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Missiles getting nerfed?

Author
Karl Hobb
Imperial Margarine
#41 - 2012-05-17 20:50:46 UTC
Ager Agemo wrote:
my halo set begs to differ with you.

Ah, I see. I'm not exactly space-rich so I didn't think to look at implants.

A professional astro-bastard was not available so they sent me.

Ager Agemo
Rainbow Ponies Incorporated
#42 - 2012-05-17 21:37:07 UTC
Karl Hobb wrote:
Ager Agemo wrote:
my halo set begs to differ with you.

Ah, I see. I'm not exactly space-rich so I didn't think to look at implants.



i m not rich, but a halo set nowadays is relatively common, specially for flying T3 ships and tech 2 cruisers. i might be wrong but i believe they are used also in carriers. plus we have the low level grade halo implants. which are pretty cheap.
Niko Takahashi
Yoshitomi Group
#43 - 2012-05-18 05:22:12 UTC
So CCP we are getting a 15 % sig reduction 30 % flight speed low slot module and midslot mod with explosion velocity and flight time script ?
Landrae
The Scope
Gallente Federation
#44 - 2012-05-18 08:26:22 UTC
Missiles are like trying to hit a bullet with a smaller bullet whilst wearing a blindfold, riding a horse.
Tobiaz
Spacerats
#45 - 2012-05-18 10:43:18 UTC
Ranger 1 wrote:
On a slightly related note, I wish that CCP would quit screwing around and make missiles (especially Cruise and Torps) the ultimate alpha weapons of EVE.

Very slow rate of fire, absolutely hideous levels of damage if you stick around (voluntarily or not) long enough for them to hit you.

If you think about it, and take a look at the graphics for the damage effects between guns and missiles as well, it would be completely logical... not to mention encourage their use.


It would also make them actually a viable choice for long range combat.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

MortisLegati
School of Applied Knowledge
Caldari State
#46 - 2012-05-18 13:07:46 UTC
The most probable explanation to making tracking weapon disruption affect missile ships would be to make those EWAR modules nerf the explosion radius on guided and the explosion velocity on unguided missiles, perhaps pen them into more gun-like categories to some extent. (I don't entirely understand exactly how I come to this, I just know that I do and that it makes sense in some subconscious manner.)

Basically, I think they'd nerf one particular to-hit(to-damage) property of the missile for each missile type.
Rajan Marelona
Hedion University
Amarr Empire
#47 - 2012-05-18 13:13:40 UTC
Maybe they also buff base missile damage to compensate :)
Ituhata Saken
Killboard Padding Services
#48 - 2012-05-18 13:18:42 UTC
You can nerf them all you want to, when the new graphics come out I will be flying the biggest baddest missile boat with max slots, and even the mid and low slots will have launchers in them. And no, I will not group them and yes, I am going to cause your client to crash, that is the true power of missile spam.

So close...

Cloned S0ul
POCKOCMOC Inc.
#49 - 2012-05-18 13:52:59 UTC
Markus Reese wrote:
I hear they are going to also take capacitor to fire :p



If true, time to change projectile to Roll
TR4D3R4LT
Pator Tech School
Minmatar Republic
#50 - 2012-05-18 16:10:48 UTC
TheButcherPete wrote:
awww, you're just upset that your missiles were e-war proof, because a. Smartbombs were rarely timed good enough to kill one, and b. defenders are useless.


Then you complain when CCP brings your weapon to scale with all other weapons, thus leveling the playing field.

HTFU, hardly anyone fits tracking disrupts anyway


Actually, I kinda have problem with that. You see, instead CCP making smartbombs and defenders to work against missiles, where latter is MEANT TO WORK as direct counter, they go and slap additional role to another e-war system. But investing on TQ hardware to make missile fights viable where both missiles and defenders are calced might have been too big investment. Instead slap much more server friendly way to handle it so we dont need to spend time and effort upgrading them.

Fair is fair, now is good time to ask insta hit missiles because CCP clearly is in favor of that, after all turret like calcs are much less tiring for server.
TheButcherPete
KarmaFleet
Goonswarm Federation
#51 - 2012-05-18 16:20:20 UTC
TR4D3R4LT wrote:
TheButcherPete wrote:
awww, you're just upset that your missiles were e-war proof, because a. Smartbombs were rarely timed good enough to kill one, and b. defenders are useless.


Then you complain when CCP brings your weapon to scale with all other weapons, thus leveling the playing field.

HTFU, hardly anyone fits tracking disrupts anyway


Actually, I kinda have problem with that. You see, instead CCP making smartbombs and defenders to work against missiles, where latter is MEANT TO WORK as direct counter, they go and slap additional role to another e-war system. But investing on TQ hardware to make missile fights viable where both missiles and defenders are calced might have been too big investment. Instead slap much more server friendly way to handle it so we dont need to spend time and effort upgrading them.

Fair is fair, now is good time to ask insta hit missiles because CCP clearly is in favor of that, after all turret like calcs are much less tiring for server.


Well, honestly, if defenders killed multiple missiles instead of just one, you wouldn't need a full rack of Rapid Lights to counter another full rack of Heavy.

But, if CCP made defenders do slight AOE damage against missiles, that would be a major nerf to highsec Tengu gropers. NPC's would be knocking half of their dps down instead of one missile.

Also o.O most launchers fire more than one missile now (but only consume one unit of ammo somehow) I wonder how the new Defenders will be able to even graphically represent anything.

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TR4D3R4LT
Pator Tech School
Minmatar Republic
#52 - 2012-05-18 17:02:40 UTC
TheButcherPete wrote:

Well, honestly, if defenders killed multiple missiles instead of just one, you wouldn't need a full rack of Rapid Lights to counter another full rack of Heavy.

But, if CCP made defenders do slight AOE damage against missiles, that would be a major nerf to highsec Tengu gropers. NPC's would be knocking half of their dps down instead of one missile.

Also o.O most launchers fire more than one missile now (but only consume one unit of ammo somehow) I wonder how the new Defenders will be able to even graphically represent anything.


Dont bring NPC rat related issues here, the npc's still use old, as in 2005 old e-war mechanics. Their various e-wars are % based and so are their defenders, they dont have defender modules and missiles like pilots have. Same for repair etc changes. If you change medium armor repper to rep +5000% hp per cycle, it doesnt mean all cruiser and bc cruiser rats have tank out of wazoo. Their tank stays the same, due to nature they're coded.

So yeah, Tengu gropers would be unaffected unless they shot at players fitting defenders.
Renn Aldard
Pator Tech School
Minmatar Republic
#53 - 2012-05-18 17:30:10 UTC
Soo... Should I NOT be training for a Raven?
Ager Agemo
Rainbow Ponies Incorporated
#54 - 2012-05-18 17:47:47 UTC
Renn Aldard wrote:
Soo... Should I NOT be training for a Raven?

no u should not, it will be a waste of sp
terrly bronks
Doomheim
#55 - 2012-05-18 17:56:46 UTC
St Mio wrote:
Karl Hobb wrote:
masternerdguy wrote:
Everyone should be in close range blasterboats doing bare knuckle combat at 500m!

I see no problems with honorable mustachioed combat.

I do say, this is a most splendid suggestion!


as long as I get my 15 mill sp in missiles refunded I have no problem :) my cald pilots have all resorted to mining because missles are so bad lol

I vote just make everything the same make us all look the same all ships the same all planets the same all stations the same just think no lagg becauseevery thing is the ssame lol



oops back to wow now till end of month :)
terrly bronks
Doomheim
#56 - 2012-05-18 18:13:04 UTC
Karl Hobb wrote:
Can anyone give a quick run-down on why missiles are so bad in the game? Is it simply time-to-target?



they say it is that missles don't hit there target the explode before impact henc just pushing the traget away rather than do any real damage

a frig orbits at 500 ms at 10K away a raven with max torp skills can shoot at that frig all day and his shield regen will tank it


a rail boat will all most do the same exepet i diff if they do a Crit hit the frig will insta pop lol missles will never do that they way they are and now they are even doing to be less of threat to even bigger targets.




Markus Reese
Deep Core Mining Inc.
Caldari State
#57 - 2012-05-18 18:35:33 UTC
Here is the real interesting question, so many people complaining about the added ewar, but how many of you fit tracking disruptors to your pvp boats?

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

TR4D3R4LT
Pator Tech School
Minmatar Republic
#58 - 2012-05-18 18:50:54 UTC
Markus Reese wrote:
Here is the real interesting question, so many people complaining about the added ewar, but how many of you fit tracking disruptors to your pvp boats?


Here's even more interesting question, how many people fit covop bridges to their ships. Just because the answer is "few" doesnt mean covop bridges should be changed to suddenly allow bridging different ship types without proper weighting of the good and bad sides it will cause to gameplay.

Same is here, sure, very few fit tracking disrupts atm, those who do mainly fit it for 1vs1 "honor" pvp. However, after the change said honor pvp fits with dual prop will be even more powerful against missile boats, their only true counter thus far.
Shepard Book
Underground Stargate
#59 - 2012-05-18 19:01:59 UTC  |  Edited by: Shepard Book
A counter for something that auto hits a target is not out of line IMO. I hope they fix defender missiles next.
JitaPriceChecker2
Doomheim
#60 - 2012-05-18 19:39:46 UTC
So instead of fixing defenders CCP is doing what exactly ?????