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Arma'sXblowupXdoll
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Posted - 2008.10.10 13:45:00 -
[1]
I know there's been people wanting defenders to defend the entire fleet, but there's also the problem with only being able to turn it on when a missile is coming after you. What about having the defender missiles simply pop out, start the count-down on flight time, and go after the first missile that it finds? You could potentially kill a full first silo of missiles. At first, the missile would simply float there until something came up for it to hit. Maybe even other defender missiles?
Also, if that change could be implimented, we would have to make sure no defender missile goes after the same incoming missile. Perhaps a setting to say that no more than 1 or 2 defenders against each missile for the ones that take a few hits to destroy? Maybe if you don't destroy a missile, but you hit it with a defender before it hits you, it should reduce the amount of damage or velocity of said missile?
With respect to missiles that can't be destroyed, what about faction/T2 defenders, or a skill that can increase the damage enough to take out most missiles at lvl 4, and all at lvl 5?
Sorry if this has all been discussed before.. |
Total Disaster
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Posted - 2008.10.10 13:47:00 -
[2]
if "fleet"-defenders would work (i.e. defenders attacking any hostile missiles) then it would be way too overpowered.
put 2 kestrels with assault launchers into the fleet and it will be missile free |
Arma'sXblowupXdoll
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Posted - 2008.10.10 13:58:00 -
[3]
Well, it would give noobs something to do in fleets.. :)
But seriously, it does seem like that bit of my suggestion would be overpowered.
Perhaps a T2 defender that seriously nerfs your ROF, but can hit any missile? I'm not overly concerned with that part of the suggested ideas however. The main thing I'd like to see is the ability to turn them on w/o missiles coming in and to get them to go directly to the missile a little bit quicker. Say a hyena snags a flycatcher from 15k away. Currently, defenders couldn't counter the missiles fast enough. They go flying all over the place before they hit.
The rats that use defenders should stay the same though imho.. let their defenders go wild and miss a few incoming missiles. |
Washell Olivaw
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Posted - 2008.10.10 14:29:00 -
[4]
Originally by: Total Disaster if "fleet"-defenders would work (i.e. defenders attacking any hostile missiles) then it would be way too overpowered.
put 2 kestrels with assault launchers into the fleet and it will be missile free
My understanding is that fleets are already missile free when it comes to 200km+ battles due to the low speed of missiles. For the short range torp work defenders would be too slow to get the 2 or 3 hits needed to destroy a torp.
So defenders will still be mostly useless, but now there'll be a few niche moments and applications in which they could shine.
Originally by: Signature Everybody has a photographic memory, some people just don't have film.
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Zaintiraris
Caldari Archon Industries
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Posted - 2008.10.10 14:44:00 -
[5]
Have to agree that it would be a good thing to revamp the defender missiles to give them a purpose in PVP, and it is not unrealistic to put a missile into the air and let it me 'smart' about activating itself.
It might be good to change a lot of the dynamics of them - at present they only kill one missile, and it takes two to kill a torpedo, making torpedos a very powerful weapon vs. defenders (not that that battle will happen too often ). Changing from a charge-based weapon to a laser-like weapon, using some sort of other ammution to do a 'point defense' rather than a defender missile might be good.
Say, for sake of example, you activate your point defense module with a charge of some sort of phalanx like ammunition - it remains active, and so long as it is, it gives an X% chance of shooting down a missile OR reducing its damage slightly.
Potentially, you could fine tune this - if you have a point defense capable of shooting down the missile, but it is extraordinarily short range (in the range of 100-500meters) then you could say that is has a X% chance of detonating a missile that distance from your ship - and it would penalize the explosion radius of the missile that it affects, reducing damage taken.
Or it might all be a lousy idea, since there is no equivalent against turrets - who can say ---
Originally by: CCP Hammer This game was so much better back before people knew math.
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Arma'sXblowupXdoll
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Posted - 2008.10.10 15:02:00 -
[6]
Originally by: Washell Olivaw My understanding is that fleets are already missile free when it comes to 200km+ battles due to the low speed of missiles. For the short range torp work defenders would be too slow to get the 2 or 3 hits needed to destroy a torp.
So defenders will still be mostly useless, but now there'll be a few niche moments and applications in which they could shine.
so to add to the idea an da possiblity of fleet defense, maybe make the T2 defenders nerf the ROF and flight time, but have the ability to go after all hostile missiles.. Or maybe even all missiles for a bit of lolz.. I also like the point defense. Like those automated gattling guns the US has on their navy ships.. really fast ROF and only shoots at incoming high velocity targets. Just tossing ideas around....
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.10.10 15:36:00 -
[7]
I've proposed a fix to defender missiles that takes just about all of this into account before.
tl;dr: Defender missiles fire in bunches at any in-flight missiles the target has within range.
Does this address your concerns? ------------------ Herschel's Lottery #1 - Win a Kronos! |
Tac Ginaz
The Righteous Few
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Posted - 2008.10.10 15:47:00 -
[8]
Simply copy the ol' robotech version of 'defender' missiles.
Each 'shot' is a swarm of defenders that home on any hostile missile that is inbound. The bigger the missile the more defenders it takes to destroy.
The amount of defenders each launcher type can fire depends on its size. Rockets fire a salvo of 2 defenders per shot, standard+assault fires 4, heavies fire 6, cruise fires 8 and torpedo fires 10.
To destroy incoming missiles:
To kill an incoming rocket: 4 defenders must hit it To kill an incoming Standard missile: 6 defenders must hit it To kill an incoming heavy missile: 8 defenders To kill an incoming Cruise: 12 defenders To kill an incoming torpedo: 22 defenders.
This creates a heavy need to purchase a LOT of defenders and both increases the chances of a defender hitting an incoming missile AND the chances of the incoming missile to hit the target.
Again, as in the ol' robotech series, the missile war was based on the attacker firing a bunch of missiles hoping to overwhelm the swarm of defender missiles fired by the intended victim.
In this game the caldari can certainly fire enough missiles to overwhelm most other race ships with missiles.. but the other race ships with one launcher and defenders equipped can stop some incoming missiles.. which is something caldari cannot do vs their turret weapons. So it balances out.
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Abrazzar
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Posted - 2008.10.10 16:18:00 -
[9]
Dug around a little in the forum and found two threads that would fit in here, old ones though, so they're locked but may still be interesting to read:
Defender Missiles by Valharu More missle defence ideas??? by tritarian
Those also contain some input from my side so I won't repeat myself here.
-------- Ideas for: Mining
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mystiq pwnzorg
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Posted - 2008.10.10 16:22:00 -
[10]
read topic "hi, i'm a rock..." http://oldforums.eveonline.com/?a=topic&threadID=893626
i've spended a bit writing about defender missles- why they shouldn't be defending fleet.
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2008.10.10 16:27:00 -
[11]
Fleets are not missile free especially when you turn your missile effects off to increase performance |
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