53 -
[252] - Quote
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. |
Matt Faithbringer
Red Horde Rising
5
|
Posted - 2015.06.23 14:26:37 -
[253] - 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.. |
afkalt
Republic Military School Minmatar Republic
1439
|
Posted - 2015.06.23 14:29:36 -
[254] - Quote
Matt Faithbringer wrote: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..
Then why is the unbonused hull going to 30%? Or am I oversimplifying? It's possible, I'm tired. Maybe best ignoring me, not at my sharpest. I picked EM since it starts at 0. |
Iroquoiss Pliskin
Hedion University Amarr Empire
753
|
Posted - 2015.06.23 15:29:29 -
[255] - Quote
So what of RL/HMLs? Rage & Fury against everything?
Turrets still get zero - so get rekt?
// [PvP Damage Done by Class (Scylla)]
//
[Cruisers Online]
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BN0216 Lim
Members of Sheol
1
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Posted - 2015.06.23 15:46:08 -
[256] - Quote
CCP finally decided to invent missile assistance modules. yay! Now I can negotiate mid or low modules with rigs :)
One wondering. Any plans to make some remote modules? It would be great when they come up together.
And, like everyone here says that corresponding EWAR on missile should exist, how about a different mechanism from a td, chaffs - making some of incoming missiles miss the target and/or deals less damage.
It may work in some range - say, chaffs are effective for all the ships in radius 5km, or maybe just for the ship which activates it.
Or simply making the defense missiles be more effective than now + plus making them into mid modules? lol |
Styphon the Black
Forced Euthanasia Soviet-Union
31
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Posted - 2015.06.23 17:31:53 -
[257] - Quote
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. |
Kaleesa
Paradox Collective Project.Mayhem.
31
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Posted - 2015.06.23 17:36:03 -
[258] - Quote
Can we get these modules seeded on SISI please?! |
Matt Faithbringer
Red Horde Rising
5
|
Posted - 2015.06.23 17:42:14 -
[259] - 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 |
SFM Hobb3s
Wrecking Shots Black Legion.
312
|
Posted - 2015.06.23 17:48:21 -
[260] - Quote
I'm actually glad there will be no additional electronic warfare applicable to missile doctrines in this patch. It's not needed. Missile boats are hugely susceptible to damps, ecm, and the missiles themselves by smartbombs. That's more than enough. Especially considering the HUGE handicap of delayed damage. |
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Zekora Rally
Negative Density Whatever.
17
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Posted - 2015.06.23 22:08:13 -
[261] - Quote
AskariRising wrote:Zekora Rally wrote:Iroquoiss Pliskin wrote:I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended? I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied. its an issue on a caracal yes. but a kestrel is a different story. kestrel vs corm, the kestrel has far better lock range. a kestrel vs harpy, the kestrel has better range. a kestrel can hit targets at 97km just using rigs. ive got a kessy right now thats cap stable with a lock range at 126km, a top speed of 2815m/s, and a missile range of 97km. these new computers will increase my range even further. How long exactly do you have to wait for said missiles to hit your targets? Turrets don't possess such a delay and as such are inherently better for blapping and sniping even though their reach is a bit less. So, it's only normal to expect missiles to hit out to much farther ranges as compensation for ridiculous damage application delay. This won't change much in pvp as most people will still have ample time to get away while the missiles are approaching. The same thing can be said for turrets. You will be popped before you can even react if they have enough alpha. Garmurs and other succesful pvp missile boats will have to forgo important mods that constitute their speed and tank in other to fit this modules. I don't see a problem here. At least, for now. |
Arthur Aihaken
Jormungand Corporation
4458
|
Posted - 2015.06.24 03:42:07 -
[262] - Quote
I can't wait for the inevitable drone|projectile|laser|hybrid whine threads once these are released...
I am currently away, traveling through time and will be returning last week.
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afkalt
Republic Military School Minmatar Republic
1445
|
Posted - 2015.06.24 09:13:47 -
[263] - Quote
Arthur Aihaken wrote:I can't wait for the inevitable drone|projectile|laser|hybrid whine threads once these are released...
I'm wary, I think there are a few hulls that are going to be a little bit OTT with these and CCP never nerf problem hulls, they rinse the entire weapon system instead. |
Fourteen Maken
Omega Industry Inc. The Ditanian Alliance
170
|
Posted - 2015.06.24 13:06:55 -
[264] - Quote
Zekora Rally wrote:AskariRising wrote:Zekora Rally wrote:Iroquoiss Pliskin wrote:I have only one question: Wouldn't these missile TE/TCs put even Light missile engagement ranges well past 100 km mark - would that be intended? I think it's the same kind of issue as the base drone stats staying unchanged IIRC on the introduction of DDAs. Fitting one of these on a caracal for example will require foregoing another mod. Whether it's a nano or BCU. It's a tradeoff for supposedly better damage application. Now to take advantage of a 100km missile range, a caracal will need a sebo to achieve this which in turn means much less tank or no TP. Sniping harpy/corm fits already hit targets out to this range and they don't have to deal with the 100km damage delay or the target supposedly warping off before damage is even applied. its an issue on a caracal yes. but a kestrel is a different story. kestrel vs corm, the kestrel has far better lock range. a kestrel vs harpy, the kestrel has better range. a kestrel can hit targets at 97km just using rigs. ive got a kessy right now thats cap stable with a lock range at 126km, a top speed of 2815m/s, and a missile range of 97km. these new computers will increase my range even further. How long exactly do you have to wait for said missiles to hit your targets? Turrets don't possess such a delay and as such are inherently better for blapping and sniping even though their reach is a bit less. So, it's only normal to expect missiles to hit out to much farther ranges as compensation for ridiculous damage application delay. This won't change much in pvp as most people will still have ample time to get away while the missiles are approaching. The same thing can be said for turrets. You will be popped before you can even react if they have enough alpha. Garmurs and other succesful pvp missile boats will have to forgo important mods that constitute their speed and tank in other to fit this modules. I don't see a problem here. At least, for now.
It seems only people who use missiles understand the significance of delayed dps. Especially for fleet's and gangs at long ranges where you can have 2 flights of missiles in the air at any given time, huge amounts of dps are wasted on targets that have already been destroyed: could be half of your dps could be even more if you're not making any attempt manage it or count volley's. Imagine a blob of Drakes firing at a primary at long distance, if only half of the alpha is needed to destroy that target then the rest is wasted, if you don't count your volley's then you could end up with some of your fleet sending a second volley etc, that's why they don't work well with incursions. Also instant dps with insta lock means turrets can blap without needing to point this makes them a better choice for gate camping. Missiles can't be balanced directly against instant dps turrets or even drones, they don't scale well even without firewalling, and the dps/range difference is cancelled out by poor damage application against small moving targets.
I like the changes, I expected them to change the base stats on missiles but this is better because it gives more fitting options and more room for specialized fits while forcing trade-offs. |
afkalt
Republic Military School Minmatar Republic
1447
|
Posted - 2015.06.24 13:08:54 -
[265] - Quote
Actually the single biggest drawback of delayed DPS is not the lost vollies (dead is dead) it is the inability to effectively target switch because the logi and targets get a massive telegraph that the fleet has retargeted.
I suggested a change to redboxing to compensate, but people went ape. /shrug. "Feature", apparently. |
stoicfaux
5973
|
Posted - 2015.06.24 13:49:34 -
[266] - Quote
Fourteen Maken wrote: It seems only people who use missiles understand the significance of delayed dps. Especially for fleet's and gangs at long ranges where you can have 2 flights of missiles in the air at any given time, huge amounts of dps are wasted on targets that have already been destroyed
Why is why in my heart of hearts, I hope that CCP has decided that the Mordu 200% missile velocity, 50% flight time experiment is a success[1], and the concept is ready to be rolled out to other missile ships.
[1] i.e. the server doesn't explode and/or the missiles don't travel backwards in time and hit before they launch.
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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stoicfaux
5973
|
Posted - 2015.06.24 14:18:46 -
[267] - Quote
Modules are on Sisi:
MGC II requires Trajectory Analysis IV MGE II requires Weapons Upgrades IV
Scripts increase one set of bonuses by 100% and reduce the other set by 100%. (But Sisi is displaying "[no messageID: 309645]" instead of the actual attribute names for some reason.) So standard TC type stuff.
Ooopsie, the MGE and MGC only affect Missile Velocity, Explosion Velocity and Explosion Radius. No Missile Flight Time.... Must be a work in progress?
https://drive.google.com/file/d/0B_CLlTV8bSxNSjJJaUxuSkJDMlE/view?usp=sharing
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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Scott Webb
Scott Webb Corp
15
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Posted - 2015.06.24 15:25:44 -
[268] - Quote
Hegelian dialectic strikes again with you lot. You create the problem(supposed buff to missle application) People then bleet, it's not fair.......Then you come in with the nerfs waiting in the wings in the form of some ewar disruption mods that adversely effect missles. Seriously, why don't you openly display your lodge number and be done with it :) |
Elana Apgar
Static-Noise Upholders
56
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Posted - 2015.06.24 15:56:18 -
[269] - Quote
Will you be making Remote Missile Computers like you have Remote Tracking Enhancers? |
afkalt
Republic Military School Minmatar Republic
1447
|
Posted - 2015.06.24 17:07:34 -
[270] - Quote
Trajectory analysis?! What? Surely a copypasta error cloning the mods? |
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