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Kostantin Mort
Amarr PIE Inc.
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Posted - 2007.02.10 15:27:00 -
[1]
I'm not sure if this has been posted before, but there needs to be someway to counter the abilities of a missile ships and defenders aren't viable because they both require a missile slot and are quite ineffective. Although standard ECM jamming can be used to counter missile boats, ECM is a catch all for everything and therefore can be used effectively on any type of ship.
What I was thinking was something more towards the lines of TDs: an EW module that restricts the range and tracking on turret-based ship. On the same lines, an anti missile EW module could restrict the range of the ships and also make the explosion velocity of the missile lower. How can you explain this in terms of fluff, for those interested? Well, a link is necessary between the missile and the ship and if this link is dampened, the missile will lose control once it gets out of a certain range. Also in order to explain the explosion velocity, one of the skills that improves it is Target Navigation Prediction. The missile launcher, if dampened by this EW module, would have a harder time predicting the path of the ship, hence lower damage. What do you guys think, then? ------
Dei Gloria "God is my shield and protector!" |

Kostantin Mort
Amarr PIE Inc.
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Posted - 2007.02.10 15:32:00 -
[2]
I have noticed that it has been brought up before, in a thread under defender missiles. Don't know if this renders the post obsolete, but oh well. ------
Dei Gloria "God is my shield and protector!" |

Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.10 19:37:00 -
[3]
Spatial Destabilizers do it just fine.
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VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.02.10 19:52:00 -
[4]
So do Sensor Dampeners... So does speed... So does the 5 minutes of warning time you have between the time the missile is launched and the time it actually hits you.
Hmmm...
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Auron Shadowbane
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Posted - 2007.02.10 20:40:00 -
[5]
Originally by: VJ Maverick
So does the 5 minutes of warning time you have between the time the missile is launched and the time it actually hits you.
show me a missile with a 300s flight time plz...
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Lakotnik
The Legion of Spoon Curatores Veritatis Alliance
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Posted - 2007.02.10 21:26:00 -
[6]
Dont take everything literally :P Anyway, some anti missile defense would be great, there are more turret counters than missile ones. Defenders would be awesome already if they had some brain and targeted all missiles against friendly ships. As i think again - just improve defenders.
-- Smile, tomorrow will be worse. |

VJ Maverick
Caldari Maverick Specialized Services
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Posted - 2007.02.10 21:56:00 -
[7]
Originally by: Auron Shadowbane
Originally by: VJ Maverick
So does the 5 minutes of warning time you have between the time the missile is launched and the time it actually hits you.
show me a missile with a 300s flight time plz...
1) find dictionary 2) go to section "H" 3) look up term "hyperbole"
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.11 02:20:00 -
[8]
I have never found missiles to be particularly effective in PvP, with the exception of the old Jav torps and precision lights. Short-range turrets kick missiles' butts for damage, and long-range turrets can get five salvos off before the first cruise missile connects, plus they work while aligning to warp.
Missiles don't need countermeasures. They're gimpy enough.
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Maya Rkell
Forsaken Empire The Forsaken Empire
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Posted - 2007.02.11 03:28:00 -
[9]
Reggie Stoneloader's right. Not because missiles are gimpy, but because there is no compelling imbalance which can be pointed to to make this change, and thus it would require stock missiles get boosted - which hurts smaller ships etc. which don't mount the defence, and...
Can of worms which game balance dosn't require.
//Maya |

Christopher Dalran
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Posted - 2007.02.11 14:43:00 -
[10]
Edited by: Christopher Dalran on 11/02/2007 14:39:24 Ever try smartbombs? They can destroy missiles and they dont even need to be targeting you, lower SP players can Fit SB's on frigates and intercept them before they hit their target.
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Reggie Stoneloader
eXceed Inc. INVICTUS.
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Posted - 2007.02.11 20:43:00 -
[11]
Man, if there was a way to reliably do that, it would rock. Get an Executioner with a little bomb on it out there to chase down torpedoes... Funny stuff.
I heard that back in the early days of EvE missiles could be targeted. Is that true?
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Maya Rkell
Forsaken Empire The Forsaken Empire
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Posted - 2007.02.11 21:00:00 -
[12]
If you had nothing else targeted, yes.
Missiles were also far slower, chased you rather than predicting your path and you could drop mines and see missiles hit them and blow up :)
//Maya |

Arcadia1701
Gallente Federation of Freedom Fighters
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Posted - 2007.02.12 07:31:00 -
[13]
Originally by: Reggie Stoneloader I have never found missiles to be particularly effective in PvP, with the exception of the old Jav torps and precision lights. Short-range turrets kick missiles' butts for damage, and long-range turrets can get five salvos off before the first cruise missile connects, plus they work while aligning to warp.
Missiles don't need countermeasures. They're gimpy enough.
This man speaks the truth, being a 35 mill sp caldari near beta pilot, i have to say i regrget being caldari lol. Should os stuck with my chars original creation race gallente, since they pwn now.
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TwoDogs
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Posted - 2007.02.12 11:29:00 -
[14]
I was thinking more of a point defence turret , eg a rapid AC mimnater , rapid laser for ammar ect, it would have a range of about 5km and would shot at enermy missile tho would only have about 30% chaance of hitting at lvl 1 and say 50% at lvl 5 , also has its owe ammo type which would have to use in high volume , maybe even be ble to defend other ships if they are close enuff.
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Grey Area
Caldari
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Posted - 2007.02.12 12:43:00 -
[15]
Originally by: Lakotnik Anyway, some anti missile defense would be great, there are more turret counters than missile ones.
Yes there are...by ONE...the turret disrupter. If you really want to get into this, there are also more PRO-turret mods as well as anti-turret mods. Turret disrupters affect tracking, but you get tracking comps and subroutines to offset that. Whatever magic module you introduce to counter missiles, you would need to introduce a balancing module that allows the missile player to offset it.
But, since you are talking about PVP (implied by use of the word "balance"), then if anything missiles need a boost, not a nerf - as said in this thread, on any ship larger than a frigate or interceptor, missiles are not a sensible choice if you want to PVP. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment until you've looked at them. |
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