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Dilsnik
Celestial Horizon Corp.
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Posted - 2007.10.19 01:51:00 -
[1]
Turret battleships have the option to fit dual versions of cruiser sized weapons. Its time for launcher battleships to have the same options.
Dual Assault Launcher - uses 2x standard missiles, higher rof.
Dual HAM Launcher - uses 2x Ham missiles, higher rof.
Dual Heavy Launcher- uses 2x Heavy missiles, higher rof, smaller radius.
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NoNah
Unseen University
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Posted - 2007.10.19 01:53:00 -
[2]
Sure, and a -33%(or whatever) damage modifier on all of them?
Oh, and I say what I seem to reply to just about every single one of the omg caldari needs more help, game is to hard!! (and other missile threads) - what the game really needs is some kind of ew countering missiles.
Postcount: 910985 [02:40:22] <elmickers> if you're caldari in a fleet fight, bring a corp
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Shirazz
Amarr Imperial Shipment
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Posted - 2007.10.19 01:55:00 -
[3]
o.O duel weaponary doesnt use 2x teh charges/shells/crystals /gun/shot the last time i checked..? And they are actually weaker than the normal turret of that class as they are the next up so a bs would be firing heavies and cruisers would be firing lights? wtf?
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NoNah
Unseen University
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Posted - 2007.10.19 01:56:00 -
[4]
Originally by: Shirazz o.O duel weaponary doesnt use 2x teh charges/shells/crystals /gun/shot the last time i checked..? And they are actually weaker than the normal turret of that class as they are the next up so a bs would be firing heavies and cruisers would be firing lights? wtf?
Please slap me for not even noticing. 
Postcount: 577225 [02:40:22] <elmickers> if you're caldari in a fleet fight, bring a corp
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Fehnrail
Caldari Colossus Technologies
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Posted - 2007.10.19 01:58:00 -
[5]
Dual turrets work for guns because, well, you get to use appropriate-size ammo with them with slightly faster ROF than a turret of that size.
In Spirit of this, Dual Heavy Launchers, a BS sized module, should fire Cruises...
And Dual Cruise launchers should fire Torpedoes...
Oh, isn't that kinda pointless? Yeaaaaaah.
...I am a part of all that I have met, Yet all experience is an arch wherethro' Shines that untravell'd world, whose margin fades For ever and for ever as I move... |

Dilsnik
Celestial Horizon Corp.
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Posted - 2007.10.19 02:04:00 -
[6]
Are you unfamiliar with the assault launcher?
It takes a frigate sized weapon( standard missiles ) and by increasing damage potential, makes a cruiser sized weapon.
The dual launcher idea is simply a logical extension of that method, in my opinion.
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Julius Romanus
Amarr Bloodmoney Incorporated
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Posted - 2007.10.19 02:05:00 -
[7]
The forums are awash in "great ideas" lately :\
Nerf forums. -- All these graphs show is how bad the apocalypse is with different kinds of weapons. -Dr Jigglez |

Annowyn
Purgatorial Janitors Inc.
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Posted - 2007.10.19 02:09:00 -
[8]
Originally by: Dilsnik Are you unfamiliar with the assault launcher?
It takes a frigate sized weapon( standard missiles ) and by increasing damage potential, makes a cruiser sized weapon.
The dual launcher idea is simply a logical extension of that method, in my opinion.

Your logic is off. A dual wtf-ever launcher on a BS would fire heavy missiles using your way of thinking. Not torps. Not cruise.
Thank you, try again.
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Dilsnik
Celestial Horizon Corp.
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Posted - 2007.10.19 02:12:00 -
[9]
Edited by: Dilsnik on 19/10/2007 02:14:11 you are missing the logic I guess. I am suggesting doing the same with assault launchers, just bumping up the ship class.
I was not suggesting it follow exactly the same methodology as turret ships do, just the "spirit" , the basic idea, if you will. And yess, if you read the op, it does mean a battleship using smaller missiles, instead of torp/cruise.
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Falka Lakadaka
Gallente BakaLakadaka Street
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Posted - 2007.10.19 02:19:00 -
[10]
Turrets and Missiles seem well balanced now...this would throw the balance towards missiles.
If it ain't broke, don't fix it. There's plenty of other things that are more important.
Cheers Falka
________________________________________ Have a Skill in training every second of every day and never buy a ship you can't afford to replace at least once.
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Eval B'Stard
Minmatar Republic Military School
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Posted - 2007.10.19 04:13:00 -
[11]
Originally by: NoNah what the game really needs is some kind of ew countering missiles.
Ummm isn't that what FoF's are for, yeah they aren't brilliant but they ARE a counter to EW.
-------------------------------------------
When we gonna see the 40km and 80km tractor beams ?
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VolcanicButtmonkey
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Posted - 2007.10.19 04:25:00 -
[12]
I believe he meant specific EW to counter Missiles...like how you have tracking disruptors and such.
That would be nice and all.....as long as Caldari got a second damage mod. Srsly ... gunboats can use upto 3 different types of damage/range enhancement mods while caldari are stuck with BCU's.
btw i do think this idea is pretty nifty
/signed
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NoNah
Unseen University
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Posted - 2007.10.19 04:27:00 -
[13]
Originally by: VolcanicButtmonkey I believe he meant specific EW to counter Missiles...like how you have tracking disruptors and such.
That would be nice and all.....as long as Caldari got a second damage mod. Srsly ... gunboats can use upto 3 different types of damage/range enhancement mods while caldari are stuck with BCU's.
btw i do think this idea is pretty nifty
/signed
I do agree, there should be more modules affecting missiles. I find EW the most urgent one, but as been said in most other threads, there should be modules helping the missiles aswell.
Of course this would require a rebalancing of the modules, but...
Postcount: 222295 [02:40:22] <elmickers> if you're caldari in a fleet fight, bring a corp
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Annowyn
Purgatorial Janitors Inc.
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Posted - 2007.10.19 04:41:00 -
[14]
Couldn't a well-placed smartie be considered a counter to missiles?
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Mr Bodacious
mUfFiN fAcToRy
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Posted - 2007.10.19 04:44:00 -
[15]
your timing would have to be perfect...
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Flex Nebura
Caldari
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Posted - 2007.10.19 06:49:00 -
[16]
Edited by: Flex Nebura on 19/10/2007 06:49:20
Originally by: NoNah
Originally by: VolcanicButtmonkey I believe he meant specific EW to counter Missiles...like how you have tracking disruptors and such.
That would be nice and all.....as long as Caldari got a second damage mod. Srsly ... gunboats can use upto 3 different types of damage/range enhancement mods while caldari are stuck with BCU's.
btw i do think this idea is pretty nifty
/signed
I do agree, there should be more modules affecting missiles. I find EW the most urgent one, but as been said in most other threads, there should be modules helping the missiles aswell.
Of course this would require a rebalancing of the modules, but...
I disaggree. There is no need for this at all. I'd hate to see the day where ever module and ship is the same only different colours. In my oppinion diversity is what makes games great. And having everything exactly the same kills them. Sure.. It can be hard to tell if they are balanaced or not.. You can only ever tell from guessing and experience as combat can be highly circumstantial. But if modules become so similar, that they are easily compared, then noone is gonna use the sub par weapons
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Acoco Osiris
Gallente Sublime.
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Posted - 2007.10.19 12:05:00 -
[17]
Originally by: Annowyn Couldn't a well-placed smartie be considered a counter to missiles?
Only if you're willing to expend 200 cap (more for torpedoes) just to deflect a bloody missile.
And missiles already have an EW counter-they have FoFs. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

Redora
Gallente Universal Exports
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Posted - 2007.10.19 12:37:00 -
[18]
Originally by: Acoco Osiris
Originally by: Annowyn Couldn't a well-placed smartie be considered a counter to missiles?
Only if you're willing to expend 200 cap (more for torpedoes) just to deflect a bloody missile.
And missiles already have an EW counter-they have FoFs.
I think NoNah was speaking more like an EWar counter to missiles, not a missile counter to Ewar. E.g. Defender missiles, but more reliable, and not requiring the fitting of a launcher on your ship. Kinda like Tracking Disruptors make guns just short of useless (with bonuses), this would render missiles capable of missing... Or something. Call it a Chaff Generator, give it a chance based ability to make all missiles within XX km of the generating ship explode prematurely or.... Something. ---
Redora
http://oldforums.eveonline.com/?a=topic&threadID=543553 |

Acoco Osiris
Gallente Sublime.
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Posted - 2007.10.20 00:30:00 -
[19]
Originally by: Redora
I think NoNah was speaking more like an EWar counter to missiles, not a missile counter to Ewar. E.g. Defender missiles, but more reliable, and not requiring the fitting of a launcher on your ship. Kinda like Tracking Disruptors make guns just short of useless (with bonuses), this would render missiles capable of missing... Or something. Call it a Chaff Generator, give it a chance based ability to make all missiles within XX km of the generating ship explode prematurely or.... Something.
I think that one of the major advantages of missiles is that they're pretty immune to Ewar, I would not like to see this immunity go. ------------------------------ One more soldier off to war... And one Velator in my hangars. |

Fehnrail
Caldari Colossus Technologies
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Posted - 2007.10.20 00:36:00 -
[20]
Originally by: Annowyn Edited by: Annowyn on 19/10/2007 02:18:27
Originally by: Dilsnik Are you unfamiliar with the assault launcher?
It takes a frigate sized weapon( standard missiles ) and by increasing damage potential, makes a cruiser sized weapon.
The dual launcher idea is simply a logical extension of that method, in my opinion.

Your logic is off. A dual wtf-ever launcher on a BS would fire heavy missiles using your way of thinking. Not torps. Not cruise.
EDIT: OKay, this guy (Fehnrail) threw me off. 
Dual 250mm fire Large ammo because they are Large turrets.
So Dual Heavy Launchers will fire Cruise ammo because they are Large turrets.
And Dual Cruise Launchers will fire Torpedos because they are large turrets.
It honestly makes no sense to introduce dual launchers.
...I am a part of all that I have met, Yet all experience is an arch wherethro' Shines that untravell'd world, whose margin fades For ever and for ever as I move... |

VolcanicButtmonkey
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Posted - 2007.10.20 05:18:00 -
[21]
A precedent doesn't have to set a solid rule to be followed. As almost everyone says , just becuase turret ships do 'x' , missile shouldn't do 'x' just to preserve the diversity in EVE. By that logic wouldn't it be a little nice if you could have dual heavies firing 2 heavy missiles per salvo .... in other word twice the damage instead of ROF boost? This would only increase the caldari niche role of discrete/spike damage imho
Again i fully endorse this service or product purley because i would like to see Caldari pvp thrive and people no longer using caldari as the whine benchmark for pvp
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Ogul
Caldari ZiTek Deepspace Explorations Interstellar Alcohol Conglomerate
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Posted - 2007.10.20 10:00:00 -
[22]
Not agreeing on the dual smaller ammo launchers (does anyone even use those assault launchers on cruisers/bcs?), but missiles could definitely use a greater variety of launchers - or of ammo types.
--- This is a war declaration, issued from your alt corp. It is used to gank people in high sec. |

vanBuskirk
Caldari
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Posted - 2007.10.20 12:17:00 -
[23]
I actually think that a battleship version of the assault launcher - using perhaps the grid of a cruise launcher or thereabouts, firing heavy missiles at a much higher ROF than that of a heavy launcher - would make some sense. A few problems though, mainly that this would make battleships, particularly Caldari ones, utterly lethal to cruisers if set up for the purpose.
Ammo expenditure would be huge, of course. And finally, what the heck would it be called? "Heavy Assault Launcher" is taken - the only solution I can think of would be to use this name and rename HAMLs to "Heavy Rocket Launchers" - which makes more sense anyway.
Further to this, how about dreadnought-sized assault torp launchers? 
---------------------------------------------- "Violence is the last refuge of the incompetent."
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Seamus O'Malley
Elite Storm Enterprises
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Posted - 2007.10.20 15:04:00 -
[24]
Edited by: Seamus O''Malley on 20/10/2007 15:04:19
Originally by: Julius Romanus The forums are awash in "great ideas" lately :\
Nerf forums.
Originally by: Falka Lakadaka Turrets and Missiles seem well balanced now...this would throw the balance towards missiles.
If it ain't broke, don't fix it. There's plenty of other things that are more important.
Both qft
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Gaige Gamba
Gallente Sublime.
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Posted - 2007.10.20 16:14:00 -
[25]
Originally by: Julius Romanus The forums are awash in "great ideas" lately :\
Nerf forums.
This. ~
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Hotice
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Posted - 2007.10.20 16:26:00 -
[26]
There is no point for dual launchers. Just need to have point defense gun/launchers. They fire small ammo/missile but with high rate of fire. Or have a kind of missile that act like cluster bomb with aoe dmg. Create a new battleship class with defense bonus that can fit 8 those of cluster missile launchers to guard ships within 60km. Should be pretty fun to watch tacklers die in waves. 
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Mudkest
MetaForge Ekliptika
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Posted - 2007.10.20 20:54:00 -
[27]
Edited by: Mudkest on 20/10/2007 20:56:26
Originally by: Dilsnik Turret battleships have the option to fit dual versions of cruiser sized weapons. Its time for launcher battleships to have the same options.
have you even looked at the dual cruiser versions? yes the bs are called "dual" and the description mentions it combines 2 of the lower grade weapon. And that's where the duality ends. Theye use large sized charges(not 2 meds), teh tracking is on bs level, fitting is bs level, damage output is less then half(lower damage mod on the bigger version and 1 charge size up doubles the damage for loewr total damage) and the sig resolution is on bs level as well. Just compare the statistics of 425mm ac and dual 425mm ac
theye are NOT the same as 2 of the lower grade turrets in any way. and if anyone poitns out that it does have double the falloff, since when does firing 2 guns double the range you can shoot things? ----- GIEV custom ship paint jobs!
I want my hello-kitty-kessie! |
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