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Kitsumi
Minmatar
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Posted - 2009.01.24 14:22:00 -
[1]
Edited by: Kitsumi on 24/01/2009 14:22:46 Pardon if this has come up before, I checked back about 2 weeks as well as the commonly posted articles and came up with nothing. Also it has been quite a while since I last dabbled with missile defense so if what I say is wrong do please correct me constructively.
When I last dabbled with defensive missiles I found them underwhelming. This was two-fold.
1: The user had to initiate each defensive missile launch. 2: I'm a huge fan of David Weber's Honorverse.
In combat such as EVEs not seeing active counter-missiles in use seems like an oversight. So here's some ideas to make them a little more common. Yes, they are drawn from David Weber's excellent descriptions of missile combat in the Honorverse. 
a: Set it so that the defensive missiles act as FOF missiles. IE, they're not targeted just like FOF missiles so why do we have to press the button every few seconds to get them to fire? We turn on the launchers with FOF missiles and those launchers fire. The same should be true of defensive missiles. When the launcher detects an active missile launch on our ship it would launch a counter missile.
b: Make is so that the defensive missile launchers can be locked on another friendly ship *or* a mid-slot module to be fitted which can be locked onto a friendly ship. This would transfer the active defense from your ship to defending the targeted ship. IE instead of detecting a launch on your ship it would detect a launch on the target ship and launch counter-measures to intercept those missiles.
This would add a layer of complexity to the missile game as well as provide a preventative measure of damage mitigation. That additional layer would be not only trying to punch through any active counter-missile defense through pure numbers but switching targets to stay ahead of it and/or throwing in chaff (frigate missiles) to try to draw counter-missile fire from the larger missiles. |

Arthur Rage
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Posted - 2009.01.24 14:51:00 -
[2]
And when do we get Anti-Laser, Anti-Projectile and Anti-Hybrid Options ?
The Missile Shield of many Frigates protecting bigger Ships with the Defense-Link Module would make Missiles totally useless.
Just think bout it - that would mess up the balancing completely.
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Kitsumi
Minmatar
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Posted - 2009.01.24 15:44:00 -
[3]
How do you figure? If they're blocking fire for another ship they are not blocking fire for themselves. Take them out first. Or, as I said, put in chaff to lower the chance of the anti-missile fire hitting a missile that conveys meaningful damage.
Scars flown proud! |

Arthur Rage
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Posted - 2009.01.24 16:25:00 -
[4]
And whats gonna block the Turret fire on the other side ? While one fleet tries to get rid of the small fries with too big Missiles that do little damage (and mavbe remote rep from the bigger ship) the enemy is inflicting massive damage ...
Balancing nightmare.
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OffBeaT
Caldari KaMiKaZes
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Posted - 2009.01.24 19:52:00 -
[5]
Edited by: OffBeaT on 24/01/2009 19:54:34 that's a real good idea Kitsumi!
well, as for turret ships being able to use defender missiles i would say most turret ships i have used can fit at lest one launcher..
but.. i would like to see some type of flack ew type anti missiles screen weapons in eve or even some kind of decoy drones would be cool.. |

Omara Otawan
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Posted - 2009.01.24 20:43:00 -
[6]
Edited by: Omara Otawan on 24/01/2009 20:43:16
Originally by: Arthur Rage And when do we get Anti-Laser, Anti-Projectile and Anti-Hybrid Options ?
The Missile Shield of many Frigates protecting bigger Ships with the Defense-Link Module would make Missiles totally useless.
Just think bout it - that would mess up the balancing completely.
Huh? Did you not know about this module they call Tracking Disruptor II?
Yes, an effective missile defense system is badly needed. Give it minmatar as 2nd ewar in exchange for the TPs.
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Anubis Assassin
Caldari Perkone
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Posted - 2009.01.24 21:26:00 -
[7]
Oh, I'm sorry, they haven't f***ed missiles enough already, so you want more? |

Kitsumi
Minmatar
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Posted - 2009.01.25 04:34:00 -
[8]
Originally by: Arthur Rage And whats gonna block the Turret fire on the other side ? While one fleet tries to get rid of the small fries with too big Missiles that do little damage (and mavbe remote rep from the bigger ship) the enemy is inflicting massive damage ...
Balancing nightmare.
Arthur, I don't think you understand the nature of balance. Every defensive missile launcher would be one less offensive missile launcher providing dps to the other side. Secondly if the protection of another vessel required a mid-slot mod to work that would mean a choice would be made on what of the current mid-slot mods in use to drop in favor of this nominal protection.
You're also presuming that having a fleet of counter-missile frigs would be a trump card. However, to paraphrase a famous saying, "Don't bring counter-missile frigs to a turret fight." If people bring a large number of counter-missiles against a missile heavy enemy, then they get a significant advantage. If they bring a large number of counter-missiles against a turret heavy enemy they are at a decided disadvantage.
Finally, I fail to see how you feel it would favor one side over the other when it is equally possible for both sides to employ said tactic.
Also, to answer the other statement about missiles being ****ed with enough; I agree, missiles are oddly counterintuitive. However, if active counter-measures were introduced then it would open up the possibility of tweaking missiles' performance in other areas precisely because there are now decent counter-measures against which any tweaks can be judged. Changes which would be too powerful before CM might be judged as acceptable because CM mitigates some of the benefits of the tweaks. |

Kim Moore
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Posted - 2009.01.25 09:29:00 -
[9]
Edited by: Kim Moore on 25/01/2009 09:35:29 Missiles have been destroyed. You can't even properly calculate DPS on them due to unpublished constants ccp is using in their formulas. Lets leave missiles alone for a bit, or better yet fix what's broken before you throw in new variables.
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