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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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Yadaryon Vondawn
Alius Itineris Virtus
30
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Posted - 2015.10.02 17:12:20 -
[2] - Quote
-will edit- |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1124
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Posted - 2015.10.02 17:12:22 -
[3] - Quote
:o |
Baali Tekitsu
AQUILA INC Verge of Collapse
919
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Posted - 2015.10.02 17:12:46 -
[4] - Quote
I have been a fan of the idea for a long time and this is great.
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Frostys Virpio
KarmaFleet Goonswarm Federation
2295
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Posted - 2015.10.02 17:15:01 -
[5] - Quote
Precision script and range script I assume? So a precision script would remove 30% explosion velocity AND increase explosion radium by 30%? |
Selto Black
Pan Galactic Gargle Blasters Ocularis Inferno
3
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Posted - 2015.10.02 17:15:03 -
[6] - Quote
Those that fight garmurs and orthoruses in lowsec thank you. |
DaJokr
Hard Knocks Inc. Hard Knocks Citizens
27
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Posted - 2015.10.02 17:18:24 -
[7] - Quote
This means you're adding remote missile guidance enhancers to match all the other modules and balance it out, correct? |
Krell Kroenen
The Devil's Shadow
260
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Posted - 2015.10.02 17:19:24 -
[8] - Quote
A nice addition to the game and a nice tweak to the existing guidance mods as well. |
Kiki Abraxas
Cap's R Us
3
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Posted - 2015.10.02 17:19:30 -
[9] - Quote
why not fix things that are broken such as sov mechanics :) and then go back to adding new **** |
Metal Icarus
Dirt Nap Squad Dirt Nap Squad.
744
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Posted - 2015.10.02 17:19:44 -
[10] - Quote
yay more ewar! \o/ |
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Laetitia Nzero
Southern Cross Incorporated Flying Dangerous
243
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Posted - 2015.10.02 17:19:50 -
[11] - Quote
This is cool. Now nobody will laugh when I bring my Sentinel :D |
O'nira
Litla Sundlaugin
72
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Posted - 2015.10.02 17:20:01 -
[12] - Quote
Any chance of faction Missile Computers and enhancers? |
Steve Ronuken
Fuzzwork Enterprises Vote Steve Ronuken for CSM
5587
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Posted - 2015.10.02 17:21:13 -
[13] - Quote
Kiki Abraxas wrote:why not fix things that are broken such as sov mechanics :) and then go back to adding new ****
Sometimes I think that people just don't understand that not all development is created equal.
Woo! CSM X!
Fuzzwork Enterprises
Twitter: @fuzzysteve on Twitter
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Genghis Tron
Boom Squad
21
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Posted - 2015.10.02 17:23:01 -
[14] - Quote
Kiki Abraxas wrote:why not fix things that are broken such as sov mechanics :) and then go back to adding new ****
I agree with this! Since you are literally the only person working at CCP, Fozzie, you really ought to stick on one project and stop multi-tasking. Put down that slice of pizza! You can't eat and dev at the same time. Do one thing. I'm paying for this game, listen to meeee!
Also, love the idea. This has been much needed for quite some time. Keep up the great work CCP!
BOOM SHAKALAKA
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Baali Tekitsu
AQUILA INC Verge of Collapse
919
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Posted - 2015.10.02 17:24:24 -
[15] - Quote
By the way, are they going to affect fighter bombers like tracking disruptors affect turret drones?
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Thanatos Marathon
Black Fox Marauders
521
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Posted - 2015.10.02 17:24:28 -
[16] - Quote
Without having done any math yet because mathishard, looks good! +1 |
Treya Neverette
Sinful Dick's Goathouse of Fun
5
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Posted - 2015.10.02 17:24:55 -
[17] - Quote
Please make defender missiles anti-drone missiles. |
Ripard Teg
Snuff Box Snuffed Out
1076
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Posted - 2015.10.02 17:29:22 -
[18] - Quote
If they're going to use the same skills/bonuses as Tracking Disruptors, why not just use missile disruption scripts for the existing Tracking Disruptors instead of a new module?
As always ( ), my thinking here is geared toward small gang, who while roaming are not going to know if they're going to be facing turret ships or missile ships until they're facing them.
aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.
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Frostys Virpio
KarmaFleet Goonswarm Federation
2295
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Posted - 2015.10.02 17:31:05 -
[19] - Quote
Ripard Teg wrote:If they're going to use the same skills/bonuses as Tracking Disruptors, why not just use missile disruption scripts for the existing Tracking Disruptors instead of a new module? As always ( ), my thinking here is geared toward small gang, who while roaming are not going to know if they're going to be facing turret ships or missile ships until they're facing them. INB4 mobile depot. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1124
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Posted - 2015.10.02 17:34:13 -
[20] - Quote
can we rename tracking disruptors to turret disruptors or something while we're at it? 'optimal range tracking disruptors' is so dumb. |
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Ransu Asanari
AQUILA INC Verge of Collapse
361
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Posted - 2015.10.02 17:34:31 -
[21] - Quote
I've expected to see these for a while, and generally I'm in favor of them.
I do wonder why you've chosen to give this new EWAR ability to Amarr however - yes it fits alongside Tracking Disruptors, but Amarr already get Tracking Disruption and Energy Neutralizers as a primary and secondary EWAR on their class ships. So now they're going to have Missile Disruption as well?
Caldari ships only get ECM and... ECM. That's it - they have no secondary EWAR capability on their Electronic Attack Ships, or Recon Ships.
Unless you are also planning on introducing a drone counter EWAR system, would it not make more sense to give this ability to Caldari ships? I understand that may take more work to revamp all of the ships, but if an ECM rebalance is in the works anyway, logically it would make sense to give drone and missile EWAR to Caldari ships.
I've outlined a bit more detail on this here, and I believe Corbexx may have sent it your way:
https://www.reddit.com/r/Eve/comments/3itkns/rogue_drone_battleship_grasping_robot_arms_have/cuke0v4 |
The Slayer
GoonWaffe Goonswarm Federation
275
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Posted - 2015.10.02 17:35:46 -
[22] - Quote
Kiki Abraxas wrote:why not fix things that are broken such as sov mechanics :) and then go back to adding new ****
If only there were multiple teams who could work on multiple things at multiple times, you multiple goddam ******. |
Hendrink Collie
Blood Oath Foundation Adaptation.
70
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Posted - 2015.10.02 17:39:15 -
[23] - Quote
Exciting stuff. Should help against those angsty orths. |
Ben Ishikela
64
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Posted - 2015.10.02 17:39:30 -
[24] - Quote
Awesome! --- Now add some AoE effect to missile explosion, ( ... and work out the CONCORD problems ). Then they actually matter and are a difference to guns. I'd like the feeling/story of it. ...and btw would be a nice tool against nooby anchoring blobs. also nice to have gilas shooting their own drones. lol ---
Remove JumpFreighters/CloakHauler/CloakTrick and make a new T2Freighter(mjd&LotsOfCargo&moreTank, but no JumpDrive). Because we need more opportunities for piracy, escorts and decentralised economy! ...also Convoys.
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sytaqe violacea
Circus of midnight
33
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Posted - 2015.10.02 17:40:33 -
[25] - Quote
Do you have any plan to add bonus about this modules on any ship? |
Keras Authion
Science and Trade Institute Caldari State
197
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Posted - 2015.10.02 17:42:51 -
[26] - Quote
CCP Fozzie wrote: 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.
Just to clarify, are you going to raise the stats by 10% (ie. 5% to 5.5%) of the current or to around total of 10% bonus?
This post was rated "C" for capsuleer.
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h4kun4
Heeresversuchsanstalt The Bastion
32
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Posted - 2015.10.02 17:43:55 -
[27] - Quote
Some Missing Modules: Missile Guidance Link => Tracking Link Drone Tracking Disruptor => As a contra for the Omnidirectional Tracking Link
Some of my Corpies are very concerned Missile Doctrines will become useless, i hope you guys dont screw up the balancing in the first place. For example is the damage application of T2 HAMs on Cruisers a bit weak already, you won't hit much with a disruptor module. |
Scatim Helicon
GoonWaffe Goonswarm Federation
3331
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Posted - 2015.10.02 17:44:30 -
[28] - Quote
Missile disrupting scripts for the existing tracking disruptors would seem to be a much neater solution than a whole new range of modules, is there a reason why you've taken this route instead?
Post on the Eve-o forums with a Goonswarm Federation character that drinking bleach is bad for you, and 20 forum warriors will hospitalise themselves trying to prove you wrong.
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Mia Markaya
Unlimited Blade Works.
0
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Posted - 2015.10.02 17:44:58 -
[29] - Quote
What if you just changed Tracking Disruptors to Disruptors and gave them 4 scripts? 2 for turrets, 2 for missiles.
Damps will still be better overall imo. |
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
1124
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Posted - 2015.10.02 17:49:41 -
[30] - Quote
Mia Markaya wrote:What if you just changed Tracking Disruptors to "Weapon Disruptor" and gave them 4 scripts? 2 for turrets, 2 for missiles.
Damps will still be better overall imo, if you can't lock, you can't DPS at all.
the way it is is good. if it's all in one module I can just show up in my 5 tracking disruptor curse and shut everyone down except drones. if you make me choose the number of modules of each type to fit, well, it's sort of like racial ecm rather than just making multis as powerful as racials. tracking disruptors are plenty good already. |
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