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Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.06.21 22:01:00 -
[1]
Edited by: Tovarishch on 21/06/2007 22:02:37
Upon brainstorming over Caldari ships, and their relative inequality in PVE versus PVP, I began to think that maybe the attempt to rightfully rein in Caldari ships in PVE effectiveness has imbalanced them in PVP. DonĘt get me wrong, in many situations some Caldari ships are fantastic in PVP situations. However, two issues stand out in my mind that could be balanced against one another to bring more equality to Caldari ships.
One advantage that Caldari missile ships possess is their ability to select damage types. Granted, they only receive bonuses to kinetic missile damageą and missile reloading takes a very long time, particularly given the duration of many fights. However, this is a substantial advantage in PVE ū making them a unanimous choice as mission running ships. That alone is some cause for concern.
The downside is that missile flight time is a huge disadvantage in many PVP situations. Which creates a huge discrepancy between effectiveness in PVE versus PVP. NPCs wonĘt be warping away, and are usually killed solo, or with so few ships that they do not vaporize in seconds. The use of missiles in tournaments speaks to this factą as contestants arenĘt allowed to warp outą so flight time isnĘt as great a disadvantage.
Now, I am a firm believer that there is nothing wrong with missiles and turrets being different. But it does grate me a bit to see one being so advantageous in PVE, and so disadvantageous in PVP. IĘd love to see fewer Caldari ships running missionsą and to see people less hindered by having to train outside of their planned route so that they can be optimally effective at PVE.
IĘve been flying Caldari ships exclusively for nearly four years now. I know them inside and outą all of them ū missile and turret ships alike. I actually trained for railboats because I was tired of being ineffectual as a missile jockey in many PVP situations.
Soą here was the focus of my brainstorm. How about trading the powerful advantage of choosing damage types for a better missile velocity?
Increase missile velocity by a factor of 3, while decreasing flight time by an equal factor. In exchange for this advantage change all current missiles to split damage. Every missile will do 50% kinetic damageą and the remaining damage will be reduced to 40% of current amount and type.
For example ū a Thunderbolt Heavy Missile will be changed to have the following stats ū
Velocity ū 11,250 m/s Flight Time ū 3.3 seconds Kinetic Damage ū 75 EM Damage ū 60
To make up for the drop in damage all Caldari kinetic missile damage bonuses would be changed to a damage bonus for all missiles.
IĘm really just tossing out ideas hereą but I would love to see Caldari brought down into line with other races in PVE effectivenessą while making missiles a more appealing and realistic option in PVP.
All life is sacred... until the client says otherwise. |

Samuel Freedom
Minmatar Ramdon Industries corporation
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Posted - 2007.06.21 22:04:00 -
[2]
I think its good that certain races at good at some aspects of the game and bad at others it would be a bit boring if all the races were equally good at everything.
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Namingway
Important Yet Underrated Video Game Characters
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Posted - 2007.06.21 22:19:00 -
[3]
Works for me. Missile impacts would always cause kinetic damage tbh, although defenders will be beyond broken with this idea.
Also, the kinetic missile would be 100% kinetic damage still wouldn't it?
Originally by: CCP kieron If a member of the EVE community finds he or she cannot accept our current level of transparency, we bid you good luck in finding a company that meets your needs.
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Murpie
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Posted - 2007.06.21 22:22:00 -
[4]
lol - why do not wipe all other race-ships and leave only caldari in eve... honestly... I can't see this caldari-online I-win-button conversation any more.. You caldari peoples just need to be the best in every section? You have the best mission-ships - all other races imho suck in mission running. You get faster into t2 items because of less required SP then other peoples who need armor tank and/or t2 rails/projectile/laser. You can fly easily lvl4 missions solo with your gist-"dunno Char"-Type Shield blah while we need some support or have to live with the risk not to get out of the mission without any loss..
However... Please realize that caldari can't be on top of ALL sections on eve. I'm happy that caldari isn't that pvp good as the others are...
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Hasak Rain
Amarr
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Posted - 2007.06.21 22:29:00 -
[5]
Don't ask for a boost or else they will "fix" Caldari like they did Amaar by doing something like reducing shield recharge on ALL ships in the game by about 30% so that your missiles won't seem so gimp. 
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Hajyt
Caldari EnTech Pax Familia
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Posted - 2007.06.21 23:12:00 -
[6]
It's fine the way it is.
Less Changes = Good.
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Illyria Ambri
Caldari RennTech
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Posted - 2007.06.21 23:20:00 -
[7]
Don't nerf caldari down... Boost the others up ------------ This is not War... This is pest control - Dalek Sek
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Ackaroth
Plundering Penguins
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Posted - 2007.06.21 23:20:00 -
[8]
Originally by: Samuel Freedom I think its good that certain races at good at some aspects of the game and bad at others it would be a bit boring if all the races were equally good at everything.
Agreed.
Signature deleted for being too awesome. - Ackaroth |

Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.06.21 23:33:00 -
[9]
Originally by: Ackaroth
Originally by: Samuel Freedom I think its good that certain races at good at some aspects of the game and bad at others it would be a bit boring if all the races were equally good at everything.
Agreed.
I agree with both of you. The sentiment that different is better is a good one. It creates variety.
However, the flipside is that EVE is a game that requires players to make long term decisions regarding training. When some races are an optimal choice for some things, and other races are optimal for others... then everyone, over time, will follow similar training choices to follow the optimal paths. So, in the long run... everyone trains the optimal choices... and then there is no variety or difference at all.
It's common knowledge that Caldari are best at PVE. In my opinion that is a symptom of little variety. I hate to say it... but, even as a Caldari pilot and specialist, I think Caldari need to be brought down into line with others races in terms of PVE effectiveness. That trade can be offset by making missiles a more attractive choice in PVP.
I guess it's all a matter of where you want to sacrifice variety in order to create variety.
All life is sacred... until the client says otherwise. |

Ace Frehley
Minmatar Sebiestor tribe
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Posted - 2007.06.21 23:45:00 -
[10]
Honestly, caldari doesnt suck to bad in pvp? You got lots of medslots to use on tastefull stuff (damps painters etc). Due nerf on sniping ammo, scorps can be usefull again (come on =)) and hey caldari got the best sniping ship ingames.. eagles and rohk.
If anything is needed it is to nerf caldari and let us who flies amarr and minnies to be just as veristale. yes i know amarr has some fine ships and I love the huginn, but still.. not as veristile as caldari, with both kick a.. rails and missiles ships...
Yes I¦m drunk  _______________________________________________ Beer, Eve and no shaved babes!!! is that oki then? My slogans always gets nerfed \o/ Oh a new one: Beer, eve and play neekid!! |

Empire marketslave
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Posted - 2007.06.22 01:44:00 -
[11]
i would think a better soution would be to have more rail gun bonus and less missile
or make a racial gun for caldari and make missiles a more universal weapon
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Shin Mao
Caldari AFC Ultima Rati0
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Posted - 2007.06.22 07:20:00 -
[12]
Edited by: Shin Mao on 22/06/2007 07:19:44 Caldary ships realy nice in PVE, but in PVP what realy makes them so pitiful is not the missile velocity but imposibility of using PVP modules with shield tank, and caldary ships - SlOW . Usual question in TS from gang comanders, how many BS we have except the caldary? What a shame!  __________________________________ New piracy ideas for game development:
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Camilo Cienfuegos
EP0CH
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Posted - 2007.06.22 07:57:00 -
[13]
Good thinking batman - a split bonus for missiles would bring them in-line with every other type of weapon and would only be a good thing. It would be a big nerf for Caldari in PVE, but wouldn't alter PVP effectiveness all that much.
My 2 isk: Vastly increase the effectiveness of defender missiles (both for pilots and NPCs alike) forcing Caldari ships to get up close and personal in missions (and to a lesser extent PVP) or else be reduced to zero effectiveness - much akin to the way turrets are forced to watch their optimal/falloff/tracking. Replace the damage bonus for missiles with a bonus to refire rate, missile velocity or flight time. -- Don't take the carebears out of empire - take the empire out of carebears! |

Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2007.06.22 10:12:00 -
[14]
Edited by: Tarron Sarek on 22/06/2007 10:13:03
Shin Mao, the Caracal isn't slow, but it can't fit a full rack of HAM's easily. That'S a bit of a problem.
_________________________________ - Balance is power, guard it well.. - |

Shin Mao
Caldari AFC Ultima Rati0
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Posted - 2007.06.22 10:46:00 -
[15]
Originally by: Tarron Sarek Edited by: Tarron Sarek on 22/06/2007 10:13:03
Shin Mao, the Caracal isn't slow, but it can't fit a full rack of HAM's easily. That'S a bit of a problem.
It one of our numerous problems . In general most of caldary ships need boost: CPU/speed/Shield tanking & PVP modules/Missiles in PVP ect...
__________________________________ New piracy ideas for game development:
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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2007.06.22 10:57:00 -
[16]
Edited by: Tarron Sarek on 22/06/2007 10:58:45
@Shin: Well if Caldari ships were that bad and really needed a boost, they wouldn't be so overpowered in PvE. I mean, you actually also need some stats for PvE. And obviously they have 'em. It's not like painting "Caldari Navy" on your ship makes rats go pop.
I don't see that big of a problem. Perhaps a bit more dmg, HAM's could provide that. Perhaps just some fresh out of the box thinking.
_________________________________ - Balance is power, guard it well.. - |

Shin Mao
Caldari AFC Ultima Rati0
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Posted - 2007.06.22 11:49:00 -
[17]
Edited by: Shin Mao on 22/06/2007 11:48:53
Originally by: Tarron Sarek Edited by: Tarron Sarek on 22/06/2007 10:58:45
@Shin: Well if Caldari ships were that bad and really needed a boost, they wouldn't be so overpowered in PvE. I mean, you actually also need some stats for PvE. And obviously they have 'em. It's not like painting "Caldari Navy" on your ship makes rats go pop.
I don't see that big of a problem. Perhaps a bit more dmg, HAM's could provide that. Perhaps just some fresh out of the box thinking.
Caldary missile PvE ships have good shield tank, "migthy" missiles, can use semi AFK stand & shot tactics. But this tactics can't be used in pvp at all, missiles to slow, most of our ships slow to, and we can't use PVP modules and tank shield at the same time at all. If you have MVD, warp disruptor, web, ect. you can't tank shield. Armor tanking caldary ships realy hilarious, but most eficient raven PVP configuration with armor tank . What the heck? Why mighty caldary shield tank can be used PvE only? Not only caldary have good PvE ships, galente to. Only one problem what they have in PvE is not bright drones AI and drones mass agro sometimes. And this "PvE" ships awesome in PvP to. I'm talking about Dominix and Mirmidon. Maybe add good pve ships to all other sides and fix drone AI? Then no one will be complain for future caldary buff? __________________________________ New piracy ideas for game development:
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Viktor Rasmussen
Gallente
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Posted - 2007.06.22 14:20:00 -
[18]
hmm... dunno. Don't forget that caldari style didn't need that long time to train all the skills than the gunnery-pilots need to. Why should one decide to go into non caldari if you can reach all the things in less time by skilling caldari? We currently have a massive overhang of caldari pilots and if we look at the eve-story then we can see that caldari is a small split off gallente in the past (AFAIK). Thus more caldari pilots will end in a further decrease of other races.
In general I agree that it's hard to train all the pathes if you want to do PvE and PvP (need immense time to skill that all). It needs to train both caldari and gallente/minmatar/amarr. But we can extend this subject by saying that I need to train other stuff for industry if I want to going into invention or business with prodution. I hope you get the point I want to say with this.. We all have to train our skills for the desired traget. If I want to run in missions like a charm I have to skill caldari, if I want to go into pvp I should skill gunnery and if I want to start with science I have to skill some other stuff.. It's just like all in reality. If we burst the caldari leak in pvp, we just cut off the advantage of the other races and brimg them to zero advantage :/ I like it this way and I really hope that this WON'T change or I'm afraid to see only caldari in the future of eve...
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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2007.06.22 15:04:00 -
[19]
Originally by: Viktor Rasmussen We all have to train our skills for the desired traget. If I want to run in missions like a charm I have to skill caldari, if I want to go into pvp I should skill gunnery and if I want to start with science I have to skill some other stuff..
I wholeheartedly disaggree with this. Consequently this would mean that at some point all players would have Achura chars piloting a Raven for PvE and a Dominix for PvP, or something like that. Thanks, but NO thanks. Game balance and variety is crucial for a good game. Otherwise it gets one-sided or boring, or both.
_________________________________ - Balance is power, guard it well.. - |

Viktor Rasmussen
Gallente
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Posted - 2007.06.22 15:15:00 -
[20]
every race (or ship in that case) have its own advantage in its place. What I tried to mention is that if you want to fly the BEST ships for missions you have to fly caldari ships. But these ships aren't good for pvp and this is good. I think you misunderstand my post in this way. I don't fly caldari ships for mission running too. I can fly a raven - but my skills are so worse in this that my megathron is far better than my raven in missions atm. However - what I try to say is, that I like the varity of ships and their advantages in its special field. Caldari isn't good in pvp as others aren't good in missions. And this is good!
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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2007.06.22 15:44:00 -
[21]
Oh well, I guess I misunderstood some of it. Sorry.
However I prefer the term different instead of good/bad.
Different races and different ships should feel and work different. It's up to you if you like it or not. There shouldn't be a definite 'best' as this makes all the spineless fotm worshippers jump on the bandwagon and ultimately ruins the game after some cycles. And in order to be competetive you have to follow the powergaming crowd to a certain degree. This kind of necessity is quite bothersome. Every race should cover all aspects of EVE gameplay. I'm ok with small distinctions, though.
_________________________________ - Balance is power, guard it well.. - |

Ashraaf
Infinite Improbability Inc Mostly Harmless
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Posted - 2007.06.22 15:55:00 -
[22]
Edited by: Ashraaf on 22/06/2007 15:54:23 Principal advantage for Caldari in PVE
- Missile. Choice of ammos, no range problem, No warp out problem so when a missile is fire the missile hit - PVE is "static" so every issue about agility, speed could be avoid (You put your ship in position and fire) It's a great avantage for caldari, they don't risk aggroing something else going near. - Shield tanking. Boost at start of the cycle is very good. Microgestion of capacitor is easy with a Shield tank - Cruise missile make good damage from Destroyer to BS. Without problem of range and tracking
Principal problem in PVP
- Caldari Speed and agility and mass. It's horrible - Missile took time to hit the target, and lot of time the target is allready dead or warp out - Influence of speed on target. With good speed, you get less damage and the signature don't give you more damage. If you try to kill a MWD HAC, you see your damage falling drastically. Missile got a upper limit in damage from sig but no lower for speed (and signature to) - Lock time. they've got the best sensor but the poorest lock time. Same they've got the biggest signature - Caldari ship are sniper. We've got bonus for range. That's good but to use or gun we need sensor booster or we are out of optimal range - Shield tanking, As it take med slot (Electronic War) And as sometime lag don't activate the mods in time. Armor tank is better. More Shield tanking increase sig, so it's easy to shoot a caldari Best utilisation for missile boat is short range, and on short range you need ... speed
I fly gallente now
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Riven Starkill
Caldari Regalis Industria Scientia Entreprendre Axiom Empire
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Posted - 2007.06.22 17:21:00 -
[23]
Edited by: Riven Starkill on 22/06/2007 17:23:53 I would have to agree with the sentiment of the OP. Missiles have tremendous drawbacks in PvP. Similarly, guns do not perform as well in PvE as missiles. This is a problem. There is no excuse to have to choose one race to be good at PvE and others to be good at PvP.
Missile velocity is the biggest drawback to using missiles in PvP - but I think it goes deeper than this. To simply boost missile velocity will give a tremendous boost to missile users in PvP - BUT it will also pay off in PvE as well. What I think is needed is a way to bring some kind of parity to gun-users AND missile users. We need to find a way to boost the PvE effectiveness of guns AND the PvP effectiveness of missiles.
Another player made a revolutionary idea. I HATED it at first, but the more I thought about it, the more it made sense.
The post by Neuromandis can be found here.
It is a long post, so I will try to summarize:
- Rebalance missiles by drawing inspiration from the way that drones work. Make missiles a secondary damage type, like drones.
- Drone boats have fewer high slots. They get bonuses to drones and larger drone bays to compensate for this.
- Make missile boats the same as drone boats. This would require removing missile launchers from high slot positions. In return, some ships would be given a "missile bay" in the same way that some ships get a "drone bay."
- Missile boats, like the Raven, would have fewer high slots than they do now (in the same way that the Dominix has fewer high slots).
- Different ships would have different sized "missile bays" allowing them to fit bigger launchers or more launchers. Launchers would have fixed sizes (kind of like light, medium and heavy drones) that take space from the missile bay based on their size.
- Missile launchers would now install in the missile bay completely independently of PG and CPU fitting constraints. Again, this is like drones that have no such fitting constraints.
- Missiles would still need ammo - it still takes up space in the cargo hold.
- A ship like the Caracal might have an unusually large missile bay for a cruiser - in the same way that a Vexor has an unusually large drone bay. The Caracal would receive bonuses to missiles, similar to a drone boat getting bonuses to drones.
- This would mean that there are 3 general types of ships in the game. 1) Gun-boats - ships that excel at using turret weapons and have the bonuses to match. 2) Drone-boats - ships that have weak to moderate turret capabilities but excel at drone usage, and 3) missile boats - ships with similar turret capabilities to drone boats but with exceptional missile capabilities.
Ok - why is this a good idea? Because it brings real balance to the game - while STILL MAINTAINING INDIVIDUAL CHARACTERISTICS OF SHIPS! Nothing changes here - we already have drone boats, so there are ships out there with 2 types of weapon platforms - this simply changes missiles to be like drones. It doesn't remove any variety from the game - or it doesn't remove any MORE variety from the game than drone boats currently do.
Missile users will still have their skills put to good use - in the same way that drone users skills are put to good use.
Missile users will still be good at PvE, but now they have an element of capability in PvP also. They can fit their high slots with greater variety, like drone boats currently do. They can make a NOS boat, close range, mid range... AND still rely on missiles for their primary DPS output (just like a drone boat does).
The big advantage for turret ships is that they now will be able to fit some missile launchers to add to their effectiveness in PvE situations. This lets them continue to fit their guns - but also to fill up their missile bays for extra DPS.
Please read the post by Neuromandis before you flame. Thx.
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Riven Starkill
Caldari Regalis Industria Scientia Entreprendre Axiom Empire
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Posted - 2007.06.22 17:33:00 -
[24]
Edited by: Riven Starkill on 22/06/2007 17:38:54 Edited by: Riven Starkill on 22/06/2007 17:36:55
Originally by: Riven Starkill ...LOOONG POST....
I ran out of room - there is one more thing. There would need to be an effective counter to missile damage. Something that works the same way as shooting down drones.
The defender missile might be the solution, or some turret-based anti-missile point-defense.
Smartbombs anyone??
In any event, it would have to work in a way similar to drones - you can shoot them down, but better drone (missile) skills will make it harder to do that (drone navigation, drone sharpshooting...).
Exactly how this would be accomplished (anti-missile defense and skill-based resistance of it) I haven't worked out yet... (ie: what skills would work like drone navigation and drone sharpshooting?)
P.S. Just so this isn't a total thread hijack - the OP's ideas could be more fairly implemented with a change like this one in place. Giving a secondary weapon platform extra usefulness at some aspect of PvP will not completely overpower the ship in PvE relative to gunboats.
P.P.S. Kudos again to Neuromandis for coming up with this great idea! (no, he isn't my alt - or visa versa)
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Tarron Sarek
Gallente Cadien Cybernetics
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Posted - 2007.06.22 22:19:00 -
[25]
Edited by: Tarron Sarek on 22/06/2007 22:25:34
@Riven: I see some problems with that concept:
1. Balance. It would completely knock the current system on the head 2. Work. Because of drastic UI and game-system changes, and of course due to massive amounts of balancing it would require tons of dev time. 3. PvP viability? If the Raven stays a missile boat, will those changes really make it better at long range PvP? The changes will either turn missle boats into gunboats in order to make them viable in PvP, or they'll stay sub par. I don't see anything that makes missiles themselves better suited for long range PvP. So, well, why not just train some large hybrids, use a Rokh and be done with it? Use a Raven for short range fights where missile speed doesn't matter. Use the ships for what they are good at. A Nos Domi isn't an overwhelmingly good long range fleet ship, either. I absolutely aggree that you shouldn't be forced to train for other races' ships to be able to participate in one of the fundamental aspects of the game. Right now, the Raven and PvE is a case like this. However, overall there is no problem with Caldari. They have absolutely fantastic specialised battleships. One for EW, one missile boat and one long range gunship. People can't expect to be able to do everything in a Raven. 4. Risk There is no guarantee that these changes will turn out to be better than the current system. Worst case it'll be a lot of work for even more or just different problems. There is still a lot of room for modifications and tweaks. I'd only endorse drastic changes if there is no other way.
_________________________________ - Balance is power, guard it well.. - |

Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.06.23 18:58:00 -
[26]
Originally by: Riven Starkill
The post by Neuromandis can be found here.
It is a long post, so I will try to summarize:
- Rebalance missiles by drawing inspiration from the way that drones work. Make missiles a secondary damage type, like drones.
- Drone boats have fewer high slots. They get bonuses to drones and larger drone bays to compensate for this.
- Make missile boats the same as drone boats. This would require removing missile launchers from high slot positions. In return, some ships would be given a "missile bay" in the same way that some ships get a "drone bay."
- Missile boats, like the Raven, would have fewer high slots than they do now (in the same way that the Dominix has fewer high slots).
- Different ships would have different sized "missile bays" allowing them to fit bigger launchers or more launchers. Launchers would have fixed sizes (kind of like light, medium and heavy drones) that take space from the missile bay based on their size.
- Missile launchers would now install in the missile bay completely independently of PG and CPU fitting constraints. Again, this is like drones that have no such fitting constraints.
- Missiles would still need ammo - it still takes up space in the cargo hold.
- A ship like the Caracal might have an unusually large missile bay for a cruiser - in the same way that a Vexor has an unusually large drone bay. The Caracal would receive bonuses to missiles, similar to a drone boat getting bonuses to drones.
- This would mean that there are 3 general types of ships in the game. 1) Gun-boats - ships that excel at using turret weapons and have the bonuses to match. 2) Drone-boats - ships that have weak to moderate turret capabilities but excel at drone usage, and 3) missile boats - ships with similar turret capabilities to drone boats but with exceptional missile capabilities.
I had followed that thread for a while... and while I think the changes proposed would be interesting, and possibly constructive, I believe that they are changes that would be too fundamentally dramatic... and would lead to further imbalances. Such sweeping changes are not needed to solve the problem. Changes need to be subtle and focused.
Those people that are knee-jerking by saying that this would only boost Caldari have either not read the thread or do not fly Caldari ships. Split damages types would significantly reduce Caldari PVE advantages.
The fundamental issue is that changes have rightfully been made to Caldari (mainly to missiles) to rein them in regarding PVE effectiveness. The problem lies in the fact that while those changes were successful in finding a relative balance in PVE... the same changes (and unchanged dynamics such as missile velocity and flight time) have hurt missile effectiveness in PVP. It is essentially common knowledge that -
Missiles = PVE Turrets = PVP
While I believe that differences are great to have in a game... I also believe that differences that lead to optimal paths are imbalanced. I still believe that my initially proposed changes would allow some differences to remain... while simultaneously boosting missiles in PVP and nerfing them in PVE.
99% of the playerbase agrees that one ship and one weapon-type is far and wide the leading choice to run missions. Fleets of Ravens can be found running missions... and little to no variety exists in choices because of that optimal path. Conversely, the same ship(s) and weapon-type is considered the poorest choice in PVP due to flight time. My initial post is an attempt to close the gap between those two discrepancies.
All life is sacred... until the client says otherwise. |

Nisse Owned
The Order of Chivalry
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Posted - 2007.06.23 19:08:00 -
[27]
Bah, sure that would nerf caldari on PvE... but why not make the missiles explosion radius and explosion velocity affected by tracking disruptor aswell... cause i heard that was a problem that crippled any turretship on level 4's Still, I hate the fact that missiles can't lose lock when a target is too small and turns fast, watching rage torps chase a inty is hilarious  Maybe a way to make it possible for them to lose lock might balance it a bit... cause it is a problem in my opinion that 3 ravens can smash a inty to pieces regardless of range using cruise missiles, while a gunboat would have to either get 100+km away, or web like hell to even hit. 
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Camilo Cienfuegos
EP0CH
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Posted - 2007.06.23 19:17:00 -
[28]
Quote: Maybe a way to make it possible for them to lose lock might balance it a bit...
If you ECM jam a missile boat, any missiles currently in flight float off harmlessly into the distance. It's balanced: The races that use turrets use tracking disruptors and sensor dampeners, and the race that uses missiles use ECM. As for the point made above this about a suitable counter for missiles, the solution exists but is simply ineffective in it's current incarnation: Defender missiles.
The OP has hit the nail on the head: removing the ability to choose damage types on missiles with a split bonus (the same way that projectile ammo does) would fix most of the outstanding issues with missiles in PVE, and improving their velocity would fix the problems in PVP. I'm amazed this hasn't been suggested before to be honest - it seems so simple when it's spelled out. -- Don't take the carebears out of empire - take the empire out of carebears! |

Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.06.23 19:25:00 -
[29]
Originally by: Nisse Owned Bah, sure that would nerf caldari on PvE... but why not make the missiles explosion radius and explosion velocity affected by tracking disruptor aswell... cause i heard that was a problem that crippled any turretship on level 4's Still, I hate the fact that missiles can't lose lock when a target is too small and turns fast, watching rage torps chase a inty is hilarious  Maybe a way to make it possible for them to lose lock might balance it a bit... cause it is a problem in my opinion that 3 ravens can smash a inty to pieces regardless of range using cruise missiles, while a gunboat would have to either get 100+km away, or web like hell to even hit. 
I've had this discussion for a couple years in the 'Ships and Modules' forum. The concept that there should be a module that should affect missile explosion radius and velocity is fine... *IF* you please also give us the equivalent of a Tracking Enhancer or Tracking Computer. Before you say, 'But you have Target Painters!'... Target Painters are for turrets also. Missile users have no module that is specifically designed to improve explosion velocity and radius.
However, this is off topic. The creation and balance of such a module doesn't directly affect the proposal in my original post.
All life is sacred... until the client says otherwise. |

Rilder
Caldari THC LTD
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Posted - 2007.06.23 19:28:00 -
[30]
Originally by: Murpie
However... Please realize that caldari can't be on top of ALL sections on eve. I'm happy that caldari isn't that pvp good as the others are...
Umm its not that, its more like we shouldn't be forced to train another race just to go PvP, I mean look at the gallente they can solo-pvp fleet pvp and they have ships that can easily do missions (DOMI ANYONE?) Why should Caldari be stuck with one side of the spectrum when another race can do both easily.
People seem to forget how many people do missions in Dominx's... And thats a Teir 1 Battleship not even a Teir 2 Raven which costs 40+ million more. ---------- -Rilder Visit my blog =) http://rilderslog.blogspot.com/ |
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