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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Fozzie
C C P C C P Alliance
13323
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Posted - 2015.10.02 17:05:46 -
[1] - Quote
Hey folks! If you've followed our development over the past few years you'll know that the idea of tracking disruptors for missiles has been bouncing around for a long time. Defender missiles are a very poor counter (that should be completely repurposed rather than tweaked) and the inability to impact missiles has always been a major problem for Amarrian Weapon Disruption ships. We think that adding Missile Disruptors will create some interesting new fitting options, especially for ships with bonuses to weapon disruption.
We're now planning on releasing these new modules in our December release, and we're ready to start getting your feedback! These disruptors would be seperate modules within the same group as Tracking Disruptors. They will use the same skills and get the same bonuses as Tracking Disurptors (so for example a Pilgrim would automatically get bonuses for these modules). Pilots will be able to choose what combo of missile and tracking disruptors to fit on their ships, based on what they expect to face. We're planning on introducing T1, T2 and named versions with faction options being considered.
We expect that the stats will need extensive tweaking and playtesting, but here's what we're working with at the moment:
At the same time, we're planning on making a slight buff pass on the Missile Guidance modules that were introduced in Aegis. Their range bonuses don't need any more improvements, but we are currently planning on buffing their explosion radius and explosion velocity bonuses by ~10%. We'd then observe how that change is received on TQ and decide if we want to go farther or not.
We're really interested in your feedback and we have plenty of time to get these properly adjusted before release. These changes are currently planned for our December release.
Keep an eye out for an announcement later today from CCP Seagull who will be going over some more stuff coming soon, as well as more announcements in the weeks leading up to EVE Vegas.
Let us know what you think!
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13343
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Posted - 2015.10.05 13:22:39 -
[2] - Quote
Hey folks thanks for the feedback so far. To answer a few of the common questions:
Q: Why make separate modules instead of using a script on existing TDs? A: We believe that the script method would make TDs too powerful. Using separate modules means that weapon disruption ships can hedge their bets by fitting a spread of TDs and MDs, but that they'll have smaller numbers of each.
Q: Isn't 45% reduction to both flight time and velocity too much, since the effect stacks? A: It's true that the effect of the two range attributes stack, so at the maximum (range scripted, on a bonused ship with links and heat) level the Missile Disruptor would reduce the total effective missile range by ~70%. However this is actually still less powerful than current Tracking Disruptors, which provide a -86% reduction in both optimal and falloff when using the same ship and bonuses.
Q: Will these disruptors apply to missiles already in flight, or just missiles fired while the disruptor is active? A: Only missiles fired while the disruptor is active will be affected.
Q: Is the 10% buff to Guidance Computers and Guidance Enhancers absolute or relative? A: Relative. So for instance a T1 unscripted Guidance Computer would provide 5.5% bonuses to explosion radius and explosion velocity, rather than the current 5%.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13346
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Posted - 2015.10.05 15:27:16 -
[3] - Quote
afkalt wrote:CCP Fozzie wrote:Q: Isn't 45% reduction to both flight time and velocity too much, since the effect stacks? A: It's true that the effect of the two range attributes stack, so at the maximum (range scripted, on a bonused ship with links and heat) level the Missile Disruptor would reduce the total effective missile range by ~70%. However this is actually still less powerful than current Tracking Disruptors, which provide a -86% reduction in both optimal and falloff when using the same ship and bonuses. But how many turrets have a 50/50 split between optimal and falloff? That's not how math works. It doesn't matter whether a turret is more falloff heavy or more optimal heavy. Since both attributes are impacted equally, the effective range of the turret is simply reduced by 86% across the board.
Deacon Abox wrote:Harvey James wrote: 86% and 70% .. don't those numbers seem a little excessive?
They do. TDs and MDs should be weaker on unbonused hulls. If those stats are to remain make them only obtainable on bonused hulls. Those numbers are only obtainable on bonuses hulls (along with max skills, links and heat).
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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CCP Fozzie
C C P C C P Alliance
13547
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Posted - 2016.01.06 14:33:24 -
[4] - Quote
Arthur Aihaken wrote:When might we expect Faction and Officer missile guidance computers and missile guidance enhancers? We're starting off by observing how the initial batch gets used. I expect that we'll add more variations at the same time as a balance pass in the future.
Game Designer | Team Five-0
https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/
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