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Darco Karim
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Posted - 2008.08.01 11:12:00 -
[1]
Edited by: Darco Karim on 01/08/2008 11:13:20 Missiles are a big problem to balance in this game we play, when the speed balance comes into effect they will be the only weapon that hits every time and has no optimal or fall off, no tracking issues and very little to counter them, plus they cause so much frigging lag.
just remove missile velocity and flight time and give them optimal and fall off, so they become a self propelled bullet of sorts, then tracking disruptor's can work on them also, then remove there model so the server does not have to spawn them so thus reducing lots of lag, then adjust all relevant skills to fit with this new weapon so missile loving caldri can't complain about loss of skills <a href="http://rumandmonkey.com/widgets/toys/testgen/6199/"><img src="http://stat.rumandmonkey.com/tests/9/9/6199/25765.jpg" title="Gunslinger" alt="Gunslinger" border="0" /></a><br />Gunslinger<br / |
MenanceWhite
Amarr Red Light Navy
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Posted - 2008.08.01 11:15:00 -
[2]
Dammit your mugshot sure is ugly. ---
Originally by: Torfi There's alot. That can be done. With.. corpses
Originally by: Oveur
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Jaketh Ivanes
Amarr Imperial Servants
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Posted - 2008.08.01 11:19:00 -
[3]
But then they would not be missiles. The point of missiles is the guidance system and slow delivery of damage.
Yes, missiles might need a looking into, but not removal. Perhaps the explosion velocity need lowering or the explosion radius.
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Darco Karim
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Posted - 2008.08.01 11:20:00 -
[4]
Cache cleared. |
Opertone
Caldari SIEGE. The Border Patrol
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Posted - 2008.08.01 12:17:00 -
[5]
yes! replace missiles with suicide bombs,
works for me!
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TZeer
BURN EDEN
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Posted - 2008.08.01 12:51:00 -
[6]
Originally by: Darco Karim Edited by: Darco Karim on 01/08/2008 11:13:20 Make missilelaunchers into turrets... cause I have no idea how missilemechanics work
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Zikka
Hematite Rose Bionic Dawn
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Posted - 2008.08.01 13:27:00 -
[7]
Originally by: TZeer
Originally by: Darco Karim Edited by: Darco Karim on 01/08/2008 11:13:20 Make missilelaunchers into turrets... cause I have no idea how missilemechanics work
What TZeer said.
Missiles may need some tweaking. That's all.
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Lt Angus
Caldari Lt Angus Corp
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Posted - 2008.08.01 13:29:00 -
[8]
Make them into dogs that shoot bees out thier mouth
Shhhh, Im hunting Badgers |
Darco Karim
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Posted - 2008.08.01 14:14:00 -
[9]
Cache cleared. |
Wannabehero
Caldari Absolutely No Retreat
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Posted - 2008.08.01 14:48:00 -
[10]
Originally by: Darco Karim
Originally by: TZeer I wish I under stood the game mechanics, but with my high charisma and intel I use my high slots for mining so have no use for missils
If was ever in need of information about missiles, the guys over at Burn Eden are the ones I would talk too. You fail at misquoting. --
Don't harsh my mellow |
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Darco Karim
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Posted - 2008.08.01 14:58:00 -
[11]
Cache cleared. |
Somal Thunder
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Posted - 2008.08.01 18:41:00 -
[12]
Make them into snowball launchers and make them shoot snowballs!
Oh wait, that's been done.
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NerfMyBarge
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Posted - 2008.08.01 19:03:00 -
[13]
Edited by: NerfMyBarge on 01/08/2008 19:04:03 Edited by: NerfMyBarge on 01/08/2008 19:03:12
Originally by: Darco Karim Edited by: Darco Karim on 01/08/2008 11:13:20 Missiles are a big problem to balance in this game we play, when the speed balance comes into effect they will be the only weapon that hits every time and has no optimal or fall off, no tracking issues and very little to counter them, plus they cause so much frigging lag.
just remove missile velocity and flight time and give them optimal and fall off, so they become a self propelled bullet of sorts, then tracking disruptor's can work on them also, then remove there model so the server does not have to spawn them so thus reducing lots of lag, then adjust all relevant skills to fit with this new weapon so missile loving caldri can't complain about loss of skills
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Yes missiles are AWESOME. At ratting/plexing. However, most missile boats have sad dps in general(drake, nighthawk etc). Nothing to counter missiles ey? rats counter with defender missiles (only npc:s... obviously), players counter with speed, or tank. Or smartbombs when it comes to capital torps. In the age of nanoships, missiles are often rendered utterly useless since most ships travels over 3-4km/s which is just about enough to avoid 90%+ of a cerberus dps with perfect missileskills. Any proper nanoship (decent ship, decent fitting) completely avoid all missile damage. That and being able to safely get back to gates is pretty much the definition of a nanoship.
Missiles have counters, missiles have an "optimal range", missiles have issues but there are places where missiles excel too.
It is confirmed that a cerberus with 2 explosion velocity rigs and precision scourge missile did over 1 damage to a ship travelling 6km/s.
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Yuki Li
Caldari Omerta Syndicate
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Posted - 2008.08.02 00:19:00 -
[14]
Posting in a "missiles can damage my nanoship" thread.
Seriously, if missiles are overpowered then I'm the Amarr Emperor. Missiles hit everytime? Yes. Missiles do damage every time? No.
Missiles do a great deal less DPS than turrets to begin with, this is presumably to offset the advantages of no tracking, and optional damage types. The only "missile" variants that don't fall into this bracket are in the Torpedo tree, which are high damage close range weapons that do complete squat damage to smaller ships due to sig radius.
So you can't orbit a missile boat to death post patch because he can hit you for more than 0.1 damage, that's a shame, but ask yourself this, are you webbed or warp disrupted by him? Does he have a speedboost? On most occasions, no, so you can quite happily vacate. Due to the general lack of util meds on missile boats the ability to nickel and dime a tackler into running away is the only method of evasion they have.
Website Recruiting
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Zxeries
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Posted - 2008.08.02 06:16:00 -
[15]
just playing around with numbers.....
fastest missile in the world x-51 goes aprox. 2240m/s in the atmosphere but some how thousands of years in the future we cant make a missile (heavy missile) go faster than 3750m/s (no skills)?
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Wrayeth
Inexorable Retribution
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Posted - 2008.08.02 06:53:00 -
[16]
Just because missiles hit don't mean that they're necessarily effective. I remember trying to kill a tank sacrilege right after explosion velocity and explosion radius were introduced (and I'd trained the new skills up), and my torp raven with three damage mods could not kill him. The damage reduction due to sig radius was enough that my torpedos' damage was laughable when his resists were factored in, too. -Wrayeth n00b Extraordinaire "Look, pa! I just contributed absolutely nothing to this thread!" |
Kil'Roy
Minmatar The Rat Patrol
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Posted - 2008.08.02 07:10:00 -
[17]
Originally by: Zxeries just playing around with numbers.....
fastest missile in the world x-51 goes aprox. 2240m/s in the atmosphere but some how thousands of years in the future we cant make a missile (heavy missile) go faster than 3750m/s (no skills)?
Quoting reality was your first mistake.
This is a game.
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Typhado3
Minmatar Ashen Lion Mining and Production Consortium Axiom Empire
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Posted - 2008.08.02 08:51:00 -
[18]
Originally by: Somal Thunder Make them into snowball launchers and make them shoot snowballs!
Oh wait, that's been done.
I was thinking corpse launchers... "when one of us dies, we pick him up and fling him at you".
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